Hmm... disagree on several points
1)too much scripting. The question is not how much, but how good. Scripts and surprises can be fun and interesting. An AI that is gimped game after game is just opening the door for criticism of weak AI and a rude awakening when they try the same thing with the AI unfettered. Scripting and AI limitations are often there to keep the AI from flattening you, while giving the AI immense starting resources ensures you do not use the same early rush tactic every time. The proper balance is difficult, and scripting is DANGEROUS, but not an automatic disaster.
2)too much stuff. *ROFL* ya right. Also sitting on my desktop is JA2 1.13 on tons of guns.
In my opinion, more units makes more work for the game designers, balancing it all, but more units does not weaken the end product. Too many games, a sheer efficiency analysis means there are 12 units, and people use between 2 and 6 of them EVER on any serious fight. This leads to a lot of the criticisms that an RTS does not require thought. The customizable 'hero' unit reduces the number of regular units needed to give the game unusual options. Taking Starcraft as an example, if each of the "magic number 12" units could be built in regular, 'heavy', or either offensive or defensive (based on unit), but it was EASY TO RECOGNIZE oh, that's a heavy hydralisk, it would add to the number of viable strategies, making the game heavier on actual tactics, and lighter on mad micromanaging and clicking, which, IMHO, makes a game richer.
3)limited play variety. agreed. Many games used to have 'estimated play time' or such on the box (no longer do). This was, basically, how many hours it would take to get through all of the non multiplayer content on average. As graphical and engine expectations have gone up, single player play time has gone down. I think it is unfortunate, but not unexpected given we expect more interface at less (after inflation) cost than those days. This is why you see sometimes an FPS will release a campaign game and a seperate multiplayer tournament game. tournament players are paying for an engine. Campaign players are paying for the campaign. Developing both costs more than we're willing to pay for a single boxed title.
4)Black box mechanics. Agreed wholeheartedly. I find very little as frustrating as the most information I have being "oh, it shoots very pretty balls of goo at the enemy". Well thanks. Do they kill, or do they just give the person a free chemical peel for their face? I don't think there was a single game, EVER that disappointed me more than MOO3. After 2 great games that put all the details up front, Master of Orion 3, the BIGGEST obstacles to victory were a)wrestling control over things the designers thought you were too dumb to want to control from the computer and b)figuring out what everything actually DID in raw benefit analysis sense. In any good strategy game, you should be able to find out as much about every piece of the mechanics as you want to know easily. It was easy in MOO(1 and 2), easy in ... every hex based strategy game ever pretty much, and easy info to get in almost every old school strat game that made it big. The new assumption is that if we have the numbers, we will grind it down and take advantage of every little edge. I say GOOD!!! If units become unused (or even full sides), rebalancing is needed, not by hiding the truth, but by adjusting things so that it's a fair fight, not just something that looks like one.
5)locked code/data and 6)anti-piracy paranoia. The two sides of the same coin. Released code and/or good modding tools means mods. mods mean continued interest. Now, you CAN develop these entirely on your own and make money from expansions (example:guild wars), BUT ... if you're not going to mod it, make sure everyone else can ... or the game will die. As for piracy, The first version of Sins I played was pirate. I have a legit copy, as does the person who had the pirate copy. If not for that copy, I doubt either of us would have played, liked, and bought it. Piracy becomes a menace only when people start figuring "well this pirate copy works fine, why pay for a legit copy?". This can get WORSE if you have restrictive copy protection and DRM schemes (such as the one on spore which has gained so much media attention). There should not BE piracy, there SHOULD be a 7 day refund period like there is in Australia, and demos should be more than a teaser and let the player figure out whether they like the mechanics enough to buy it. This is not, as they say, a perfect world. I do not pirate software myself, and encourage those that I know that do to do so in the spirit that was originally intended, which is a way to get a look at things and try them before you fork out, not a free ride at the expense of the rest of us.
7)putting story in the wrong places. I agree with the sentiment, but not the conclusions. Starcraft and Warcraft(all of them) all had storylines that added to the game. MOO(1 and 2) had events and game elements that highlighted the backstory and made it imporant in game terms. All of this enriched the games in question. Never played Rise of Legends, but I would rather have too much (easily skippable or easily switched off) backstory than not enough. Contrary to this article, more backstory (if skippable) does NOTHING to diminish a game and a shortage of backstory can suck the life out of the FEEL of a faction. I doubt terrans would feel as unique as they do if there was not both plotline and game mechanics backing up that plotline to make them feel like a ragtag group of planetary defense grunts and not YASM (yet another space marines). We play a game because it has a good feel and is a good challenge. Backstory and statistical transparency go together to make games we love to play and win.