| Naum said: strange... last I read was that it was easy to develop for the Wii-U... |
If what I'm reading, the issue is innovating games for the Wii U then trying to make those games work for the Xbox and PlayStation. If you do something to take advantage of the Wii U controller that is anything more than a tacked on feature, you won't be able to replicate it for the Xbox and PlayStation. You then have some of the difficulties of the current generation. Is it financially worth it to do a version that takes advantage of the Wii U controller if those features are anything more then just ancillary.
"Fallout 4" for example. Would it make sense to use the Wii U for the Pipboy 3000 or just make the same game across all three platforms? It certainly would be cool if the Pipboy was on the Wii U, but it may not make sense financially to do that unless it sells remarkably more on that platform than on the Xbox or PlayStation consoles.
Bottom-line, difficulty can be measured in many ways. The Wii U may be easy to develop on in terms of coding, but learning new hardware technologies (i.e. dual displays and alternative input controls) aren't always easy, that is they take time to master. Whereas with the next Xbox, the way .Net works is, 99% of what developers need to know they already know. There's just that 1% of new stuff they have to take the time to master and Microsoft tends to make that extremely easy with code samples, developer resources (online documentation) and on-site developers.







