Made-up difficulty of competitive games
the-meanwhale.web.app
the-meanwhale.web.app
That's probably why I liked Total Annihilation more back in the day. It wasn't as micro-heavy, so the gameplay was more about broader strategic and economic concerns, and you'd end up winning by throwing larger hordes of units at your enemy than they could throw back at you.
I think the main difference is that in team games its much harder to figure out what you are doing wrong as you're not the sole contributor to the loss. If you lose in 1v1 in Starcraft, you can watch a replay and pretty easily find out when you lost and why. And with team games like MOBA's you have 10 variables, instead of just 2, so it's always combination of things that went wrong. Another big deal is that you have to master 1 race in RTS and you have a pool of 100 heroes to learn, each with unique mechanics.
But the craziest thing to me is the skill gap between different divisions. Tier 1 teams will massacre tier 2 teams to the point of game being a stomp. In chess you expect top players to win but not completely outrun their opponents.