I wouldn't phrase things quite like that. While FPSes and MMOs might require low-latency links between individual servers and individual players, those links are usually long-lived enough for the ARP tables, TCP window sizes, etc. to get comfortable.
Pokemon Go, and other medium-bandwidth casual mobile games, have players expecting low-latency even while constantly having their phone kill and reopen the app, while also travelling between different cells (and thus ending up with different IPs and having their local-most IP switch have to re-path their connections.) And they only play for three minutes at a stretch. This causes a large share of the message traffic to hit at least one "un-warmed" leg on its journey, even if you do all your server architecture correctly.
Of course, things could be even worse: you could have a casual, mobile FPS.
Someone please make this game so we can weed out the bugs in the cellular system.
Although Pokemon Go has fewer latency concerns than a FPS/MMO, which Ubisoft (Rainbow 6 Siege, The Division) excels at.