Personal theory: they're like juggling. Satisfying but ultimately useless.
Many clicker games are perpetually-changing resource-balancing and short-vs-long-term-tradeoff games under the hood. Do you spend your [_] on something linear and replace it soon, or exponential but you'll be waiting longer for the next thing? Do you spend [#] to support more passive styles, or do you go full [%] and spend 30m micro-optimizing by hand to save hours later?
That same kind of thing exists in the core of lots of games. E.g. look at StarCraft - Zergling rush, or get more resource gatherers? Early and mid game is super heavily focused on this, and the players and community spend incredible amounts of effort micro-optimize their setup to get even one more unit in a time window. Through this lens, the combat is primarily evidence of your superior resource management, and whether you investigated your opponent's plans well enough.
---
They're of course not all homogeneous, but if I had to pick one thing they overwhelmingly share in common, it's this resource-balancing aspect. And they go a heck of a lot further in it than most other kinds of games do.
Many clicker games are perpetually-changing resource-balancing and short-vs-long-term-tradeoff games under the hood. Do you spend your [_] on something linear and replace it soon, or exponential but you'll be waiting longer for the next thing? Do you spend [#] to support more passive styles, or do you go full [%] and spend 30m micro-optimizing by hand to save hours later?
That same kind of thing exists in the core of lots of games. E.g. look at StarCraft - Zergling rush, or get more resource gatherers? Early and mid game is super heavily focused on this, and the players and community spend incredible amounts of effort micro-optimize their setup to get even one more unit in a time window. Through this lens, the combat is primarily evidence of your superior resource management, and whether you investigated your opponent's plans well enough.
---
They're of course not all homogeneous, but if I had to pick one thing they overwhelmingly share in common, it's this resource-balancing aspect. And they go a heck of a lot further in it than most other kinds of games do.