Now the title may be a little ambiguous, but I'm gonna go out on a limb and say it: If you don't like the new entries into your favorite genre, your more than likely the reason its dying.
Now woah, I'm not attacking anyone personally or any fans of any particular genre, but one has to understand that changes bring out the best things of a genre. If a genre never changes, the genre is already dead.
Now I'm not gonna pick and chose any fans to make fun of because every genre is guilty of having the purist fans that whimper loudly and complain about new games in the long line of entries. You know, the "Doom Guy" or that one guy who believes that the earlier need for speeds were the best and the only thing to contest them is twisted metal. (okay, maybe I made that one up) but still, all too often do Forums, Chats, and other public discussions, that we find people wanting more of the old back. Of course they never realize that its nostalgia and that they're wants are just them forcing their nostalgia onto a bigger fan base and possibly restricting a game from reaching outside of its inner circle of fans who are already guaranteed to buy it regardless of how much trash it is. (and if you thought of sonic, you should slap yourself on the wrist).
Yet still, I'm not one to complain about the old "If it a'int broke, don't fix it" rule, but I find that the companies that look like they do this, never really do. I mean Pokemon on the outside looks the same, but the jump from R/B/Y to G/S/C was massive. On its exterior it looks like a child's game of expanded Rock Paper Scissors, but going Online with that mentality with get your ass baked, fried, cooked, torched, and then will still be on fire as the burnt silver platter is handed to your opponent. Suddenly those insignificant natures from R/S/E, arbitrary Special/Physical Attacks, and asinine Effort/Independent Values mean something.
and the same could be said from all major franchises. The jump from Street Fighter 2 to 3 to 4 is pretty deep in hindsight. Super Bars were pretty amazing in the 90's, Parrying in SF3 usually mean Losing or
Winning and I doubt more needs to be said about 4.
I could go on and on about the changes in many major IP's, but the main point that is being lashed here is that those games are popular, and its because they add some change while teasing their previous consumers. The games that don't fare too well, seem to be the ones that just focus on pleasing their previous consumers, and as a result receiving no more. Crash Bandicoot suffered heavily from repetition of titles. That's not saying its not fun, but there was no real incentive besides knowing it was going to be like a previous experience. That was cool when everyone was 11 and the catalog of games didn't matter much besides buying what you already liked or what looked familiar (which also falls under advertising. which some companies could benefit from *coughnamcocough*, but that's a rant for another day...). Now when you realize the target audience are people in their 20's and 30's (aka people who actually receive games on days that aren't labeled "Birthday" & "Christmas"), you realize you can't rely on the opinion of your fanbase. More than likely the most vocal ones are the ones who are the ones who won't buy it or those who already will.
but I've ran on for long enough. You got beef? Wanna prove me wrong? hit up the comments. Or you could toss in some positive feedback.