>>536277861
>The difference is that nobody fucking liked Street Fighter V and so they tried to drastically make changes to that shit to bring people back/ in.
I hate this argument, it's such blatant cope. As if it made sense to own a cashcow and never milk it. You abandon failed projects instead of dumping more and more resources into trying to salvage it, something Capcom themselves have already done with other fighting games.
I also hate it when people imply that the reason SF6 sells copies is because there is Drive Rush now or whatever else. The shit that the sweatiest players complain about is not bringing any new players in. Nobody is buying copies of the game because they heard good things about throw loops. The game would only benefit from getting the same kind of attention and support SFV did, the reason that it doesn't is simple: it's not their focus. SFV came out at the height of pro-gaming, being literally funded by Sony to be an esports title. It was a game aimed at the top 1% of players that tried to rope casuals in so they could be turned into hardcore players that keep up with the competitive scene and generate revenue that way. That's not the strategy anymore. SF6 was developed to be a casual game, with loads of singleplayer content and other side shit to do. Selling copies to people who will put in sub 20 hours of total playtime is more valuable now that the esports bubble has popped. That's why SF6 gets less new characters and patches than SFV despite being more popular. If you care enough about SF to be here in /sfg/, you are an afterthought to SF6's producers.