Your brother's friend is good and true.
Last I heard, Brawl was barely second only to Monster Hunter Tri in average playtime per user (NA statistics, of course). I doubt it dropped off, considering it's still selling.
Yes, but how many hours are they playing, and how many players=??? In other words, you got links of these statistics=???
Sakurai is a brilliant designer, but when it comes to understanding the philosophies of competition he is a bit ignorant, or in brawls instance a flaming idiot. I love his games, but the man is no saint. You are capable of thinking independently so do it. Don't take his words at face value.
I still blame Brawl's "flaws" on Nintendo, HAL (for spending like 8 years making 2 Kirby games), and Game Arts. Seriously, Game Arts made a smash clone after Brawl called TMNT Smash-Up, and it was garbage. (Actually, that game seems to be "perfect" for the direction that SmashChu wants Smash to go in).
1)Competitive players (of all kinds), want some aspect of the game to be naturally harder. For Smash, it's speed.
Actually, most competitive players are okay with Brawl's speed. It's the poor use of this speed with land to air momentum shifts in Brawl (which was terribly designed), tripping, and all kinds of stuff that makes players (whether competitive, casual, or whatever label you want to put on any individual or group) fear that smash is turning out to be Super Monkey Ball. With each new Super Monkey Ball game, the series slowly took away control from the players. It literally made the player almost worthless because the game practically played itself. (that kind of coincides with what Kink-Link5 was saying)
Also, you are using over-generalizations to sum up "competitive players." And what are competitive players anyways=??? Isn't competitive described as someone who "wants to win=???" or "plays to win=???" Because if we use that true definition, that probably describes quite a lot of players.
The way the word "competitive" is used around here, it only is used to refer to players who play in tournament, and usually comes with some pre-determined opinion without even knowing the crowd (instead of having an open mind that this crowd doesn't have a clear difference of opinion amongst itself, and wants many different things, probably moreso than casuals). I would like to apply "competitive" to non-tournament going smashers who play to win, including those who don't know advanced techniques. Of course, contrary to what some people say, you can "play to win" and "have fun" at the same time. Smash Bros. doesn't deal in absolutes, other than absolute customization and fun.
I will say this category is where the happy medium comes in. If Smash is too slow, it wont be fun. Of course, competitive players will always want one extreme.
Again, you over-generalize a diverse and different demographic. Of course, I expect no less, since our world's media often over-generalizes the opinions of millions, or makes things about 2 points of views ("left vs. right") instead of as complex issues with a unique point of view held by each individual person. Stop labeling people like Fox News/MSNBC.
2)The other factor is extra goodies that adds this mystical depth. I'll take Street Fighter 4. It has not only the special moves (which are hard to pull off unless you've played these games a lot), but EX moves, supers, ultras, and focus attacks. There is even more if you play competitively.
But millions of casual Street Fighter IV players continue to play it, because there is instructions on how to use such attacks, and they are fun to use. It's not like having these advanced techniques makes the game less enjoyable for players who don't know them (unless they constantly face players who use them relentless against them, which is rare).
I very seriously ask, who wants less control of their character? I don't know any competitive or casual player who would say that is a good thing.
I have always felt an important part of smash bros is control. Even with every item on very high, you still control what your character does, where you go, and what moves you use. With Brawl, it really limits what you can do, even on the most basic casual level. It has nothing to do with game speed-it has to do with the design changes made in Brawl.
It's not that Brawl is an inaccessible game, but there are some big problems that drag it down in that regard. There's just more odd design decisions that can confuse new players. It's certainly less accessible than 64 and arguably Melee when you consider the setbacks.
Tripping, the lack of momentum shifting from land to air, stupid ledge grab invincibility, broken combos (chain grabs, too much stun for :nessbrawl: and :lucasbrawl
, etc. were all stupid/poorly designed. Oh, and there are loads of imbalances, whether too weak or too strong, and quite a few things that are tournament banned because of poor programming.