The problem is that you guys are comparing execution of both RTS and FGs in a vacuum, which simply doesn’t work. You simply cannot compare “hey I can build a tier 1 unit” in an RTS to “hey I can do a combo” in a FG; it’s not the same at all. When people talk about difficulty of execution, it implies the execution barriers for high levels of play, strategy completely aside. Building tier 1 units and casually issuing all of them to attack-move in an RTS is very, very basic, which could be akin to just learning how to move around in a FG and hit some buttons to attack. An RTS player that is able to micro-manage his units during an intense fight as well as macro-manage his unit production/economy at the same time (efficiently, mind you) is closer to doing a very difficult, long combo in a FG. A player with good execution will beat a player with bad execution in both genres, strategy aside.
In any case, it’s pretty difficult to compare either way. The way execution is handled in both genres is pretty different in a lot of ways. I dunno; it’s just really weird without having experienced it yourself. For example, trying to play Starcraft: Broodwar at even a competitive-casual level (meaning trying to do advanced tactics but not play the game too seriously) was probably one of the most difficult games I’ve ever tried to play, execution-wise. Knowing build orders and strategies is one thing, but the amount of execution required to pull them off is completely different.
What you’re not getting is, DS was never a popular or high-selling series. So why would they waste valuable time, money, and resources building a DS game from the ground up when hardly anyone even bought Resurrection?
If those same DS fans would have bought Resurrection, you’d most likely have gotten a new DS somewhere down the line.
I don’t think the issue with Capcom in particular has anything to do with fans being too critical or demanding. Capcom of late has been asking the fans what they want and then basically refusing to give it to them. (Megaman in UMVC is the most obvious)
Now I’m not sure if this has to do with the fans asking for something that Capcom simply cannot deliver, but I feel if you are going to go to the fans for input you should probably do your best to deliver, which Capcom is not doing. PR wise they seem to be making alot of poor decisions.
The thing with that is that the fans make a lot of downright absurd requests.
“Make a new Power Stone/Onimusha/Rival Schools/any other franchise that barely even sold when they were new!”
“Give us everything we want for free!”
“Give us an update to this game 6 months after it came out!”
And trust me, not having Mega Man in Marvel is not harming anything. Just look at the Phoenix Wright fans. Everybody wanted to main him until he was deemed bottom tier. Hell, majority of these fans didn’t even touch Mega Man in MVC 1 or 2.
If the fans wanted Mega Man to have more of a presence in Capcom’s road map, they’d buy his games.
Except that Capcom wasn’t even the first to do that.
Games like DDR and Beatmania have had paid DLC for years.
People give Capcom grief over paid DLC, then turn right around and support Injustice, right after buying every single gun skin in Gears of War 3.
Hell, P4A charged to put fucking shades on characters, and nobody said a word.
That’s another problem fans have. They expect Capcom to give them everything they want for free, while supporting other companies that have even worse DLC practices.
Are you implying that Onimusha didn’t sell well? Let me quote wikipedia for you.
“Onimusha: Warlords was a commercial success, selling over 2 million copies worldwide, with 1.04 million copies sold in Japan. The game went Platinum in just under a month in the region, quickly becoming the top-selling PlayStation 2 game ever at the time of its release. It also sold at least 400,000 copies in North America, earning it Sony’s Greatest Hits status. Capcom VP of Strategic Planning and Business Development Christian Svensson referred to the first two Onimusha games as one of their most successful titles”
RE: 57 million over 86 games.
SF: 34 million over 77 games.
MM: 29 million over 129 games.
MH: 23 million over 25 games.
DMC: 12 million over 19 games.
You’d be surprised at how many casuals skipped out on MvC3 because of some of the roster decisions, especially Megaman. Doesn’t matter how long poeople play the character after launch, the casual purchasing the game in the first place counts for a lot from a business perspective. Also, the fans would love to buy his games…you know, if Capcom would release some.