After looking around for definitions on competition and competitiveness, I discovered........................
That there is nothing that says luck is objectively a detriment to competition. Competition is just a contest between individuals seeking a goal they can't share, while competitiveness is just what makes something more or less suited for competition. And WHAT exactly makes something more or less suited for competition?
There is no set thing. It's all opinion.
You're telling me that if we run a one mile race in which we can be mauled by any random animal in the animal kingdom at any given time during the race that it'd be CLOSE to as competitive as you and I running a
normal mile-long race?
If I'm running and get mangled by a Cougar, Pitbull and Gorilla while you merely get nibbled on the shoe by a Gerbil, Squirrel and Goldfish (lolgoldeen), that we'd be in just as competitive a race as the 2nd idea? Yes, this is an extreme example, but that's exactly the point; where do you draw the line?
"Well, we'd obviously cut out any poisonous animals since they're overpowered, and turtles because they're not threatening..."
The line is nonexistent. Take all of the woodland creatures out and run a normal ****in race. It's not an opinion kind of thing. It's actually rather obvious if you throw out semantics and take a look at the hundreds of competitive sports, games, and even businesses that deliberately keep random elements out of the mix.
You're telling me that randomness is still competitive if regulated, even if it affects the outcome of the battle to the extent that the
lesser player wins. Even if it's sometimes or rarely. You're basically saying that competitive gaming doesn't HAVE to be "the more skilled player always wins".
You say the randomness of an item's match won't effect the outcome of who's the better player so why leave it in. On the flipside, pro-item would say the same thing, but say why expel it if it isn't a problem. And then who's right?
However, I didn't say this. I was going more toward the idea that even if it's a little change in the game due to a random effect, THAT can be the difference between a person winning and losing, so keep them ALL out. Hell, random elements HAVE BEEN the difference between people winning and losing tournament matches. Little things like the ghost saving you on Yoshi's and tripping into attacks randomly
cost matches where the better player WAS winning but a random element screwed them.
However, like Skler was saying, if it's a random element like Luigi's Misfire or Peach's stitchface/bomb or even G&W's 9 hammer, if there's some sort of risk:reward ratio to play against (both the user AND the opponent), then the random element is
indeed detrimental to the competitive nature of the game. That's exactly where items come into play. There's no way to play against the chance of an item popping up at a given time, because it's completely random WHERE it will appear, WHAT will appear, WHO will get it, and HOW much damage it can inflict to whoever gets the item first.
It's like playing against the wind in Golf or in the snow in American Football. You can play against THOSE elements and be tested based on your skill in adapting to these outside factors and still be victorious, especially since weather is rarely so drastic in either game that radical adjustments need to be made.