The problem right now seems to be that the scalability of some engines doesn't work very well with the way the Wii U is configured. The Wii U handles data differently and that's causing a problem. The power of the system is going to be less important than whether or not game-engine developers adjust their tools so that projects can be optimized for the Wii U quickly and easily. That's going to be the key for Wii U multi-plats in 2012.
Beyond 2012 is going to depend on whether or not the Wii U is successful enough with multi-plats that it becomes the lowest common denominator for developers or they decide to skip over it like the Wii. Either could happen, though perhaps more gradually than with the Wii.








