The learning curve can be a big turn-off.
But if we're talking about the contrast to 'so few people', I would say most people who play video games just don't want to play a different genre. Yea, I believe we're at the point where casual game players outnumber not only the fighting genre, but most other established game genres.
As much as I love fighting games, there are so many complaints that have been levied against them, which are still valid today, and continue to dim the experience.
The established fighting games, such as MvC, Tekken, Street Fighter, KoF, and now BlazBlue all take time in monotonous combo practice to learn the mechanics well; and that's just the basics. From there, you have to get creative to be good.
In previous iterations, you could get away with button mashing; a casual's preferred method, and probably the only way they'd get a win/have fun. Doesn't happen today. At least for my preferred fighter, UMvC3, it seems there's so many ways to punish mistakes AND string hitstun for ridiculous combos, there also seems little room for defensive tactics (or maybe I'm just not seeing it).
All of this wouldn't be so much of an issue if fighting games had a method for better character development. There's only building your own personal skill with particular fighters in fighting games; nothing develops for them within the game. I'm sure we've all grown attached to fighters we've grown skilled with; all the more if something could grow with their use in-game. Pretty much impossible without breaking the balance of the game, but it still feels like it leaves a huge gap without in-game progress (on the topic of character though, Marvel characters have plenty of history through comics, which I love, so there's a bit of an alternative).
But if we're talking about the contrast to 'so few people', I would say most people who play video games just don't want to play a different genre. Yea, I believe we're at the point where casual game players outnumber not only the fighting genre, but most other established game genres.
As much as I love fighting games, there are so many complaints that have been levied against them, which are still valid today, and continue to dim the experience.
The established fighting games, such as MvC, Tekken, Street Fighter, KoF, and now BlazBlue all take time in monotonous combo practice to learn the mechanics well; and that's just the basics. From there, you have to get creative to be good.
In previous iterations, you could get away with button mashing; a casual's preferred method, and probably the only way they'd get a win/have fun. Doesn't happen today. At least for my preferred fighter, UMvC3, it seems there's so many ways to punish mistakes AND string hitstun for ridiculous combos, there also seems little room for defensive tactics (or maybe I'm just not seeing it).
All of this wouldn't be so much of an issue if fighting games had a method for better character development. There's only building your own personal skill with particular fighters in fighting games; nothing develops for them within the game. I'm sure we've all grown attached to fighters we've grown skilled with; all the more if something could grow with their use in-game. Pretty much impossible without breaking the balance of the game, but it still feels like it leaves a huge gap without in-game progress (on the topic of character though, Marvel characters have plenty of history through comics, which I love, so there's a bit of an alternative).