Define shitload? Imagine situation where they first released on Apple Store and Google Play, after gaining recognition for being such unique game on basically any platform they would reach at least 50 million downloads combined for both mobile stores. They could design a game so it incorporates freemium elements. Want a special hero? Pay with Stress Coins™. Want boost to hero abilities, pay again. Want to buy hero skins, spend more money... it's not expensive, just five dolla' equivalent for basically everything you can do with Stress Coins™. You and many of us would hate the game.
But how many are we? Ten thousands maybe? Who cares, rest of those 50 million downloads are 5 million semi-active players, at least 10% of that are playing the game on daily basis. At least third of those are addicts. Having 150000 people addicted to your game is not bad. Much more than chadz ever had. Say out of those 150000 there are at least couple thousand people with access to large sums of money which they will happily blow on our game. That's huge money because those Whales (that's the correct term for those who spend excessive amounts of money on freemium and P2W games) tend to spend thousands, and some even tens of thousands of dollars on stupid video games (no, Star Citizen isn't the only game which attracts such people). We're talking about millions of revenue in fairly short period of time. Game may die next year but who cares, you've already made shitload of money and those 50 million downloads will wait for your next game to do basically same thing...
Disclaimer: numbers are product of my brain and may be completely inaccurate but you will get the point. That's basically how those games make so much money and it's the reason why they are able to have hundreds of employees, revenue is out of this world and comparable to revenue of biggest console gaming franchises.
Edit: Notice I didn't even mention revenue generated by ads and other forms of making money on video games.