I'll admit to not being very good at melee or brawl, at least not compared to the people I'm going to be arguing against. I'm not going to be arguing that brawl is necessarily more competitive or as competitive as melee, since right now it clearly isn't. But the reasons given here for brawl not being able to ever be as competitive as melee are sketchy.
The worst argument is the definition of competitiveness - Scar's post was very good, but I have to disagree with his definition of the competitiveness of a game. The reason I made an account was because in all the discussion no one seemed to have pointed out that this definition wasn't correct.
Scar said:
The definition of competitive that has received the most support is the innate property of a game allowing better players to win consistently.
Chess is arguably the most competitive game in the world, but if two players play, with one being only slightly better than the other, you can expect the better player to win 60% of the games or so, and that's it. Personally I find competitiveness very, very hard to define. I suppose it's something to do with 1) how much work has to be put into the game before you get good and 2) how much innate talent factors into it - if everyone can get as good as everyone else given the same amount of practice, it can't hope to be very competitive.
As for the shift towards camping: we haven't seen this yet in competitive play, and so I don't count this as an effective argument against brawl's competitiveness.
Scar said:
We aren't at top level play yet so you won't see spamming in matches yet. We're talking about after everything equilibrates. At that point, when the metagame is stabilized, the game will be a huge campfest.
This doesn't make sense to me. Perhaps you can explain how you can
tell that camping is the only way to go, even though you can't
win with that strategy (it's implied that you can't since even in the top games it isn't a campfest).
I agree when Cactuar says that the balance of power has shifted from a happy medium between push and pull and punishment, towards push and pull, even I can tell that. What I can't tell is why this makes the game less skillful unless, as Cactuar, Scar, and almightypancake have said, camping is the only strategy that works. If that's true then they will be right but I have yet to see convincing evidence that supports this. If approaching is as legitimate as camping, how would a more strategical and less instinctive game be less skillful or competitive? It would require slightly different skills, to be sure, but not necessarily less.
While Melee is currently more competitive it's too premature to say that it will always be so, since as far as I can tell you haven't shown that "when the metagame is stabilized, the game will be a huge campfest." Maybe some characters will have difficulty approaching, but I don't see how metaknight can be punished for his attacks even when he's hit someone, and I don't see how he can have enough trouble approaching that doing so puts him at a disadvantage.
Of course, the argument that has been made again and again is that a metagame needs time to develop, so I don't need to restate it here.
The only point I made here that I have any confidence in is the definition of competitiveness, and I realize that I'll probably have been wrong on my points that are more specific to brawl and melee, but in the posts pointed out in the op these issues didn't seem to be cleared up well enough, so maybe I'll help other people get less confused too.