Then you may not be thinking about it from a design perspective.
On the other hand you've had RTS games like the Blizzard-crafts, that were designed more for multiplayer, and have received much more multiplayer popularity and support, one even being watchable enough to be called an "esport", but are shallow to a fault.
Maybe some strategy nerds will bring up an exception or two, but the paradigm has mostly been Turn-based Vs RTS, Deep vs Shallow, Singleplayer Vs Multiplayer
RTS games are not shallow. They are games that require both agility, ability to fast react with proper decisions, knowledge about game mechanics (with timings and options available at a point) and ability to make proper conclusions from scouting. This is misconceptions of basicly any player that is either bad at games like that or completely uninterested in multiplayer, that the only skill required to win is fast clicking. While it is certainly needed to click fast on the so-called "pro-level",ex korean BW league shows us that many best players didn't have extraordinary micro-menagement (Fantasy f.e.) and many fast-clicking players were pretty mediocre (Hyuk, f.e.). I am former player and fan of games like Age of Wonders 3 and GalCiv2, and someone could say they are deeper than SC:BW only because they are turn-based. Believe me, they aren't. Actually in GalCiv2 I had to understand even less to win than I had to in RTS like CoH or SC. I originally gave you "dissagreement" for that quote, but I realized it was not the clue of your post.
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