You really want to use DOA1 & 2 as references? Because back in the day, when they came out, the fighting game community was far from being what it is today. I'm not even sure the internet was widespread. Heck, even EVO wasn't that big... And if you add the fact that the Dreamcast was a dying console and DOA3.1 was going exclusive on a console that was just being launched, of course the DOA competitive scene built on DOA1 & 2 was going suffer. No surprises there.
Just like to point out something about the size of the fighting game community during the DOA1 era. Around that time Tekken 3 and VF2 sold more copies than any other game in their respective series. So there were essentially more people playing those games than there are playing the sequels today. They just weren't as organized in terms of holding events. Yet even my little local arcade held Tekken 3 tournaments. The U.S. Tekken scene wasn't particularly cohesive, but there was definitely a scene. You couldn't go to an Arcade that had T3 and not find people lined up to play it. I knew very few people with a PS1 who didn't have Tekken 3.
As for VF2, it came out on the Saturn which sold extremely small numbers, and ended up being the best selling Saturn game. There was considerable scene in Japan at the time. I know this because one of my classmates played VF2 quite extensively. So despite being released on a system that sold small numbers, and being console exclusive, VF2 was the best selling game both on the Saturn and in the VF series. DOA1 was also released on the Saturn and it simply didn't perform as well, despite being a very solid game for it's time. Still the competition was stiff.
Around that time Street Fighter EX, Rival Schools, Bloody Roar, and Soul Blade also came out. While all of them were successful enough to spawn sequels, and each had their own merits they didn't enjoy the massive popularity that TK and VF did. Lots of games tried to shine during that time.
Let's not lay the blame for DOAs sales on any game system. Soul Calibur and MvC2 were also released on the Dreamcast and they both enjoyed widespread popularity.
Tekken Tag Tournament was a launch title for the PS2 and it was very successful. It also had a very big tournament scene, both on console and arcade. The same cannot be said for DOA2. The closest thing that DOA2 had to an arcade scene was in ATL in 2000. There were about 16~20ish players primarily from the AUC, GA State, and GA Tech who played the game at the West-End Mall. Unfortunately, the game was permanent set to Tag Mode, which meant broken tag combos galore. In retrospect the high combo damage from strikes in Tag mode, offset the abusive nature of holds. People played for a couple of months, and then everyone transitioned over to the Underground arcade play Tekken Tag Tournament. And that was that.
Unless anyone else here played the arcade version of DOA2 on a regular basis, that's pretty much the extent of it's tournament 'scene', which isn't saying much compared to it's contemporaries. All of this is to reiterate that there was no competitive scene for DOA1 & DOA2.
a major for DOA was comparable to a monthly for the less mainstream games that are actually played.
BlackOrochi, Rikuto's statement is eloquent in it's brevity. Players who have attended tournaments and events of other games are aware of how truly miniscule DOA events are in comparison. These players are more likely to have friends who also play fighting games competitively. Players seldom play just play one fighting game competitively...they play more than one title. Often these players have tried to get their friends to play DOA, but have met resistance primarily because of [holds out of stun]. On top of [holds out of stun] people don't like the damage holds and throws do compared to strike combos.
Yes, you can say 'well if they don't like it they can play another game'. That's absolutely correct. That's what has happened in the past, and that's why DOA has no tournament scene. If that continues to happen DOA will continue to have a nonexistent tournament scene. That's why most of the competitive players are so adamant about changes to the game system. They know that they won't be able to bring in players from other games unless there is a change. For them playing online is not a substitute for playing at tourneys offline.
But I believe that the competitive scene will grown worldwide thanks to Tecmo's global multi-platform strategy and promotion. Not the game engine.
Competitive players play the game mostly based on how much they like and understand the nuances of the game engine. That's what separates them from casuals who don't care to learn the game engine.
The only fighting games that can get away with having a poor game engine, and still enjoy success are with pre-existing material, that can sell based off their name alone. Anime based games like Naruto and DBZ Budokai for example. They don't need to worry about gameplay as long as it's enough to please the fans.
DOA does not have that luxury. Unless I'm misinterpreting you, you're saying that advertising and being on more than one system is more important than gameplay. Advertising might help sell a game, but it won't encourage people to keep playing it once they buy it. And it certainly won't prevent them from return it if they don't like it.
Since this argument has been going on for a while, in various forms, I don't really expect to change anyone's minds. I play DOA despite it's numerous flaws because it's fun. Most of the competitive players here play it for the exact same reason. However the competitive players realize that people who play other fighting games competitive will NOT be as open minded as we are to DOA's engine.
It would be nice if a mysterious pool of dedicated DOA players emerged out of nowhere to support a tournament scene, but that's unlikely. It hasn't happened in any of the prequels. Thus the competitive players believe the only way to get more people interested in DOA is to take them from other games. Casual players don't believe that this is necessary, yet don't offer any alternatives, and struggle to give explanations that the competitive players can understand. And thus the debate continues ever on.
That's my two cents. I'm off to play DOAO and sharpen my lag tactics with Lei-Fang.