Lots of games end fast, some actually have a healthy late phase, and then some turn into never-ending porc super-weapon ending shenanigans.
I think its mostly the really porcy maps that cause the slow super weapon deaths. Like Fields of Isis, which is narrow and full of narrower passages.
That being said, I do believe Zero-K has become a more defensive and artillery-focused game since older times. Funnelwebs represent this better than any other unit, I think.