I'll be straight forward with all of you, this is 99% common sense, and some how you guys don't understand it.
you're really stupid if you think the characters aren't the biggest selling point. the game could have been a traditional fighter like street fighter and still be highly successful. it's even more mind boggling that you think the majority of the players would be driven away if the game had some hidden depth considering melee was the most successful gamecube game. the game didn't sell because it was easier for little kids to play. barely anybody played the demos to know that the game would be easier. the only thing we knew is what was on the dojo and the dojo said NOTHING about the game being watered down for the less talented players. for all we knew the game could have been completely catered to the competitive community yet it was still VERY successful. what does that tell you?
Marvel vs Capcom was not very successful despite having Marvel and Capcom properties. By that logic, Marvel vs Capcom, as well as Tatsunoko vs Capcom, would have at least brokje 1million sold. Neither did. At the same time, Street Fighter was successful without recognizable characters. Many games that have recognizable characters flop. The vs series of games should be one of Capcom's biggest series, much like Smash Bros, yes? It's not, telling you your assumption is wrong.
Also (it saddens me that I have to say this), but more assessable games sell better. Guitar Hero was defiantly more assessable compared to Japanese rhythm games. Mario Kart Wii is the most assessable game of the series, and is the best selling. All arcade games had tyo be assessable to succeed.
the game would have been successful no matter how it turned out as i stated in one of my previous posts. the majority of players do NOT notice the differences between melee and brawl. they play the game for the characters and the 4p madness. nobody bought the game for the change in mechanics. NOBODY. everybody bought it because its smash bros. because they want to play as their favorite character. because they want to go head to head against their friends in 4p matches. NOT because the game was made easier for them.
You missed the point. More assessable games allow new users to enter. They don't see new mechanics. They will see how much easier the game is too pick up. (aside: the fact you mentioned this means you see games differently then how most other people, the larger consumer base, see and consequently, purchase games. Thus, you will likely not get this and be wrong every time). Here it is.
Gamer A is a female who plays games occasionally. She is 19, has a boyfriend, a part time job, and goes to school full time. He also like to go to the movies and go out dancing with her friends on Friday night. (NOTE:Before anyone mentions the fact the player is female, not that it wasn't uncommon to see girl play videogames. Games have also become harder. See a pattern).
Game A plays Megaman 1. Megaman 1 was a very hard game, especially as the D-Pad was a new controller.
Gamer A says "Ugg, this game is too hard. I keep dieing. Why do the blocks disappear. I'm not having fun anymore."
Gamer A does not like Megaman as it is too hard. Thus, she is disinterest and will sell the game if she bought it. Instead of telling her friends how she liked the game, she will tell them not to buy it. Her boyfriend may then tell his friends not to buy it.
Gamer A then picks up Megaman 2. She is playing it because a friend told her to try it. She borrows the game instead of buying it as she was burned with the last purchase.
Gamer AL "Hmm, is this easier or am I doing better? Either way, I'm liking this. OH YEAH! I beat a boss. I couldn't do that in the first game!" (aside: yeah, there were probably disappearing block in MM2, just roll with it).
The game was easier and, thus, the player had fun. She made it to Wily's Castle. She never beat it, but because she could get jump started, she enjoyed the game more. She buys a copy of the game, and tells all her friends to get it. Her boyfriend likes it too and he tells his friends about it. He's a bigger game though, she he did beat it, and still comes back to play it.
This is why Smash had to be good and assessable to sell.
Study finds that word of mouth influences the most purchases
Compared to all video gamers, Influence Multipliers are a hyper influential subset of friends who are also far more connected to other gamers. As a result, Influence Multipliers have an outsized network influence effect on their gaming colleagues. By targeting the media channels that Influence Multipliers rely on, marketers can optimize their marketing spending
This is why we can tell that best selling games ere good. People would have to recommend it to others. Nintendo does less advertising then their competitiors, yet they almost always sell more copies. "But Smashchu, that is because Mario is famous." Japan doesn't care.
If that was true, why did the 3D Marios under preform. Yet, at the same time, people are picking up New Super Mario Bros Wii like no tomorrow. Heck, some places are even out of the game. There is a shortage? When has there been a shortage of a game in the last 10 or 20 years? This should tell you that Nintendo characters are not the reason people pick up games.
Like with Megaman, multiplayer games sell due to their ease of use. In a single player game, you have to do two things
- Make the controls simple
- Make the game start out easy and get harder as you go
This was the strategy with old arcade games. To use Street Fighter as an example, the first stage was piss easy, but it got hard on the second stage, and so on. In Mario, the early levels are fairly easy, but they get pretty rough towards the end.
In multiplayer games, there is no environment you are fighting. You are playing against someone else. So, typically, you do two things
- Make the controls simple
- Make the skill gap small. In other words, don't let one person dominate
Obviously, our competitive friends will hate #2, but it is the true. In Mario Kart Wii, the items are designed to stop 1st place. Items like Lighting and Pow blocks make players drop their items, removing 1st place's defenses. Blue Shells take out the 1st place racer so he can be defeated. Naturally, there is a correlation.
Smash Bros was made buy a guy who's career was started because he felt games were too hard at the time. The philosophy has moved into Smash as each game is easier then the last (e.g. There has been less hit stun with each game).
Smash can not bank on it's all star cast. It is not working for the VS series. It didn't work for previous Mario Karts (Double Dash was a far cry from Super Mario Kart, Mario Kart Wii and Mario Kart DS). It didn't work for the standard Mario games. It's defiantly not working for Street Fighter (4 comes no where close to 2, a game that came out with less globalization of games and a smaller buying population). It won't work for Smash Bros.