I wonder why real-time-strategy (RTS) is dead outside of the StarCraft 2 e-sport niche. RTS used to be the best selling game category around 2000.
Mostly because designing for e-Sports has a massive effect on options and creativity of an RTS - keeping the game balanced and fair for competitive play comes with a massive tradeoffs in creativity, faction diversity and player options (especially if the developer does not have large amounts of time for balance testing). And since for some reason everyone wants a piece of that pie the RTSes have become a bit... bland…
With such finely-tuned games (and the Youtube strategy sharing mentioned in a sibling), it becomes frankly rather tedious to compete.
It's especially annoying in games that heavily favor micro management for units...it favors people who can quickly execute a dumb strategy over ones who can slowly execute a smart one. It favors people who can remember exact build timelines. Because all else is equal (because the sharp edges have been ground off during "balancing"), the winners are just the folks who can interface fastest.
And when you're game depends on basically "Here, who can deal with our clunky interface the fastest", it feels like bullshit artificial difficulty.
In Total Annihilation, for example, we always found that unit counts were large enough and AI decent enough that fights became about mid-long term planning and basically warring economies, not who could successfully dance a flock of zergs most effectively through a static defense.