I don't really dispute that there can be a sense of competition between games, especially within the same genre. Yes, people have finite time and they will select certain games over others in order to spend their time upon. Yes, you need to be competitive in order to secure that attention, in the sense of competitive which means "offering a quality experience that makes people want to come play." I just don't know that being the most competitive game out there matters to the same degree to everyone out there making a game, which is probably where the disconnect in this thread is.
There are things I could do in order to make a game I run "the best game available," compared to other games, so that people will leave that game and come to mine. I don't think there is a staff corp out there that doesn't wonder "what can we do to be attractive and get people to come play here?"
But there is a balancing point there, at least for me. At some point it starts to run into compromising what I want the game to be about, thematically, and how I want it to run, in order to secure more players. And I know there have been multiple conversations on MSB about how more staff should hold firm to their personal visions and themes, and how trying to change your game around in order to make everyone happy is ultimately a losing proposition.
Ultimately we are all here to get to RP and play some games and I don't feel "more choices out there as to where and how to do that" is a negative. People should be able to move around naturally to games that jive with their particular interests at any given time, and on a personal level I just don't want to break my brain trying to capture and hold the attentions of people whose interests will naturally fluctuate over time.