I picked a small subset of games that I played for thousands of hours each at a high level.
Which already makes it a niche you are looking at. Maybe the changes at the high level that you hate are better for the mainstream?
They were not really simple. StarCraft in particular is one of the most complex games ever created.
StarCraft is only two players. We can use a simple mathematical representation of complexity to hopefully illustrate the point. In a two player game where each player has 30 actions they can perform, there's 30² total combinations, or 900 different AB action events to balance. In a hero shooter with 4 skills each and 10 players, that's 4^10 possible AB action events to balance, or 1,048,576.
It's arguable that the introduction of more skills, parameters and interaction types increases complexity exponentially to the point it's impossible to balance, and so the only solution is to keep changing the formula and the meta to keep the game fresh.
It can be argued that games should reduce the variables to make them more controllable, but that is not an argument for
better games, but
different games.
There are huge issues with the game design. A large number of abilities are focused on removing your opponent's ability to interact at all with the game. They basically turn off your opponent's M+KB for a predetermined amount of time. What's worse, these abilities can be chained together in such a manner that for some 10-15 seconds you are just sitting there twiddling your thumbs. These types of mechanics are simply trading one player's enjoyment for another's. It's weak and lazy game design.
That's one example though, and I dare say the most extreme one. But it can also be argued that other players need to take that into account. Or, it's a limited tactic that yes, it works, but how often and what are the characters like when they don't have that denial available? You could have a glass canon character who can kill without a counter, but if they have 5 minutes of downtime and die in one shot, that doesn't make them inherently OP.
It has no place in a competitive, PVP shooter. Less bad are the abilities where you press a single button to become invincible and deal massive damage over a given area. There is no counter play to many of these abilities other than another hero simply pressing a button to deny damage over a given area.
However, for those using the skill, they get a 'power trip'. And for those who can't counter, they have to avoid, which brings in planning and timing and awareness. Like the ridiculous shields in Apex, I thought they sucked arse, but a lot of players enjoyed it forcing them into a different play style. I say a lot - far fewer than were enjoying the when the skills were less extreme and the balance more tactical. But, again, that's a difference of taste and not objectively being better game design.
This is another example of weak design that trades enjoyment between players. For games with such large numbers of characters, it is a problem when at the highest levels of play you see the exact same heroes being used by almost everyone. Overwatch pro play for example was very often just a mirror matchup between teams.
Yep. However, as I argue at the start, the sheer complexity of so many characters and skills likely makes balance like it was in the era of Team Fortress 2 mathematically impossible. Google says Overwatch has 44 different characters. Each has, what 6 skills? 7? The sheer number of permutations makes balancing all combinations impossible.
It may come off selfish but it makes perfect sense. These games are being developed and balanced around the bottom tier of gamers.
Or the mainstream. Which doesn't mean they are bad design, but aimed at a different target. And that makes sense because these are businesses wanting to reach the broadest audience possible to maximise revenue.
Balance and game design hardly matters at this level. They just wanna unlock skins and see cool effects happen when they press buttons. You could design the gameplay around a higher tier without affecting the enjoyment of the lower tier. The reverse is not true.
And yet many attempts at this GaaS model fail, so I doubt it's as easy as you imagine. Putting it another way, if you just used random numbers for skills, would you have an engaging gameplay loop? I don't think you would. I think generally, these games come out okay-balanced for their audience. They then add more content that makes them impossible to balance, and at some point the devs kinda give up and just throw out more content.
But 1) that does not mean the game design is inherently bad so much as a victim of the business model and 2) that's only competitive MP games! There are many other types of games accused of being bad in this thread!! The generalisation is huge and sweeping. I guess for the purposes of discussion, we could pick one subset of games and determine if that is or isn't worse than it used to be. So take competitive MP games as a litmus test, if it can be proven they are worse, than perhaps all games are worse? But if it can be proven that MP games aren't worse, just different, than that puts a pin in the whole argument.