Adum, you don't usually make sweeping generalizations like that. Didn't get enough rest last night?
I'd
love to see someone prove that reading your opponents is a "more rewarding and interesting skill" than anything else.
Bring it to the Debate Hall, I'll debate you on it.
This has always been a person point that I maintain, especially since it incorporates so many aspects of other skills.
I, for instance, think it's far more impressive when the only time someone trips is when there is no chance for the trip to be punished, because that means that the player was using the most rewarding movement options at all times and never put himself in a position where a trip could disadvantage him.
Maintaining that level of safety requires considerable reading skill or not tripping at all (aka, not dashing).
Usually the lopsided rewards are balanced in other ways. Let's look at GDubs' hammer. Although the move has a lot more positive results than negative results (and even if there was just a 9 and a 1, the instakill is worth some damage), the move is also balanced by the fact that it has a relatively small hitbox, is relatively slow, and has some lag. In fact, even if the damage from the 1 was completely removed, the hammer wouldn't be broken.
More to the point however, is that groupings of individual numbers disproportionately effect the outcomes of individual games where it's relevant.
Not that often, from my experience. Someone brought up that you see quite a few repeating names in the top 8 lists for magic. Obviously the chance of being screwed over isn't crippling, kinda like tripping.
Because magic offers a number of tools to minimize the importance of randomness in it's game design, that's why deck construction and probibility-based play is so important, as well as (of course) reading.
To be fair, reading exists in both MtG and Poker, but to nowhere near a degree as in fighting games. Also, saying that reading is a more rewarding and interesting skill is an opinion. To be honest, I find the ability to assess uncertainty and chance to be just as interesting and rewarding.
I would disagree, in magic it's more about confusing your opponent and making them think you're doing something that you're not or even SUSPECT that you're doing something that you're not in order to make them play differently.
This isn't evident at all in most low-level magic, but it's extremely evident in high-leveled play.
Poker... depends on the variation, 5 card stud is trash. Hold-em on the other hand has a lot of reading, it's just as important as in fighting games, you gotta read hand power based on behavior, and adapt to your opponent's attempts to read.
As far as assessing uncertainty, that's an important component in competent reading.
For one, this is a definition that skews things in favor of your argument. It also doesn't seem to account for games with broken mechanics. After all, a game could have broken or over-centralizing strategies and still select for a variety of criteria with near perfect accuracy.
"More competitive" doesn't mean a perfect game, if it's an otherwise good game, being more competitive is an advantage for tournament play, the better the selection, the greater the advantage.
For another, selecting with 100% accuracy is impossible. We can't know in one specific case if player A pulled off a fantastic read, or hit his opponent because of dumb luck. Similarly, we can't know if Player B properly assessed that he would draw his bomb in MtG, or just got lucky. All competition exists in a sequence of instantaneous events, and for that reason anything with uncertainty in it can be won through luck. This exists for both chance-based uncertainty and uncertainty derived from limited information (fighting games!).
Note that I said "the most competitive game possible", I never suggested that any game is like this in reality.
An example of a perfectly competative game:
Two players attempt to perform this calculation: "1+1"
They are given an unlimited amount of time to perform this, and both can win. The game ends when both select answers.
Such a test perfectly selects for individuals perfectly based on superiority in a tested skillset.
Of course, that's uninteresting as a game, so in order to make it stimulating, we change the game, but in so doing, we automatically induce more randomness, making it less competitive, but still a better game.
So yes, competitive is just one factor.