Becaus
You
I agree with your general sentiment. Our bias is melee heritage beyond a shadow of a doubt. I don't entirely agree with your math but in anycase I know a lot of immature 15 year olds. Do you really feel the scene isn't growing?
I'll admit it was a rounded up estimate. Looking at it now, we're just four days away from Melee's 13th anniversary. And when I rejected the second poster's notion that the smash scene is growing I meant that it isn't still in its infancy. Communities are infinitely evolving. Sure, it doesn't have the seniority that the rest of the community has when you take into account Tekken, Street Fighter, the vs. Capcom games, Guilty Gear, Mortal Kombat, etc, but to say that Super Smash Bros. has not yet cemented itself as a major contender in the competitive fighting game scene and is still experiencing "growing pains" is, I think, wrong.
Because it's not as interesting to watch arguably requires less skill, at the very least mechanically and probably in terms of mentally as well.
I really hope you're not serious when you say that spacing-intensive playstyles require less skill than more aggressive ones...
It invalidates even more characters than offensive focuses in games because there are a lot fewer chances for the dominating person to make mistakes, making comebacks less likely.
Every time Marth begins an attack, every time Rosalina sends out Luma (or chooses not to), every time Samus decides how to space a missile, every time Peach inputs either an approach or a retreat during a float, in every one of those circumstances, the player is making a calculated risk, and there is, mechanically, a huge chance for error. The return or degree of penalty for executing the chosen maneuver isn't any less than that given or incurred by rushing down. But given just how vital it is NOT to **** up yor spacing or zoning due to the character, the player puts in the effort to minimise the possibility of these risks becoming realities. The playstyle has an artificial appearance of low risk-high return.
If you compare a player who has just begun to play, say, Jigglypuff, with a player who has a moderate amount of experience with the character, to another play who has "mastered" the intricacies of the character's specific brand of spacing, you'll probably notice a huge gap in the "error" against the same player playing the same character between just the beginner and the intermediate. What I mean to say is that you'll see the beginner having their spacing punished much more often than the intermediate. "Well of course. The beginner, by definition, is deficient in skill when compared to the intermediate player." This is true, but if zoning really were as a fundamentally safe playstyle as you seem to be implying it is, then you wouldn't be able to perceive such a large rift in skill because the strategy has such a high baseline of success. All strategies afford "fewer chances for the dominating person to make mistakes" at the highest levels of play, and I wouldn't say spacing sets the bar particularly lower than any others.
This makes it even more obnoxious to watch. Essentially it is viewed as degenerative considering smashes style. It works in a game like street fighter because everything is more defined abd the arena is smaller; the non defending player doesn't have to play perfectly for as long.
Whether or not a match is entertaining to watch is ultimately of little significance and judging the validity of a strategy on that basis would be judging it purely subjectively. It is viewed as degenerative considering Melee's style. I will concede though that in games with "cage match" sort of stages, zoning isn't as favoured as it is in Smash's "open" stages.
Edit: I just read your other messages regarding Ryu. I would say that zoning/spacing are distinct from reactionary playstyles. Spacing (in my mind) implies that you are willing to approach, but you are only going to approach in a way that minimises risk for you. Weaving in and out with your aerials as Marth/Jigglypuff to land sweetspots and reduce shieldlag/the chance that you'll get shieldgrabbed is an example of how I would define spacing. Reactionary strategies can be effectively used by a lot of the cast if you have moves that allow a frame advantage or are relatively safe on block. But in a situation where a reactionary player is against a spacing player, the reactionary player will only win if their opponent makes a mistake. By definition the lesser will not approach, which actually decreases risk for an experienced zoner. In short I would say reaction is a strategy that is only effective up until a certain experience threshold.
Honestly, I think the hate of campers comes from the inherent formula of Smash. In smash, if you're camping, you are PHYSICALLY RUNNING AWAY FROM YOU OPPONENT. In other fighting games, the fighters are always at least close to each other. Camping in smash makes it seem like the opponent is a coward and running away even when that is not necessarily true.
Furthermore! Tiers have something to do with the hatred. In Brawl Metaknight, a camper, was hated because he was so much better than everyone else and he was so easy to play. When people resort to a camper to win a match when they're not really more skilled at the game,they get hate.
I'm a Peach main and when I destroy someone the first match and they switch to Jiggs and beat me/ the match is close it makes me angry.
The hatred lies in that campers are often hard counter picks.
Metaknight was generally disliked in Brawl because nearly all of his options were mechanically safe. Even taking (relative lack of) skill into account, Metaknight is harder to put at a disadvantage because of the low starting and ending lag on attacks and the sheer amount of overall transcendent priority his moveset has. Two out of his four specials have it (Shuttle Loop and Dimensional Cape), and all of his standard attacks have it too, except for dash attack. This is just plain difficult to deal with.