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pon

(1998) had a unit selection limit of 12 at a time, and partly due to that, even pro matches were wild and all over the map.

In the limit was lifted, resulting in matches revolving more around "death balls" of entire armies, and it lost a lot of the chaotic micromanagement that many people found so fun.

It's a good example of how QoL isn't always for the better, or how arbitrary restrictions that might seem questionable (i.e. why 12?) can enhance a game.

Another example might be the (gold) auction house from Diablo3, which though it technically only streamlined trading, completely undermined the entire loot system.