Something that I'd like to shed some light on is the context in which people use the word "competitive."
People use it all the time, and seemingly as blanket statements. "Melee is more competitive than Brawl." But what does that actually mean? If I were to ask a lot of people, for example, what they think makes Melee more competitive as a game, I think a lot of them would come up with answers akin to "its more complex." But to be honest, I'm not even sure I'd get much of an answer since it seems to be its own self perpetuating, self rationalizing blanket statement nowadays.
A competitive game isn't a game that's balanced, or a game that is intensely complex. A competitive game is a game that invokes and perpetuates the need for competition. This usually happens when a game has attributes and characteristics that make it engaging and highly enjoyable, while focusing on a system that rewards and even promotes the players continual progress to becoming better, both as a means to fulfill their own self entitlement, and to beat other players who also play the game for similar reasons.
What a lot of people wind up confusing this with is a game that is designed around balance, or is incredibly in depth, or other such notions. There's a lot more to it than that. Chess is probably one of the most balanced games ever created that is played competitively, and its been said that it is so complex that it would take decades to master. That being said, if someone were to ask me if Chess was more competitive than say, League of Legends, I would have to say no.
There are a wide variety of reasons for this. The wide arrange of appeal, the accessibility, the hype perpetuated by both the community and the company, the ability to identify yourself with aspects in the game, and the list continues. In short, its the ability for a game to entice and excite the passion in the players who play it for the sake of enjoyment while always having new heights to ascend to, goals to reach, and obstacles to overcome, while also having an environment that supports and sustains this for the long term.
The reason people foam at the mouth for Melee is because it did all these things and more. It's the reason why to this day nearly anyone can pick up a copy of it and have a blast, while its more passionate players have kept it going for what is it now? 10+ years? It creates a hole in you for you to fill while also filling it for you. It rewards you for continually playing it.
Brawl isn't as unsuccessful as Melee because it was less balanced or wasn't as complex. I mean, those were big components, but not the primary de facto. The environment Brawl puts the player through is fundamentally different from Melee because Sakurai emphasized its focus less around the continual progression and reward for competition between players, and more about the subjective fairness in each experience from game to game and moment to moment. Brawl at its fundamental foundation did not want to reward you from trying to dissect it, study it, learn from it, and grow with it, but to receive light hearted pleasure from it regardless of personal and exterior outcome.
This is sort of unrelated to the topic at hand. I just kind of went on a tangent. But its how I see the two approaches to each game separately from design intent, and I think its why Brawl is met with so much friction when talked about under competitive context.