hoala said:
"In the case of porting, Ubisoft EMEA MD Alain Corre says that doing so is quite easily. Ultimately though, Corre feels that unique experiences tailor-made for the GamePad will provide the most interesting experiences."
"https://twitter.com/ShawnLong85/%22">@ShawnLong85 I am not a programmer, but from what I gather the Wii U is not more difficult to develop for than other platforms. — Jools Watsham (@JoolsWatsham) https://twitter.com/JoolsWatsham/statuses/422072634830880768/%22">January 11, 2014" Source: http://nintendoenthusiast.com/news/harder-develop-games-wii-u-case-says-renegade-kid/
"Ubisoft has today revealed that development costs for the Wii U simply are not as expensive as once believed. CEO Yves Guillemot has gone on record to say that his company "doesn't have a huge investment" in the next-gen console, despite a strong showing at this year's E3"
"Developer explains what it’s like developing for each console: PS3 being the hardest
Bayonetta was ported from x360 to ps3 and later to wii u. Here are the results:
Yeah sure bro. Tell me more.
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I'm just going off of my own personal experiences developing for these platforms. Developing for the Wii U gamepad itself is a huge pain in the ass that adds another level of complexity to making a game on that platform, and that has nothing to do with how easy it is to recompile your X360 build to run on a Wii U. In both the Wii U and Vita games I made my primary work was on controller touch-screen, platform specific features, so that probably skews my experience developing for those platforms slightly. But it was definitely a huge pain in the ass compared to just making multi platform PS3/PS4/X360/X1 games.