As far as defining skill levels, I do think the more twitch or memory oriented games, like platformers and side-scrolling shooters and shmups and things like that, require a huge amount of manual dexterity and patience and insane reaction time, but they're all, in the end, fairly static. They only pit the player against the computer, which tends to be more or less the same every play-through, or at least follows certain patterns, rewarding memorization and patience rather than any deeper ability.
Even stuff like Contra that most people find difficult to beat under normal circumstances is routinely beaten with one life, with one weapon, under the most insane conditions, like speed runs. The experience doesn't really change with each playthrough, because it's limited by the game's preset conditions and AI. But any fighter requires you to analyze and understand a human opponent who is often at an equal or higher skill level, from a purely mechanical standpoint, at which point a much deeper metagame aspect becomes significant, becoming something closer to a competitive sport with all the psychological considerations that go into it.
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