Earlier quoted context omitted.
MOBAs ate them because they have a lower skill floor. If I understand 50% of how to play a MOBA, I can play the game and have fun. I am gorilla. I have 4 moves: punch, slam, eat banana, and my ultimate ability, get mad. They have cooldowns, but it doesn't matter, I just spam all my moves when I see a bad guy. If I don't see a bad guy, I can kill the enemy turrets and little cpu creatures. If I'm having trouble, I can…
I think one big reasons why RTS are having trouble is, that loosing in an RTS, as a new player, can be one of the worst experiences in gaming (not counting player toxicity): you just spend several minutes, maybe a lot of them, playing this game, you finally got your T2 fab, and then the enemy nukes you with his experimental artillery and you are just gone. No way to understand what exactly went wrong. To slow? Wrong…
I wouldn't claim they're quite so opaque, but Quakelike FPS games have a similar problem. They appear to be about shooting, but in fact at least 50% of the game is resource control (and even the combat itself is more nuanced than a new player realises). So when you're a new player losing to an experienced player, it can be super confusing and demoralising. Confusing because you probably don't realise why they are dominating you so hard and what you can do to stop it; demoralising because even if you persist and improve in one or two areas, it'll barely make a difference to the scoreboard. (You've improved your aim and learned to time items? Great, but the other guy knows the maps extremely well and can move around them far quicker than you, knows exactly how to position himself in a fight and when to use each weapon, dodges in unpredictable ways while predicting your own dodging and firing patterns, and so on. Meanwhile your newfound realisation that the armour and health items matter, and increasing ability to keep track of their timers, is making your routes through the map more predictable.)