I used to love RTS games (until I discovered Total War) and I have to say I'm a bit taken aback by this assumption that playing an RTS game must necessarily mean that the player is chasing some ultra-high performance standard, quantifiable in APM. I get that the author is a competitive player, but the vast majority of players are casual players who don't thnk of games as a career. If the reason no new RTS games are being made is that they are not very good for e-sports, then that's just sad. I would really have thought that making a good game that is pleasant to play, would do the trick. Maybe it's the ultra-competitive edge that's actually driving players away and keeping the incentives to make more such games low? If game procuders are thinking of how to make the next big e-sports RTS hit, instead of a game that many people will want to play, then yes, I can see how they are finding design constraints hard to satisfy.