I posted this in another thread, but I think it deserves its own discussion.
There's a certain aspect about the competitive meta that people never acknowledge, and it's that the even some of the most competitive players in the game don't actually "play to win".
Or to sumarize:
"Fun is more important"
Cool, that's an opinion and everyone has one.
But I think if you are going to state reasoning the reasoning itself is going to get rationalized. So here's my understanding of your post. Please note I will be critical, yet polite, as I am a strong proponent of proper argumentative discussion.
Playing to win means doing literally the strategy that most assures your victory. M2K played like that in Brawl, and that took the form of planking. Planking - literally the worst phenomenon to ever happen to competitive smash. But even still, there were competitive players that didn't plank, even though it was the best strategy. Do you know why? Because that **** isn't fun.
That or maybe because
there were rules against it.
It's ironic to think that if this were a topic in "Playing to Win", David Sirlin would, I believe, advocate a ban on Metaknight to allow for a deeper gameplay (possibly a ban on IC as well) in a similar fashion to the Akuma and Old Sagat illustration given. To you, this would translate to "That **** is now fun".
"Playing to win" is on your side with this.
Playing to win means always picking the top tier character
No it does not.
Competitive Philosophy (the thinking behind playing to win) would advocate choosing
the character YOU (personally) would win with, not necessarily "top-tier".
An example of this would be my choice of R.O.B. against many Pacific Northwest Meta Knights which lead to my winning quite a few Regional championships. Not only was R.O.B. considered a "low tier" character (although I personally was not allowed to play him in a low tier event, haha) but the matchup against Meta Knight was considered "impossible" or kind of a 80:100 range of difficulty. However, all other character choices of mine would not give me any kind of advantage that R.O.B. could because my opponents were much more familiar with Meta Knight dittos than what R.O.B. (especially one of my level) was capable of.
The result was R.O.B. won out (also took top 10 at EVO).
but do you know why people don't always do that? Because that **** isn't fun. Most people still want to have fun, even competitive players.
Granted, this isn't to say I do not agree with you that competitive players do not want to have fun. There is also a kind of sense of duty to adhere to a character one is known for or that feelings of "betrayal" may keep players from switching out of their character and probably worst is a public outcry of "tier *****" when one does change it up to a better character.
There are many reasons for this, but, once again, "Playing to Win" has a section detailing this and how "mental hurdles" limit players.
I'd suggest reading "Playing to Win", especially the introduction where he talks about "fun" and how that is a factor in play but outside the scope of his book. Then
I suggest the "Introducing the Scrub" section regarding mental hurdles.
Mango is the perfect example of this. He is the best, hands down. He has shown that he can play using the best characters and best strategies, but he prioritizes actually having fun over winning. That's why he beats people in Melee with ****ing Mario.
Just because he is "the best" doesn't mean he "tries his best" all the time.
There are reasons for not playing at one's fullest in competitions - if someone is up against a player of considerable less skill then playing "for fun" actually puts less stress on the player and reserves energy for the important matches.
This is probably why you don't see Mango playing Mario in grand finals of Evo, don't you think?
The motivating force that makes people want to play this game is not a competitive urge to win, it is fun.
It can be, but that is not to say
it is the ONLY reason why people want to win.
Not sure why blanket statements about community members are made, I try to avoid that and let the individuals speak for themselves.
and I will quit Smash 4 if winning isn't fun.
What exactly are you 'quitting'?
Competition?
If so, then you're doing it wrong: Casual = For Fun; Competition = For Glory.
I can see it already: a person gets a stock lead and then his strategy becomes to repel his opponent with safe, non laggy moves, tacking on enough % so that even if the other guy manages to kill him
This is why I am against the out-of-game rule of %-based wins.
Again, the irony is that Playing to Win is on your side here.
And if it does, I'm not going to play it.
There are other games out there, have a look around.