Comparing Starcraft to Candy Crush may help elucidate how off you are with the vape/fb comparison.
The original RTS games (Warcraft 1-3, Starcraft 1) did not really contain these systems. But virtually everything else Blizzard has produced (including Starcraft 2) has grinding & collecting in it.
As mentioned, this spread to other genres, infusing Activision's flagship Call of Duty franchise with grinding & leveling. The mobile division, King, does all these things as a matter of course -- it's nearly 100% of the business and design models in mobile gaming.
To be fair, you can't blame Blizzard entirely for spreading these design choices. It was an industry wide shift. But they were one of the shining golden examples of its success, and they sure leaned into themselves.
Assuming gp was referring to these mechanics, there's a lively debate to be had about propensity to spur addictive behaviors.
Many would blame Activision. And not a few would say that Blizzard sold out. To me they seem to be mostly milking the cash cow, and they’re hardly alone in doing it.
I’m not sure who invented loot boxes, but that’s another (unmentioned) issue entirely.
I guess you could argue league systems are a pvp grind, but that's not quite the same as my original point. Competition naturally includes (relative) ranking.
The phases change based on the expansion, but the core gameplay loop has always been "grind to get better gear, so you have to access to harder content that drops even better gear". There's precious little to do on a character that is max level and has cleared the highest tier of raid (kudos to those who pull it off, they aren't easy).
The monetization thing is largely Activision, or at least the degree of it is. Iirc, Blizzard dipped their toes into that water first by offering pets that you could buy or were rewards for buying Overwatch, etc. Activision did crank that knob up to 11 though.
Likewise (and even moreso) Baldur's Gate 2 is a totally different subgenre of RPG than Diablo 2 (unless you're talking about Dark Alliance 2 on consoles).
Baldur's gate is a hybrid turn based DnD rules adaptation with multiple player characters and more of a focus on characterization and storytelling. Diablo 2 is a single player character, full real time, random loot, multiplayer focused action RPG.
There aren't really any contemporary games that were a "better version" of Diablo 2 because in improving what they did with Diablo 1 it popularized the subgenre and made way for later games. Later games that could be considered improvements to the formula are things like Titan Quest (great first playthrough experience, but less replay value) and Path of Exile (really feels like a true successor to Diablo 2, with it's endless replay value and deep build customization).
To me they're somewhat akin to cigarette or vape companies or even Facebook... They're driving addiction and causing people to pour their lives or at least their time down the drain.
How widespread are these types of issues in other game companies?