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Sal.Paradise said:
Soundwave said:
Sal.Paradise said:
Soundwave said:
Viper1 said:
Soundwave said:

The problem now is that your still have to release the game with 2 sets of game assets.   1 that can designed to work with the GPU upgrade and 1 lower quality set of assets that is designed to run on the base console.    Or you can take the risky route by requiring the GPU upgrade and leaving out the base console market entirely.

 

What's more work for a developer -- having to hire a completely new dev team to make an inferior version of Call of Duty (for example) from scratch for Wii versus the PS3/360/PC versions ... or being able to use the higher end assets that you've already designed and have sitting there and then just having a couple of guys work in addition to the main team to downscale assets for the "base console"?

 

Well, the second one is more work, because they're having to make two versions of the game for just one console.  


Debatable.

To make Wii versions of games like Madden NFL, Call of Duty, Dead Rising, etc. developers had to hire entire new dev teams to build the Wii versions basically from scratch. And in the end, the consumers aren't really happy with those games anyway because they know they're getting the inferior versions, so basically you're spending more resources to give the consumer a crappy version of the game, lol. It's why most devs eventually just bailed on the Wii altogether.

To make a Wii U version with a add-on, I think it would be more like taking the lowest PC settings and transferring that version to the disc, and then taking the highest PC settings and tranferring that version to the disc. But you wouldn't hire an entire new dev team to do that.

 

You can't just take a setting on the PC version that looks like your consoles and 'transfer' them to the disc, it's a bit more involved than that. If that was true, the Wii only versions that youre talking about requiring a whole new team for could just take the low/lowest setting on the PC version and, as you say, 'transfer' them to the Wii disc.

I really don't think splitting the market is a good solution, either for the customers, developers or the games themselves. 


Well then the alternative is the Wii way. Which basically means every serious third party developer is going to abandon you by about year 2. Developers have their own headaches and problems and PC/PS4/720 is what they're going to focus on, they're not going to have the time to work on a completely different version for Nintendo's machine.

Even if the Wii U can (barely) run 720/PS4 games from 2014/2015 when that console cycle really gears up ... how long until Wii U users start to get a little pissed off at paying the same price for crappier (lower res, lower frame rate, lower effects, etc. etc.) versions of the same game on three other platforms? Eventually you're going to have people bailing out for other platforms outside of the Mario/Zelda fanatics who stay with Nintendo no matter what.

I do think the consumer needs to take some responsibility here too ... I mean if you want more, more, more in terms of graphics, people need to wake up and realize companies are going bankrupt. Console owners have become spoiled.

With the PS3, yes you got a pretty Uncharted 3. The cost to Sony? They basically blew all the profit they made in the PS1 + PS2 eras during the PS3s massive losses. As a corporation as a whole, Sony now has something like $7 billion dollars in debt.

Nintendo's not going to get baited into playing that game, so there has to be some give and take. No Nintendo is not going to give you a console for $300 in 2012 that costs them $400+ to make. But hey, the great thing about these chips is they drop in price pretty damn quickly, so by 2014 (by which time some games that actually really need that tech might be coming out) if they can give you that level of tech for a much more affordable price and it takes 20 seconds to plug in to your existing console ... why not?

It was the same thing with WM+ ... Nintendo wanted to incorporate that into the Wiimote right from the beginning but it would've made the Wiimote a ridiculous cost (like $80 a controller). 2 years later ... it's affordable, 3-4 years later, it's integrated right into the controller itself. Fair compromise IMO, it's a shame that developers had bailed on the Wii by then, but that really wasn't the fault of the WM+.