Universal implies more than just 50-50 split between sexes, imo. It's an impossible standard to reach for any consumer product
I.e. the FPS players could embody the military forces in a complex society where more RPG players are doing the diplomacy and strategy, others are playing in engaging "home front" social environments, someone is off doing city-planner/factory logistics stuff, etc. There could be some deep-diving, dungeon-crawling sub-games within all these realms, but also more casual modes too.
But, crucially, it is all tied together in a unified simulation so that these different player groups are actually steering a coherent story and state space for the shared world. The outcomes of diplomacy, warfare, industry, trade, local social groups, etc. should all have impact on each other.
A good strategist makes the outcomes of individual battles predictable. That makes it terrible for unit players.
I used to play Planetside 2 with a very organized group. Winning was fun at first but you were ultimately a cog in a well oiled machine so it got old fast. It probably got old even faster for the other players who were just trying to play a regular fps.
At the same time, it's not realistic to aim for that level of appeal with every game. Most games are going to aim for some sort of niche, just like any other media.
But there is probably no way to release an Assassin's Creed or Call Of Duty that is going to appeal to women as much as men. That's just not a realistic product goal imo.
Games need to know their audience, and franky they have been very successful targeting young men for decades. My take is that most times they try to target "both men and women" they flop. There are rare exceptions like Baldur's Gate 3 that seem to reach everyone. But it's rare