There are other examples, but the first mega-success-story of asymetrical design that I can think of was Starcraft. Each of the three races is decidely different in concept and play.
Command and Conquer: Tiberian Dawn and Warcraft 2 had non-similarities as well. C&C had two directly different forces and Warcraft 2 had variety in castable spells, though neither of them grew to be the titan that Starcraft became on its own.