No. You're conflating "competitiveness" and "being complicated". Watch this:
https://www.youtube.com/watch?v=jVL4st0blGU
Just because you add more features to a game doesn't automatically make it more "competitive" or more "deep". To see gauge the true life value of its competitiveness, look to see which game the
actual competitive players are playing. It's not Spock Lizard. They're holding $10,000 tournaments for Stone/Paper/Scissors.
The fact that you're using this game as an example shows your misunderstanding of the situation and of what competitive players actually want. Melee isn't analogous to Spock/Lizard. Melee is Stone/Paper/Scissors - a game with a simple ruleset that anyone can understand, but which also contains a metagame that attracts competitive players too.
Thank you for agreeing with me.
The big problem of some stubborn hardcore Melee- or PM-Fans is, that they think they play "Stone, Paper, Scissors, Spock, Lizard" or that this kind of game would be better. In return they look down on Brawl and SSB4 as "only" being "Stone, Paper, Scissors". Let's not forget, why i even brought up this example. Many people think, that being more competitive means bring more complexity into a game. But it isn't actually necessary, if you design your game smarty and create interesting variables, differences in characters and multi-option solution, you can get a competitive with depth too.
Iwata recently mentioned, that he was impressed from a quote of Miayamoto. He said, that the best solution is the one, which solves many problems at once. This is the key of depth over complexity.
But if you go for a heavy competitive focus game, it is actually ok to become a little more "Stone, Paper, Scissors, Spock, Lizard" and include complexity. You pretty much create even more hidden depth as challenge for the community or an single player to overcome, learn and master. Like learning or figuring out combos or key-combinations. So they can rang them self in tiers and the meta-game lives even longer.
Lez for example was a really complex game with many strange and difficult puzzles (hidden behind a very simple looking platformer). Understanding and solving the complexity of the puzzle was a different kind of hidden challenge.
Um...good? That's the point of a game - to have fun - regardless of the origin of that fun. Combos in Street Fighter were originally an unintended glitch, too.
This wasn't a critic, it was the reason Melee works in an unintentional way. It's an anomaly. But this wasn't the vision of Sakruai, which why he sees Melee as failure. Nobody, especially not Sakruai, say, fans can't have fun with Melee this way. Like a movie can be interpreted in a different way, then the director intended it to be. But if the director wanted to think people in specif way and it didn't work, he should have the artistic freedom to try it again. But in this example the fans of the first movie are actually angry about it, since they want a sequel to the first movie. This is the situation right now.
Sakurai, in terms of game content and aesthetics, knew what made Smash good and he improved on that. However, in terms of gameplay and gameplay depth, he did not understand, and started on a path of making it worse because he doesn't understand that accessibility for a casual audience, and gameplay depth for a hardcore audience are not mutually exclusive gaming goals
Here we have opposite opinions. I actually argue, that there is a difference between designing a game for a casual, a hardcore audience and especially a synopses of both.
You can do different things with a hardcore audiences and be much more challenging with them. At the same time you have to make game accessible for casual players, but not be to dump down. Dwarf Fortress will never be a casual game, unless you take steps away from the hardcore audiences. While Hardcore Games are bored of the first levels of a New Super Mario Bros Game. You can't make a game for everybody, or you make a game for nobody. This is why Smash Bros will never go ultra hardcore and still needs a casual player to understand some basics.
I'm not sure I understand how you are using SF4 in this comparison.
Street Fighter 4 was actually the long waited commercial and public success of the series, after being in limbo for some time. Here an examble:
Capcom stalled. It released Street Fighter Zero (aka Alpha), originally billed as a game taking place in between Street Fighter 1 and 2, and then released a semi-sequel, Street Fighter Zero 2, and finally released a slightly enhanced Street Fighter Zero 2 Alpha in Japan only. By now, Capcom's audience was drifting away, and Japanese game masters were turning to the 3-D Virtua Fighter and especially Virtua Fighter 2 in droves. Many American players were playing Mortal Kombat 2 or were getting bored of fighting games.
A truly awful Street Fighter movie, a horrid Street Fighter: The Movie home and arcade game, cheesy action figures, endless SF3 stalls and other generally foolhardy licensing moves had eroded the natural optimism people had once felt for Capcom products. And the company had to deal with monumental overstock problems when hundreds of thousands of copies of its fourth SF2 home game, Super SF2 (following SNES SF2, Genesis SF2: Turbo, SNES SF2: Turbo), failed to sell.
Street Fighter III was finally announced, and it was initially described as a 2-D sequel using brand new Capcom CPS3 hardware, whereas another title, Street Fighter EX, would be a 3-D Street Fighter game running on PlayStation-compatible arcade hardware. Street Fighter EX arrived in arcades first and bombed; it was less a 3-D fighting game than a 2-D fighting game with 3-D character artwork,
screenshot Guile vs. Doctrine Dark in Street Fighter EX and its new characters paled in comparison to the classic fighters readied for Street Fighter II's debut. This was Capcom's second Street Fighter arcade game bomb, following the disastrous release of Street Fighter: The Movie, and the company hurried to assure arcade owners and players that a more complete version - Street Fighter EX Plus - would be released in arcades soon.
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Gamespot
Many reasons, yes, that have nothing to do with the gameplay (an important feature in a game).
And this isn't always important, if you want to become the dominant force in a community. People play Street Fighter 4 not only because it is a good game. Many people are into it, which also means more price money, tournaments, advertising and fame. There was once the conspiracy going around, that high-level Melee players actually sabotage Brawl and SSB4, because of the fear of getting trumped in a new game and then more people investing in the new ones. Some top players actually life from playing the games. It can be a scary through losing there status and job.
Of course, its only a stupid theory. But losing dominance is always a reason, why people are getting over protective about there competitive games (just look at all the Sport Organisations)