Not OP but I can answer this. The most obvious example is in Starcraft 1 you can’t select more than 12 units at a time, with a population cap of 200. This meant to move your army you had to make many, many more actions than in SC2 where you can just drag a box around your whole army (and/or hotkey that whole group) and attack+move.
Personally I think that was a technical limitation of the first game and a huge ergonomic improvement in the second.
Other things like having groups of buildings on hotkeys means you don’t have to go back to your base to order more units and set the rally point (where units go when they’re built) for all those buildings at once. This makes StarCraft to be an insanely micro-mechanic intensive game at high levels.
As the person who implemented it originally, it was not a technical limitation but a design choice.
In the early implementation of Warcraft 1 (1993-ish) I made it possible to select all the units on-screen at once with drag-select, and even more by scrolling and shift-clicking or shift-click-dragging.
Allen Adham (president of Blizzard, and exec producer for Warcraft) argued convincingly that only 4 units (for War 1) should be selected at a time. I argued against it pretty vociferously at the time … and in later days (post launch, most likely) came around to his way of thinking. Attacking with a superfluid of units takes less skill than selecting troops in small batches, and so requires to use more intent & skill.
Warcraft 2 allowed 9 units to be selected, and StarCraft more.
Thanks. Much of the discussion I used to enjoy about post-mortems in game dev. There was some kind of choice that went into the design process.
On the unit selection, a personal view on the situation is that nigh-instantaneous unit commands and obedience approaches valley of the dolls. It becomes too much like Wargames calculating theoretical death scenarios, abstracted from the issues of actual army logistics.
It takes some non-zero time. Units are not always doing exactly what they're supposed to. The fog of war is often worse not better than the game abstraction.
I don't think it's about blizzard but gaming culture in general that caused the gradual change. Gradually lowering the bar on skills required to play in some way.
Starcraft 2's F2 to select the whole army on the map is the other extreme and where it eventually landed right (I think that was introduced in a SC2 expansion, it was not a launch feature?)
I personally always hated limits on selecting in RTS games. Anything that would require micro-management was a turn off for me: it was immersion breaking, like that tank just sits there doing some stupid thing because the high supreme commander hasn't personally reached out to him to give a specific order what to do in this specific combat engagement. No.
Personally I think that was a technical limitation of the first game and a huge ergonomic improvement in the second.
Other things like having groups of buildings on hotkeys means you don’t have to go back to your base to order more units and set the rally point (where units go when they’re built) for all those buildings at once. This makes StarCraft to be an insanely micro-mechanic intensive game at high levels.