Everyone here is wrong. It's embarrassing on a forum specifically for game design.
Firstly the word game is too broad. Without going into stuff like Burgun's work on improving game design theory "games" are interactive systems with an incredible array of goals. Some "games" would benefit from simplicity and some require complexity. Simplicity is probably financially vastly preferable.
Simplicity vs complexity hinges on your design goals. The whole depth thing is garbage. "Depth" just means being in the right spot on the spectrum given your design goals. The design goals for something like Chess or Go demand simplicity. Other kinds of games have design goals that demand complexity. Some things are impossible without complexity.
EVE Online requires both a complex system of rules and knowledge and quite a bit of dull activity. Its simply not possible to achieve its goal, simulating space imperialism, without those games. You can't do it. Period. WoW has no need for complexity and in fact it would probably do better to be even less complex than it currently is.
The objective truth is that some kinds of games will always be more popular regardless of their design. An completely perfect EVE style MMO is NEVER going to have more players than even an above average WoW style MMO. Never, ever, ever. There is simply not enough of a desire for what it provides regardless of the quality on offer. Similarly LoL will always have larger audiences than Starcraft. The market for MOBAs is larger than the RTS market. The quality differential would have to be HUGE for an RTS to out compete a MOBA in profit or popularity.
The market is nearly always more significant for those purposes than the quality of the game above a minimum quality threshold. Depending on marketing power that threshold can be pretty low. Furthermore a shitty MOBA will almost always bleed players to a better MOBA and not to a better RTS.
Games that objectively require more complexity to function are inherently going to be less popular and less profitable than more simplistic games. The market for simple games with a low time commitment is vastly larger than the market for games that require a large time commitment and more intellectual resources.
You told everyone they are wrong, then went on to give some very unhelpful information "genre X is just going to be more popular than genre Y." How does that help? Can you dig a little deeper? There is a reason why MOBAs are popular: They are simple to learn, but difficult to master (as someone astutely already pointed out). Also you continued to reiterate the same "incorrect" points that others had already made as correct when coming from you. Not to mention, the typical MOBA/MMO player would be considered more hard core than someone in the "general audience," which is what the OP is asking about in this post.
An awesome read on this topic is the Mid-Core Success Series by Michail Katkoff, the guy who made Clash of Clans. I also recommend subscribing to the http://www.appmasters.co/ podcast. Steve P. Young is primarily a PR/marketing guy, but he interviews all the most successful mobile game developers from some of the most successful games (Crossy Road, Angry Birds, Color Switch, etc.). His podcast is extremely informative and motivating.
I also recommend the Game Designer's Round Table podcast. Just like Steve P. Young these guys interview a lot of the top game designers, both in the digital and tabletop spaces. The discussions on tabletop games do correlate well with digital games and might get you to think about them from a different perspective than if you just think about the AAA games from big studios like Bethesda, Blizzard, etc.