Maybe I shouldn't be posting this 'cause I haven't read the whole topic, but it seems like his context of "compete" means to play a game
with the goal of being victorious.
You can play a game like Super Mario Bros. or Ikaruga without the goal of finishing them, and still have fun. You could even technically "beat" them without any thunderous applause or honors.
However, if you compete in a game like Super Mario Bros. or Ikaruga, then you may aim for the quickest finish time, or the highest score at an arcade. A lot of people don't have the dedication to be like
this:
http://youtube.com/watch?v=PIEXFrBRt6U
or this:
http://youtube.com/watch?v=EGNSdcy-apU
Pokemon's the exact same thing. We have our players like R Visitor, and we have our youtube video-esque "competitive" types.
I completely get what you're saying, R Visitor, but you have to concede that there are only so many deck concepts possible in this game, and even fewer that actually WORK! That's why you see archetypes at every event: because they are proven to be the most
competitive (ie what Pokegym membership is focused on, as Dogma said). I agree with you that it's always nice to see originality in such a limited field, but rarely does that originality succeed in a
competitive environment.
However, it's ironic you complain about no creativity, and seeing the same deck in all top eight slots, when you fail to notice the actual skill in playing/deckbuilding that makes up a mirror match. Chances are, if a top eight at a city championship consisted of seven clones of my generic "archetypes and standard strategies" list for Metanite and one fine-tuned, properly-teched list, then it most likely wouldn't be due to luck that the fine-tuned Metanite wins! Rather, it'd be due to extremely bad luck! While there are several situations where less experienced players/lists win over better players/lists (the luck factor), experience is relative to consistent performance.
So to sum this up...
-I agree with the idea of competing being different from playing. The context shouldn't be ignored.
-I disagree with the idea that archetypes go against the spirit of the game. Without archetypes, some casual players (read: players, not competitors) may not even consider playing the game, because they don't want to do awful.
-Skill is actually pretty darn important.
-As briefly hinted at in the second point, it all comes down to personal definitions of "success," so Laissez-Faire on this topic, dawgz.