I don't think so. Let's take two old games off the top of my head - Allegiance and Natural Selection. Both of them still have players, but 'died' long ago.
Both these games are still maintained by a hardcore competitive playerbase. (1)
Occasionally a new person will join the game, but are immediately chased out by both groups. Be it the skill level, the learning curve, the attitudes present. (2)
While one could say that the competitive scene is driving these games and keeping them alive, would you call that alive? (3)
One could even say Starcraft is in this state. How many new people are joining Starcraft? (4)
While sure, a dedicated community (frankly, the competitive scene has nothing to do with this) will keep a game 'alive' longer than normal, it's not alive in the sense that the game's existence serves any purpose any more. (5)
This actually wasn't supposed to be in my post - a leftover from an older chunk of writing. But anyway, I feel it brings up a valid point since you mentioned the "play to win", in which case, balance *IS* a two-way street. (6)
One thing I find is that competitive gamers will cry about 'skill' everywhere they can. (7)
What competitive gamers seem to want is every game to be exactly like the last one they were good at. (8)
This ultimately degrades to a great game debate about which playerbase to market the game towards. The casual scene wants a game that is fun, unique. (9)
See Tribes 2 - slower paced, heavy focus on teamwork, more focus on your tools and less on the player - The competitive scene seems to always want a game that is extremely fast-paced, adreneline-driven, and 'twitchy'. (10)
Frankly, the kinds of games competitive gamers want bore me to tears, and you can easily say that both games require just as much 'skill', but the competitive scene simply wants games that are designed around what THEY do, rather than vice versa. (11)
Do we leave bunnyhopping in, a competitive 'staple'? Or do we take it out to even the playing field for the 'casuals'? (12)
Another example is micro - how do you balance that? There used to be an 'exploit' in Starcraft that was based around micro - it involved a transport and putting units in and out to avoid damage. As far as the micro players were concerned, this was legit - so why did Blizzard remove it? (13)
Technically, it wasn't imbalanced, but it did need to be fixed, so who is right? (14)
There's other things as well. Sure a Marine vs. a Zergling is a basic number crunch, but if there's things you can do to dance your units around and increase survivability, when does it become a balance issue? It's like bunnyhopping. (15)
What about build orders? I think they're a broken mechanic in strategy games as well, as they break what should be player-driven strategy apart into number-driven formulas. (16)
If developers simply watched what people do, it really doesn't matter if you're 'casual' or 'hardcore'. Any experienced player at any game, tag-wearing retard or not, is going to be good at it. (17)
Just because I've never been in a clan doesn't mean I'm not better than most of the morons who are. (18)
In fact, most of the justification for competitive-based balancing *IS* from developers who listen to them (and then the game invariably falls to shit). (19)
Decent stat-collection systems that echo back to the main server alone will serve as a great guide to balance. (20)
As I can't agree that competitive gaming is vital to balance, and competitive gaming keeping a game alive longer is something of a fallacy, what exactly does competitive gaming do, then? (21)
Especially, as you pointed out, the difference between Eastern and Western competition. All I can think is that professional competition makes more money for whoever is sponsoring the tournament - the developer of the game actually gets a pretty raw deal there. (22)
To this end, I still see no point in 'catering' to competitive players. They're an extremely small portion of the community, far smaller than they themselves like to think, and their impact on the game is negligible. (23)
Games that aren't friendly to a competitive environment (Tribes 2) weren't hurt by that fact, and in fact even 'big name' games that are designed to appeal to competition, like Quake Wars, actually flop pretty badly. (24)
(1) You said it yourself, these games died. So they're a bad example. It's not like I was saying, for example, that any game with any competitive element in it would survive for 10 years. There are lots of factors like advertising, quality, and so on.
(2) The same thing happens in Starcraft just about every day. But there are places where people can learn to play the game if they would like. ICCUP is a pretty good example of this. They have lettered leagues and a lot of average players play against a lot of other average players and enjoy the hell out of it.
(3) See (1).
(4) I think you'd be shocked. Starcraft is sitting on the PC game rack at Wal-Mart in a little town of 5000 people. It's always been like this, but especially so since the announcement of SC2.
(5) Here we started getting into the nebulous area of defining what we mean when we say community and alive and so forth. To keep a game 'alive', you need a certain critical mass of people to keep the game in the public eye. Take chess, for instance. No matter how good a game might be, unless a whole lot of people play it/know about it, it won't really go anywhere in the long run - in other words, it won't be remembered as a great game by a large number of people. You certainly don't NEED a competitive community for this to happen (GalCiv II), but including them can only make your numbers grow - that is, unless you fuck it up - which unfortunately developers tend to do on occasion.
You can see this with Starcraft. The game wasn't an enormous hit in 1998 (compared to a couple of years later[it's not in 3D *cry* <-- practically every review for it]). It was 99 or 2000 (can't really remember, getting old

) when we started getting a huge influx of people - this is around the time when the Koreans entered the scene. Before that there was a rather mild competitive scene + a lot of modders/mapmakers. Blizzard played their hand correctly and supported the map editor, brought in replays, balanced the game with fervor, and (most importantly) didn't fuck it up. Their success in all of this is what brought them that feedback loop I referred to earlier.
(6) There's an important distinction between these. Balancing the game is not a two-way street unless your game is broken. If your game is unbalanced, it's unbalanced. Whether you're approaching the game from a play-to-win perspective or play-to-have-fun perspective has no effect on whether or not the game is balanced.
(7) There are only three ways to determine the outcome of a game (if the possibility of a draw is 0). You can determine it randomly or you can make a deterministic ruleset and a goal or you can combine these two elements. If the game is determined randomly - well that's boring as hell. There isn't any kind of 'luck' factor in this game that comes to mind (if you play non-random maps) so it's determined strictly by its ruleset.
Those who find the best pathways to navigate the ruleset to victory are said to be more 'skilled' at the game. You can't really have any meaningful competition without 'skill' being a factor. The examples you pointed out were very specific and were mostly whining. If the game needs those things to be successful, the developer will put them in. If they are detrimental, the developer will take them out. Otherwise the game will take a hit.
Some games have more skill differentiators than others. Whatever provides buoyancy for your flotation device is my motto. Some like more skilldiff, some like less. It's up to the developers to decide what they want to do with the game.
(8) Maybe some people want that, but I wouldn't paint all those people with the 'competitive gamer' brush. Most of the progamers in Starcraft are looking forward to the changes in SC2, though there are some debates on specific points. It keeps things fresh. I could simply counter-argue by saying that all the 'casual' gamers wanted this game to be MoO in 3D. It wouldn't be any more or less true.
(9) This sounds like you're talking about skilldiff. Some people like less, some people like more.
(10) I'm gonna have to mark you -1 for this example. Any team-oriented game is gonna be exponentially more competitive than a one-man oriented game. From this, it follows loosely that a game that's more team-oriented than player-oriented is gonna require more skilldiff. This is only in general, obviously. You can add in factors to make one-man games require way more skilldiff and so on.
If you have a team of 8 on one side and a team of 8 on another side: if one team spends 10 hours a day playing together, and the other is just an occasional squad from a clan, the first team is going to walk all over the second team. This might not happen in 1v1, for example. The 10-hour-a-day guy is more likely to win, but not exponentially more likely. This was a big problem for Guild Wars in general. The barrier for entry to have a top 50 guild was at least 4 extremely skilled players and 4 very good players.
(11) Sorry, but I have to say the same thing for the casual players. They want the game to revolve around them too. It's a human thing. The only difference here is that competitive players will contribute more to the game balance through their high-level matches by exploiting overpowered things/bugs/etc. It's not as if they write a check-list and send it in to the developer. The developer is the one that balances the game.
(12) False dichotomy. Taking out bunny-hopping from Quake III, for example, would not even the playing field for casual players. It's just -1 skilldiff. It's up to a developer to make the game and make these decisions, not the competitive or casual players.
(13) If it's in the game, it's a valid tactic for sure. Blizzard took it out because it was overpowered, not because it was micro. For an example of a bug they didn't fix (intentionally), look at muta stack. These things are skilldiffs, and it's up to Blizzard to decide how many they want and which ones are balanced.
(14) It was imbalanced because it was too strong a tactic to defend against.
(15) These are more skilldiffs. Dancing units around and exploiting an encyclopedia of engine bugs etc. is what competitive gamers do. If Blizzard sees someone winning a huge amount of matches by exploiting one of these bugs, they'll make a determination on whether it's overpowered or not and act accordingly. All the competitive players do here is find and exploit the bug.
(16) There are build orders in every game I can think, including Go and Chess. These are just optimal starting moves. Something like this exists in any semi-deterministic game.
(17) But some will be significantly better than others and will understand a great deal more about the game than others. Certainly you're not suggesting that we tell Blizzard that they should balance the gameplay based on some people playing the single player game. Developers do often take aggregate statistics, but these statistics are usually top-down in that strategies and tactics leak from the better players downward.
(18) It's important to remember that your association or lack thereof with other people has nothing directly to do with your skill at anything. In fact, by the law of averages, most people in a clan are not even moderately skilled compared to the highest-level players.
(19) Watch what they do instead of listen to what they say etc.
(20) You're right as I just referred to a bit earlier. But there's no reason not to get the information from the primary source.
(21) So people that play in the Superbowl have no effect on the popularity of football?
(22) I'm gonna go with the Superbowl analogy again. Sponsors give money to the people who host the event who pay a licensing fee or come to some other agreement with the game publisher (the publisher may even host the event itself [e.g. Guild Wars tournaments]).
(23) This might be true for some games, but just about any statement might be true for some games. A lot of games are made specifically with competitive play in mind (e.g. Quake III Arena/Counterstrike/Quake Wars).
(24) Quake Wars has a pretty large community actually with a lot of topics going back and forth at all levels of skill. id certainly scored points with a lot of people, that's for sure. That isn't worth nothing. They didn't become the next Starcraft, but they will live on for a while longer. I'd say they did pretty well compared with 'successes' like Crysis (

).