Don't you understand? Brawl, not having as much depth as Melee makes it worse in the department of gameplay, especially when considering capacity to which a wide range of peoples can enjoy the gameplay. We are, in effect, removing all other thoughts of enjoyment such as character content, or stages. I can then apply this language to a mess up, an intentional mess up.
What we assert is
that such a thing exists, and
that it has a certain objective quality, which we call depth, to distinguish it from other qualities -- volume of content, complexity -- with which it is not identical; while
our statement further implies that the same quality will similarly appear to any normally constituted man, i.e. will affect his sense in the same way that it affects our own. (as in the input is the same, the outcome can indeed be different and still be objective.)
Accordingly, if in the real world such a condition of things obtains -- if, that is to say, the thing in question does exist and has in fact some peculiar and distinctive property whereby it affects my senses in a certain peculiar and distinctive way -- my judgement is true.
There's a lot of philosophy involved in such things, not just semantics, be careful about your 'objective' and 'subjective' there yourselves, don't brandish it and wave it around as such, and I'm sorry that I did so earlier.
However, the statement still stands, Brawl has less depth than Melee, depth by its definition in relation to game design is inherently a good thing, and monstrously so, and as it relates to my outcome, gives me greater flavor in the game and all people capacity to enjoy it.