I'm 31 now, and my twitch reaction is nowhere near what it was in highschool, yet Overwatch offers a whole bunch of characters (around half) who don't require (or don't have) twitch / reaction gameplay. There are characters who heal the other characters just by being in their vicinity, characters with beam weapons which automatically lock on to opponents, etc.
If you die, you are out of the game for 6-10 seconds as a penalty, but not "player elimination" in the board game sense.)
The game simulates the rise and fall of civilisations, and a key part of the game is knowing when to call it quits with your current civilization and start playing with a new one. You skip a turn whenever you do that, so you can easily shoot yourself in the foot if your timing is off.
If you liked M.U.L.E., you will love Settlers of Catan.
But anyone with 8 or more cards has to discard half rounded down.
Take a look at Uwe Rosenberg’s games, particularly Caverna or Agricola.
Patchwork is great two player game, by that same designer, that I can even play with my mother. She's not particularly into games either.
My game of the year so far is Yokohama. If you like worker placement, I imagine you would like this.
Counter-Strike does, but each round is very short. What MOBA features player elimination? All the MOBAs I can think of have fairly short respawn times.
I suppose that RTS games with >2 players have this, but they are mostly know for 1v1 modes.
Oh..one great example is Bomberman, although some games have dead Bombers fling bombs from the side.
It's a team game, always 4 v 4. You can still see the game and talk to your teammates when you are dead. Everyone die within a minute usually. A death has not much impact -except a severe sudden disadvantage- since the entire team win or loose, there is no individual play.
Due to the game mechanics of 'aim time' this somewhat eliminates the huge advantages of ping time and those with super human reaction times.
Doing well requires good team strategy as well as deep understandings of tank mechanics such as armor weak spots, tank positioning to increase chances of bounces etc and also map strategy.
Therefore, the great players aren't those who have developed better reaction times, they are the ones who have developed deep knowledge and skill around the games many maps and 300+ tanks
It's the same for FPS at high level. Learn the map and the probably position for anytime at anytime.
They don't spend a lot of time aiming and moving when already knowing where the enemy will show up. Just have to click.
To give a good illustration, top players could almost play blindfolded.
Yes, there are tactical positions, but you can't just camp for most of them. They maps are large enough that your team must be dynamic enough to adapt.
You also can't just click without aiming. Damaging a tank always requires aiming, even if you know where they may show up. Many tanks can only be damaged effectively in small weak areas, depending on the gun of your own tank. This can require that you actually focus for several seconds on the spot you are trying to hit to get a good enough aim to actually hit it.
Twitch control yes, but elimination not really, in multiplayer video games it's timeout rather than elimination e.g. in CS you wait for the round's end (2~3mn usually), in MOBAs you have a time-out of variable length (caps out at ~2mn in DOTA).
And when there's an elimination system (e.g. Hearthstone Arena) you're not stuck waiting around for other people to finish, you can just go do something else (in-game).
Actual old-board-game-style player elimination is very rare in video games, otherwise it wouldn't be a defining feature of pubg.
Doesn't help when you want to stick with a group of players (e.g. friends, team) and brings its own kind if issues.
Can't do that when I'm with my friends for the evening.
Twitch controls and player elimination are still huge with video games. Battle royale modes and MOBAs are very in, but any multiplayer game I remember playing a lot of was usually centered around this. FPS games, RTS games, fighting games, they are all about your reaction speed. A lot of modes will at least let you play the whole match of a game, but still require a heavy amount of confrontation and twitch gameplay. Turn-based games are a slog to play multiplayer though, so I can understand why that's the case.
There are a lot of people who enjoy twitch board games though, games like nerts or slamwich (both of which I'm not a huge fan of), so maybe the opposite is true of board games: that there's an untapped market out there for this style. I do really enjoy Spot-It for some reason however :)