Tekken 7, DOA 6, MK, SCVI, UFC 3, etc didn't sell what they should have or even could have. Its not that gamers have left fighting games, its fighting games have left gamers. Since the PS2 and Xbox versions of most of these fighting games there has been a steady de-emphasis on single player content and the AI in fighting games. The focus has move more and more to online features and multiplayer. Fighting games started shipping with fewer modes, thinner stories, and fewer characters, fewer unique fighting styles while increasing the number of for-pay customizations as DLC. So the fighting game producers have increasingly shipped less features and less single player content, while increasing prices and micro-transactions. Also there has been a noticeable (very noticeable) decline in the quality of the AI in fighting games. A good challenging balanced AI used to be the hallmark of a a good fighting game. Now game developers cut cost by investing little or nothing in approving the AI or adding new AI fighting styles to game. We are in a time when Artificial Intelligence is making great strides in all kinds of areas. But going in reverse in fighting games. Tekken 7, DOA 6 , SC6, UFC3, etc should have shipped with Adaptable AI Configurable AI Improved AI (as a result of machine learning against the big data of saved on line matches) At this point in 2019 the AI in fighting games should at minimum rival human players and tbh the AI in fighting games should offer a far superior experience to the gamer. In 2019 we should be able to get into a match with the game's AI and be in for the fight of our lives. Recent advances in AI technologies are just that good But , Team Ninja, Project Soul, Bamco,etc are just not spending budgetary dollars on enhancing AI. Instead they focus on online modes (where there is no AI expense) and the human players have to supply all the expertise. This is the cheapest possible way to produce a fighting game. From the game developers point of view: Good Single Story modes cost extra money! Single PlayerGame Modes cost extra money! High Quality Balanced AI costs extra money! on the other hand 2 player and online modes are the cheapest way to go, and if you can sell costumes for extra cost as DLC the more profit for the shareholders. So the next time the publishers or game produces claim to be not making new fighting games because the last one didn't meet or exceed sales expectations, remind them of the fact that they've cut the best features out of fighting games. The features that keep players coming back again and again. Players if you can't understand why the FGs don't sell the way they use to consider this, its not because ppl don't like FGs the way they use to, its because the game developers don't make fight games the way they use to. Really Good Graphics use to be enough to generate a certain amount FG sales back in the day, but today FGs need plenty of Single player content, they need strong, diverse and challenging AI, and a balanced fighting game engine. These things would be the basic core. On top of those add a wide roster of unique fighting styles. (The trend these days is to remove fighting styles and streamline the ones that remain for online competition reasons ) There use to be a time when we looked forward to new and more unique fighting styles in a FG. Now the worry is whether your favorite character is going to be cut from the game (who even looks for new fighting styles) or whether half the move set is going to be taken away (in order to appeal to the broadest possible audience) Fuck the FG developers if they won't give the FG community what they really want. AFAIC It can all end with VF5FS Fighting games have been here for decades now, it should not be a secret as to what it takes to make a solid fighting game that will keep fans coming back: 1. A solid Balanced Fighting Engine (lots of offensive options , lots of defensive options) 2. A solid Balanced diverse AI with (easy, normal, hard, impossible, and adaptable) difficulties 3. A solid and wide roster of unique fighting styles 4. The basic fighting game modes (Arcade, Survival, Team Battle, Tournament, Event) 5. A 2 player mode (where each player can load their own profiles and use any of the other modes) 6. Some kind of story mode (or at least intros for each character) *** Optional Online Modes I know many FG fans especially on VFDC would place online modes with a higher priority or at least necessary. But it should be obvious by now that online modes although nice to have are not keeping the FG genre growing and they are not the bread-n-butter of fighting games. In fact the Fighting Game genre did just fine for a decade or so with no online capability at all. Actually in the hey day of fighting games there were only single player and 2 player modes (no online). single player and 2 player in arcades. Single player 2 player at home. Actually the Fighting Game genre began its decline as single/two player features were dropped and de-emphasised in favor of online modes .