Yet Street Fighter II was all that and a bag of chips. Funny how I point out a hole in your logic yet you act hypocritically in response.
You do realize that Street Fighter 1 started the genre right? Yet it was not successful, and most people consider it a bad game. It had no competition. Why did it fail and SF2 succeed. You don't know. [/quote]
Also, you always try to say SF2 wasn't accessible, but remember that arcade games had to be successful. The arcade were a great example of competition as the player could easily stop playing your game and play a competitor's game right next to yours. People didn't have time to learn thousands of moves and actions. They had to be able to jump right in (one reason SF2 was successful is because it stayed true to the arcade philosophy. There were only special moves and standard attacks. Other games have been adding tons of fluff making the game less accessible).
What is this supposed to mean? Why is it natural for its sales to be smaller than Smash's? Is this more of that difficulty bull crap? I'll get to that later.
Thought this would be common sense, but I guess not.
Why should Smash have done better in raw sales?
- The population in the world in 2009 is greater then that in the early 90s. Only now is population decreasing.
- The game industry has grown a great deal since that time
- Favorable economy allowed for more buying. Only now is that trend reversing
- SF2 was on multiple systems and in the arcade. Some people were playing the game despite not owning a copy. You have to buy Smash for the N64/GCN/Wii to play it
Easy.
Melee:
1. Sequel to a surprisingly popular N64 game.
2. Came out right around launch AND Christmas.
3. The inclusion of fan favorites like Peach, Bowser, and more.
4. Limited competition with other fighting games on the GC.
Brawl:
1. Sequel to the best selling game on the Gamecube.
2. Massive hype train.
3. Addition of fan favorites like Pit, Diddy Kong, SONIC, etc.
4. Like Melee, limited competition with other fighters on the Wii.
The one I highlighted is the only on that counts. Let me show you why all of these are wrong.
First (under Melee), you have to assume the 64 game was popular to assume #1 was a reason people bought the new game. That means 64 was good. Star Power can not do this. Only a good game can.
Fan favorite characters won't matter to it if the game wasn't good to begin with. I'll ignore the one under Brawl.
People don't buy based on competition. If that was true, why is Tatsunoko vs Capcom doing so bad in Japan despite there are no other fighting games to compete with (and most people don't even consider Smash a fighting game). Mario Kart was very successful despite the high competition from racing games? Why are the shooters on the Wii not preforming as well despite little competition (especially from a big game)? Rarely do people buy based on genres. They just want something to play that will entertain them. If 64 was a bad game, the other game would not have sold.
And, again, hype only works if the game was originally successful. Again, you have to assume the game was good.
So no, most of what you attributed is not related to star power, but the game being good.
I thought Wii Sports was "successful" because it was packaged with every Wii and showed everyone how the motion controls work. I don't know if Mario Kart Wii succeeded for those reasons.
A common misconception from hardcore gamers is that Gaming is in the technology business. It's actually in the entertainment. The Wii Remote on it's own would not have sold unless there was a fun game with it. Wii Sports is successful because it fun and easy to play. Mario Kart Wii was also successful thank to the Wii wheel, making it easy to play, among other things.
Are you even trying to come up with a decent response. I suppose anything beyond pressing one button is too complicated for you.
This is why you should never make games: You can't get into the head of the buyer and what they think.
Here is what you said
two quick controller motions and pressing all three kick buttons at once (or one button on console controllers)
One motion can be hard enough, but now I have to do two successful and press three buttons at once (it sounds easy, but I've had trouble doing that in fighting games). It's not easy at all. It's quite hard. Most players don't want to try and learn that when it's hard enough to get special moves right in a game. In Brawl, FS are done by pressing B. One is successful and the other is not. You can see how important ease of control is.
Do you have an idea as to why?
The question was answered. You just missed it.