Is that supposed to be something inherently negative for SFV and the opposite for The Division? Or were you just pointing out two different methods to show how far apart they are from one another?
More the latter.
Its a perfect example of quality of content vs quantity of content. The Division is stuffed t the gills with repetitive quests and awkward game design. There's a substantial amount of stuff but that stuff quickly becomes repetitive and mundane. Whereas SFV might be short on content but what is there is refined to a T and a blast to play over and over.
I hear what you're saying, but this is highly subjective, no? And for the mass market, a game like the Division is much more approachable than a game like SF5 is.
SF5 is a game hypertargeted at its own core audience. So much so that it launched in a bare bones state just so that a tournament series that a vast majority of game consumers have never heard of could launch on time. So much so that many features on the main menu are still not selectable by people who pay $60 for the game.
Had they made a "Capcom Cup Edition" or something, just with the bare bones content they've launched with, along with some messaging stating that it wasn't the full release, maybe it's a different conversation. But they launched it with the name SF5, and in the state they did.
SF5 may be a blast to play over and over if one is already versed in how SF works. But anyone who may be new to the series will instantly be overwhelmed. There's no training mode yet, no challenge tower... you're just thrown into matches having no idea how the mechanics of the specials even work. How could one expect that game to find a mass audience when it doesn't do anything to be attractive to the mass market?
Of course The Division had a more expensive (and effective) marketing campaign that succeeded in whupping up consumer hype based upon comparisons to products that are very much unlike what it offers so it will reap the rewards. Its hard to stay positive about the industry when your gaming interests seem to diverge more and more from the mainstream blockbusters.
But 6 million people played the beta and the response to that beta was generally quite positive. That's not done through marketing. Getting people to try the beta might be, but once they do, either they like it or they don't, right? There's something here that people seem to be liking.
I love spreadsheet sport sims and turn based WW2 wargames like those Slitherine makes. I'm positive about the industry because those things keep getting made. It's the most diverse market ever. But what is no longer a diverse market is the fucking packaged games market. Release count is 200 games. Most of those are going to be mass market, Walmart shelf friendly. That's just how it is these days. The packaged market is not where one should go to see the diversity of the interactive entertainment industry in 2016.
I mean Digimon Cyber Sleuth is hands down my favorite RPG thus far this gen. Which sounds crazy as someone who isnt a digimon fan at all but its true. And yet despite it being such a fantastic JRPG I'm facing the reality that it will be lucky to chart at all. Its depressing.
But why would it chart? Again, it's a game targeted at a very specific niche audience. If they did their planning right, sales from that niche should provide an expected return and all is right in the world. A game does not have to chart to be successful, and a game not charting should have no impact on how someone who likes that game views the industry.
The fact enough audience exists that making a game like that is an appealing venture for the company making it says a lot of good things about the state of the market. But Joe Schmo Walmart shopper in the rust belt isn't going to be attracted to a game like that. What are you gonna do.