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KungKras said:

You're misunderstanding my point about splatoon. I said that I did trust the makers of splatoon because there is no game on 3DS that does the same thing as splatoon. If there was a game that was idential to splatoon on the 3DS then I wouldn't trust the developers.

Which ties in with my Goldenye example. And the game was a remake but kind of not really. It didn't play anything like the N64 game. In fact, it was pretty much a CoD on the Wii. Which is why it illustrates my point so wll.

Just a question, the way you formulated your text made it seem like you think the Wii was the easiest to port to. I'm assuming you meant the opposite?

Here's what I would do if I were activision. I would take a gamecube engine or any last gen engine that supported online and split screen, and then I'd build the port around that. I don't deny that it was hard, and lots of things needed to be recoded, but I don't buy that features had to be cut for any other reason than time. The hardware could do it, and I suspect time became what killed split screen tbh, but they should have coded it into the next version.

And as for the CoD series, My beef is more with infinity ward than it is with Activision. It was those douches who left to create titanfall that refused to make Wii versions when IW made the games. Treyarch did Wii versions just fine.

And that ties in to my first point. The Wii market for CoD was just fine. But missing features AND missing games made people go to other platforms for the series. Had all games been there on time, the market wouldn't have been poisoned like it was.

Some of your examples are pretty curious. Muramasa blew it's predecerror Odin Sphere away on Wii. Suda 51 held a party to celebrate No more Heroes sales. Some Guitar Heroes sold the best on Wii (5 I think?). I think Sin and Punishment outsold the N64 game. Some of those did respectably for what they were. And some were very niche.

Why did it take so many years for a solid FPS effort to come to the system? If third parties were flocking to the system, surely a solid multiplayer FPS would have been made early, because there was no competition for it on Wii.

My bad on splatoon, but even then it's foolish logic. Even if there was a game made that was similar to splatoon, that doesn't mean that splatoon can be ported so easily. Just because one game does one thing one way, doesn't mean all games can. Assuming such a game exists, porting Splatoon still could could require rewriting most of the game from scratch and completely reworking how certain gameplay features work, meaning that the games would only be similar in name alone. You really can't know how easy it is to port without intimate knowledge of the hardware and the game itself, even if you have intimate knowledge of how other similar games work.

I disagree that Goldeneye was "like COD on the Wii".

And yes, I made a typo. It should read " It wasn't made by Nintendo"

So you'd take a gamecube engine and build a port around that? Why do you think that's a good idea? You'd still have to put in a serious amount of work to re-optimize update the engine to take advantage of the additional performance along with all of the additional work to make it compatible with the Wii OS, the Wii control system, and the Wii networking system. But let's say they do that. How simiar is that engine you developed to the engine that runs on the PS3 or Xbox 360? I bet it's incredibly different. Do you know what that means? It means you probably have to re-do every feature in the game to not only be compatible with how this new engine works, but also to deal with the new hardware constraints. It's pretty interesting that you bring up split screen. That's actually one of the most taxing features you can do in a game because it involves rendering two completely different scenes simultaneously. Split screen is often cut from most games because they game just runs way too poorly when you just add it in, and opmtizing it normally means lowering the quality to a point that most users find it unacceptable. But you're right, the hardware could do it, but it probably looked absolutely terrible or ran at a terrible frame rate.

I also disagree that the wii market was just fine for Call of Duty. Barring the first year when the PS3 was selling horrifically and the PS2 was still a major player, Call of Duty games never sold well on the Wii. The following year, the Wii version of Call of Duty: World at War (A Treyarch game) accounted for just 11% of Call of Duty sales. Taking the next Treyarch game,  Call of Duty: Black Ops, the Wii version accounted for just 5%. In fact, while sales from World at War to Black Ops exploded, over doubling on the PS3 and X360, except for the Wii where it decreased even though the Wii had far more consoles sold. So, maybe your beef should be with Treyarch as well.

As for my examples being curious - none of those games sold a million copies. When it comes to Muramasa. It only sold 600K copies, that's only 40,000 copies more than Odin Sphere. How exactly is that blowing Odin Sphere out of the water? As for parties, I've been to many lavish release parties for games I worked on that we already knew missed sales objectives. Release parties are pretty much a thank you to the people that worked on it, it has little to do with all the games sales. As for sin and punishment, it's really easy to outsell a game that only sold 130K copies. Most AAA games sell more than that in pre-orders today. And sure, some of these sales are respectable. That's true, but that wasn't my point was it. These are AAA third party games that didn't sell well relative to their first party counterparts. Nintendo had no trouble putting out million+ seller after million+ seller on the Wii. Pretty much everyone else did.

As for Guitar Hero, totally wrong there. That game sold very competitively on the Wii. I don't know what I was thinking of (Rock Revolution, maybe?) My bad.