That is a human thing, not an American thing, thankyouverymuch. That said if you look at game sales there are a number of factors that impact sales. Themed or licenced games sell well due to cross-media appeal (e.g. Transformers). Sequals to popular games do well. Games with a good vibe, critical acclaim, and resonane with consumers do well. Not all quality titles have a market. I spent most of today at a software company who makes some average product but they have a huge amount of marketshare because what they package appeals to a larger amount of consumers than competiting products (which are superior but don't appeal). There is no magic bullet, but summerizing that a group of people are idiot lemmings because they disagree with your judgement of product pretty much ignores consumer conscious and why they participate in the gaming hobby. I can make the best gardening sim in the world and be an absolutely amazing strategy game of spectacular depth and amazing, photorealistic graphics, and bomb.
It is easy to blame consumers (I get annoyed when my favorite games don't sell well because as a consumer I want more!) but it is also the responsibility of developers to make software, and publishers to find, support, and distribute software, the consumers want. If what sells are licensed games and carnival games then that is that. If unpopular but "good" games want marketshare they need to find a compelling avenue to show consumers what they are missing. If videos, a demo, viral marketing, solid reviews, a marketing budget, etc cannot sway public interest it pretty much means the developer missed the mark on too many levels. It doesn't mean it is a horrible game or have a market appeal, only that they failed to entice the market at large. And developers have to take some responsibility for that--make games that people like how people want them. I hate NFS style racers but their success over the last decade is related to the fact there has been most of thattime a large market that bought that... stuff. Poor taste? Or did EA just know what their fanbase wanted? There was a lot of competition, options for people to seek greener pastures, but they mostly stuck around. Giving people what they want allows them to overlook what they aren't getting... probably because they don't want it to begin with.