My 2 cents about making the game easier - fighting games will never be popular outside of the hardcore community unless they become piss easy to control. You shouldnt give a damn that some sf4 players are mad that the game is easy (which is not, it
s the hardest game i have ever played, and that says something as im 30, been playing games for 25 and work in the industry), make it as easy as call of duty even if you lose some skill ceiling (that loss can be avoided or minimized with good game design) and ignore the "angry" players. It
s better for the community to have 10 mil scrubs that duke it out online and offline than 100 masters that are angry that everybody can play. Sensible, less angry people will move to the easier, more vibrant game while the too hardcore will still play their game. Win-win. Maybe that out of those 10 mil scrubs 100 new masters at their game will arise. But probably more. Again, see LoL competitive. Even if its not necessarily my favourite game of all time, i do believe that it
s one of the best games ever made from all possible aspects.
Playes in LoL didnt care about what position they are in ladders because there was a promotion in the first place. Don
t label the ladders (gold, silver blah blah), just make different ladders for different things (as i explained above) and give position to every player in all that ladders. At the end of the match, update that position and let him know. Let him see that he climbed from place 25 to place 10. That`s more rewarding than anything.
If you design for mass market success and you already have a good, appealing game,your main goals are the following - minimize frustration and shower with rewards. The more extreme length this is taken to, more chances are that someone who wouldn`t play your game in the first place will pick it up and like it. Zynga did it and for some time they seemed unstoppable. Their failure was in the basics - shitty games and money grabs. Currently fighting games - aside from Mortal Kombat/Injustice and SSMB - offer nothing but frustration and lack of reward for hundreds of hours of gameplay but their advantage is that they are solid, fun, appealing games which gives them a huge advantage over other free2play games
The monetization model has to be balanced and must not, by any means, resemble Zynga or Candy Crush Saga. I will repeat, MUST NOT ASK FOR MONEY EVERY 10 MINUTES or ever for that matter. MUST NOT LIMIT THE TIME YOU CAN SPEND PLAYING THE GAME. MUST NOT LIMIT YOUR ABILITY TO WIN. Let players decide that they WANT to buy your shit, just like LoL did. Let them see those fancy skins on others and want to have them too, because the game is fun and they keep coming back to it. You cannot win or get ANY advantage in LoL by paying cash. And LoL has one of the highest conversion rates in the industry (free customers that turn into paying customers). And make it so that if someone wants to buy the full game, upfront, with all chars and costumes, they are able to (LoL is at fault here for not really having this option).
All other concerns, like aesthetics, can be addressed with good design. That is not for us to debate, that`s for a creative team to find a good balance. And i am sure that Capcom is competent enough to do that (or any other company that is contemplating making game on the lines i detailed above).