I defined success as selling 500K+. A quick wiki look has Ed Boon quoting the game at 2M+ during its release month. If you look at those numbers and say the game isn't successful, at the very least, you need to actually state what you would consider success.
We were discussing why new IPs can't seem to be bigger than they are, so yes, it does matter. In the initial post I responded to, you were blaming it on visual aesthetic, and I don't think that has much to do with it at all.
Did you read the post you quoted?
Reactions on a message board have no real bearing on the success of a video game.
A fighting game doesn't need characters with widespread aesthetic appeal. SF is the only game that does that. It's not the only successful fighting game.
If Skullgirls had a larger budget to be able to launch with 15, or even 12, characters instead of 8, had a proper online system, and had some marketing, the game would have sold more. And of course if they would have been able to continue developing content from the start, that would have helped as well.
I don't think we disagree on too much, and where we do disagree it's because we're either not being clear about whether we're talking about new IPs breaking through or the importance of aesthetics in fighters in general, and we're also using different metrics for what defines something as a success. I apologize if I wasn't reading your posts closely enough! The conversation has gotten messy and hard to keep track of (at least for me personally, but I'm a moron). I've been trying to address a bunch of things simultaneously (anime fighters failing to find success outside of Japan, Skullgirls failing to make a big impact, difficulties creating new fighting game IP, the importance in aesthetics when it comes to a fighter being successful or not, etc. etc.), and I think I crossed the figurative streams.
I think we can agree on the following, at least:
1) A game cannot be aesthetically repulsive to a huge swath of the potential fighting game audience and succeed. NRS games, while not your cup of tea or mine, and least meet some bare aesthetic minimum to do well financially speaking in the North American market.
2) Fighting games can fail (despite being mechanically sound) if they fuck something up badly enough (like if they are visually offputting enough, for instance.) Being 'not bad' at something is often good enough.
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I guess what I've trying to get across are the following points, and you can tell me whether you agree or disagree with them:
-Often, new fighting game IPs fail to reach mainstream success (let's go by your 500k copies sold metric) and/or develop dedicated followings in the FGC (let's define by being played at a fair number of majors for a year or two after release with a decent number of entrants). I think that a huge portion of the time, this is because of their poor aesthetic appeal.
-New fighting game IPs have failed to have success as defined by the above metric, and some people chalk this up to it being difficult/impossible to find success in the market if you're not an established IP. I believe that this is false (or at least very uncertain) because new IPs that have come out were predestined to fail for a variety of reasons (aesthetically and otherwise) and I believe success is very possible if you do it right (having the first page of a GAF thread about the game's announcement being 90% of the people bashing how the game looks is NOT the way to start)
-Characters like the ones in the initial Skullgirls roster could be in the game and the game could see much bigger success IF the game had more character variety to appeal to different tastes (I'm sure people would've been much more open to the game if it launched with a larger roster that included Panzerfaust, Isaac, Stanley, etc. like SolarPowered mentioned, in addition to the female cast already present). Someone pointed out earlier in the thread that Juri wasn't very street fighter-ish, yet street fighter fans had no problem with her design and called them hypocritical. I say that the street fighter fans don't care because they have so many characters in the roster to choose from that they can already find some that suit their tastes, so if Juri isn't their cup of tea, it doesn't matter. If SF4 had launched with a dozen Juri-esque characters and no one else, there would've been an uproar. Wierdo unconventional characters are fine, but people need choices and some people like characters that aren't so 'out there.'
-Global success is difficult if you're overly focused on pleasing a single market. Anime fighters can't do shit outside Japan and NRS fighters can't do shit outside of NA.
-95% of the time (I throw around random percentages a lot, haha), you can see a new fighter failing to make major inroads a mile away and it's really puzzling how the devs don't seem to realize why until after the fact (if they ever acknowledge it's failings period!)
-People in the FGC care just as much about aesthetics and Joe Blow gamer.
I'm rambling now, so I'm going to stop. I'm not trying to hate on anybody's favorite game. I like marvel despite the many shitty things I put up with when I play it. I'm just trying to make sense of things.