A really blatant attempt to divert the conversation and avoid the subject.
Don't change the subject. I wanted data that proved your point, you gave me data, and you tried to divert when the data didn't say what you thought it did. No. Let me explain what is now going to happen. You are going to try and talk about all these other things that you think are relevant (and may possibly be) in and attempt to try and get me to move on from the point you originally tried to make, but failed to do so. I am then going to respond by saying the exact same thing over and over until one of two things happen.
1) You admit you were wrong.
2) You show me how I am wrong with the data you provided.
I am honestly fine with either. I would much rather be proven wrong if I am wrong so I can be right the next time. Trying to change the subject though? Not classy. If you want to move on in this conversation, do one of the above two things. Maybe even a combination if you can. I don't mind, as long as it is relevant.
Depth is what competitive games need, not complexity. Ideally, you'd want high depth and low complexity. There's this "Divekick" game that uses only two buttons, yet is somehow extremely competitive. Players can jump straight up, and kick diagonally downwards. I highly recommend looking into it.
I love Divekick. :-)
When I was talking about complexity, I was thinking in terms of player thought processes, not technical skill. That is what is commonly called depth, so sorry about the wrong use of terminology, my fault.
That being said, complexity can turn into depth. Looking at Divekick, there is the simple jump and kick. But then you realize that you can start your kick at most any point during the jump. And then you realize that if you kick you opponent in the head, they move more slowly next round. And then you realize that if the timer ends and you are closer to the center line, you win. And then you realize that all the characters jump and kick differently. And then you realize that there are special techs that do different things, such as make you move much faster or toss the opponent into the air in a daze. And then you realize the game isn't just jumping and kicking. The same goes for Smash Bros., or any good game really. Hey, there is an AT in chess for crying out loud. Just because some ATs are not programmed in doesn't mean that they are bad or not relevant.
Edit note: I just had a chance to read some of the posts that came up while I was composing this one. I am of the mind that Brawl is a much harder game to play than Melee due to the lack of options comparatively speaking. That being said, since there is a much smaller number of options in the game, the more experienced and/or practiced player should win every time since they already know what to do.