HappySqurriel said:
I didn't say the Wii U would get 90% of games, I said power would not be an issue for 90% of the games ... ... and we do know how the last generation turned out, the industry lost a lot of highly talented developers because they favoured fancy graphics over a viable business model. But who needs good developers or original games anyways when we can have a Call of Duty game (and a dozen clones) every year? |
Nintendo deserves some blame here too. Some developers did try to sell genuinely good games like Little King Story and Mad World and HotD Overkill and these games all flopped on the Wii because what the Wii really effectively brought the market was a sub-set of shovelware fitness/casual/party/dance game crap. The PS3/360 was a better outlet for a lot of devs because even with higher dev costs at least you knew there was some type of core gaming market there to sell content on. The Wii, even Nintendo themselves had trouble selling anything not named Mario/Zelda/Smash/Miiware, etc.
The Wii failed as being an alternative for developers that actually made real games but at a lower budget. Other victims were NST who's Project: HAMMER was screwed around and "casual-fied" by NOA until it was finally just cancelled outright (bet more than a few people lost their job there).
NOA basically also passed on publishing The Last Story and barely could be bothered to release a very limited run of Xenoblade here. No effort whatsoever to cultivate an ecosystem for anything non-casual/non-franchise based basically.
Of course these devs are going to continue to stick with Sony/MS, Nintendo is not doing anything for them, if they can't even be bothered to sell non-casual/non-mascot IP like The Last Story here, what chance does a little guy have? I'm sorry but Nintendo is really not the champion of the "little guy" publisher, on the Wii they didn't give a sh*t, even though they could've probably created an iTunes of indie gaming early on with Wiiware, they instead opted to make the service maddeningly user unfriendly (only 512MB of storage for ages) and restrictive to developers.
The real alternative for the indie game community became a little bit of XBLA and very much the iOS revolution and the re-emergence of the PC market thanks to Steam.







