"mainly the fact that half the roster is unviable/semi-unviable in today's meta" (from your other post in this thread that I quoted)
I was only referring to this. I don't think the whole roster needs to be tournament-viable to not be objectively flawed. I think there are other things you can point to, I just don't think that this particular example is true. That is why I was referring to things that aren't used. Bad characters aren't used in tournaments, but I don't think taking out all the characters that aren't good enough (to have a more balanced roster with all viable characters) would be a good solution, and having a game with 26 viable characters forces a lot of matchup knowledge down everyone's throat. If there is enough common ground between each character, it would be hard to have 26 unique characters (doing this would be to remove the massive amounts of matchup knowledge necessary to play in 26 matchups). I just don't think "all characters in the cast should be viable" is some sort of necessary or always-wanted goal.
Ah, I see. Well I think your disagreement most likely stems from us having different standards on what we think is required in a great fighting game. For me, I think all fighting games should strive to have all characters that are relatively balanced but retain a distinct uniqueness to each one, which can be really hard to do, but is possible. But perhaps you think that this should not be the case and that a fighting game can still be a great game even with unviable characters and that the presence of such characters don't devalue the game or make it flawed in some ways. I may have taken a shot in the dark there, but I'm going to assume you believe something along those lines.
Based on my standards of how a fighting game should be, I disagree with this because bad characters CAN be used in tournament even though they often aren't. But when they are used, the people who play them most often lose not because of the player's skill level but because he chose a character who has really bad options that give him the lowest reward for the maximum risk. If one's goal is to have a fighting game, being able to compete on a relatively fair playing field should be a priority and when there are characters who do not fit that model at all in almost every single situation in the game, then I see it as a flaw.
However, I will say three things here:
1. To go into more detail, my idea of "balance" is not extreme to the point where every character is basically a copy of each other. My minimum requirement is for the character to be at least viable, which not only gives them a fighting chance in a tournament situation but also from a game design perspective, it gives a lot of elbow room to design a very unique character. Adhering to extreme measures of balance defeats the purpose of having different characters and I see that as a flaw. It might not be an objective flaw, but I personally see it as a flaw.
But yeah, variability in character design is part of what makes fighting games very interesting. However, in order to maintain the uniqueness of each character, there will inevitably be characters who have bad match ups vs some other characters. I think this is not only to be expected but is ok. One could definitely see this as a flaw as well but whether it is or not, I think it's worth the sacrifice in order to create a very interesting fighting game.
2. Though I think there are some basic universal elements that all fighting games should have, along with my own personal ideas, Sakurai did not design Smash Brothers to be a fighting game by my definition or any universal definition. Though he takes balancing of characters into account, he does not balance characters solely around 1v1 but rather around all the game modes and features. So imbalance of many characters is expected in a 1v1 situation whereas maybe in another situation, that same character would do amazingly in Single Player, Classic mode, All-Star mode or Break the Targets. So for me to say that the game has "objective flaws" relative to an ideal competitive fighter when the game wasn't even designed around that concept entirely may have been a bit presumptuous of me and I can concede to that.
3. On the idea of having to learn multiple MUs as a flaw: That's interesting, I've never thought of that as a flaw in and of itself. In P:M (at least in version 3.02), having vast MU knowledge is extremely important in order to do well in competition (unless you're just really good and can adapt to everything). I've heard people complain about having to learn many MUs before, but I just usually chalked it up to people not wanting to learn the metagame because it would require a lot of effort they aren't used to, just as practicing tech skill in Melee or trying to place at a tournament both as a beginner requires a lot of effort and that people who complained about the vast MUs were just johning. But I never thought of the idea of having to learn multiple MUs as an actual flaw in competitive fighters. I would guess that even if every character was viable, there should be a point where having too many characters and potential MUs in the game puts an unrealistic expectation on the player to be able to learn them all. I'm not sure who determines what that limit is or if there shouldn't be a limit at all. In P:M personally, I would just work at spending the time to learn all the MUs I could because that is what what required to succeed in tournament (and because I thought it was and still is really fun to learn different kinds of MUs; makes me think of Smash as a whole very differently). But maybe such burdens are indeed flaws according to your standards or maybe even a game design standard. People love to praise the concept of viable characters and character variety and how they're overall a good thing. But I don't think I've see much discussion on how the amount of characters in the game affects these concepts. Maybe there should be more of that.
Anyway, I'm pretty much rambling at this point. To wrap up, though I think that Melee still has flaws that can be pointed to with character viability being one of them, I can concede that it was probably presumptuous of me to call them "objective" and that calling something a flaw may very well depend on the type on standards one uses to view the game.