What's more, changing a rule can make a game fundamentally different experience that appeals to a new audience. Simple rules (no sniper in counter strike for example) lead to a different game that a subset of the addressable audience finds more enjoyable.
I'll finish with taking a quibble with the statement that "winning is not meant to be equally divided among players." That is true to a degree, but it also should not be overly concentrated among just a few. It is not fun to be consistently dominated and a game where a feeling of success or enjoyment is only accessible to a select few is unlikely to attract much of an audience.
I guess my viewpoint assumes that gameplay is legitimately & deliberately balanced. I suppose this is much harder in videogames with game characters having different skill sets. It's much harder to evaluate whether or not there is balance between them than, say, Monopoly: Everyone starts the same there-- the dog isn't any better off than the thimble. (Though I usually play as the dog, and pretend the thimble is a fire hydrant as I pass it by & do what dogs do... I may not be very mature for my age. It makes my kids laugh though)
Again, the above presupposes intentional design, or judgement that emergent behavior nonetheless keeps gameplay in balance..