Serving Two Masters: How Street Fighter Is Punting on the Mainstream

After a weekend of playing Street Fighter V, I sat in my office’s breakroom evangelizing it and choosing my words carefully. I waved my arms in front of the unconvinced crowd as I described in exaggerated terms a match I had online, puffing out my chest while I explained how much I had been winning to overcome the palpable skepticism in the room. I did my best to coax people to play the game so I could play with friends and not just random fighters by persuading them how fun it is to fight against random fighters. It wasn’t working. Evangelism does not penetrate when you can’t assuage their fundamental fears, I discovered.
To those on the outside looking in, Street Fighter V is not just a game, but a mountain to climb. The very concept can outright frighten—it’s a game where all I do is compete, and where the other person can just always be better than me. Not just because they know more, not simply because they have been playing it longer, but because their own natural abilities combine with both of those other factors to overpower me. In Street Fighter V, it is not possible to win and lose as a team—my defeats come down to my own abilities and feel personal without anyone else to blame. To some, it sounds like a lot of effort and heartache to get good enough to have fun.
This problem has been at the core of Street Fighter’s struggles for years. When the series triumphantly returned last generation with the much-lauded Street Fighter IV, a future for fighting games was looking more optimistic than ever. It soon became apparent to Capcom that Street Fighter had a ceiling, an immovable barrier for people that simply found the genre too gargantuan a task to take on. The publisher thus had to figure out a way to convince people to want to lose to get better.
This, too, is not working.
When Street Fighter V launched in February of 2016, assessing the response as tepid might be generous. While most fans and critics agreed that the fundamentals of the game were excellent, there remained a vacuum of content in the periphery of that foundation to hook in players new to the series. The game shipped with a very simple story mode of questionable quality and a survival mode as the progress-based single-player features. The lack of a basic arcade mode or even a simple way to fight an AI opponent for a quick match baffled new purchasers.