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Forums - Nintendo - Can you explain why it is supposedly so difficult to develop games on the Wii U?

NightDragon83 said:
While I'm pretty sure that by now everyone understands that the Wii U is more "difficult" for 3rd parties to develop for due to different architecture and hardware limitations compared to X1/PS4/PC, my question is why the hell is it so difficult for NINTENDO to develop games for the Wii U.

I mean seriously, none of the games they've put out on the Wii U thus far are of the 100+ hour long or extremely hardware-taxing stuff we see on the other console and PC. NSMB Wii U and SM3D World are essentially HD ports of the handheld games. MK8 and SSBU aren't exactly GTAV or Uncharted 4 either. And Splatoon looks like it was cooked up in about 6 months. So why the hell does it take Nintendo so long to develop (relatively) simplistic games for underpowered hardware?

Wow, that's one nasty post.

Yeah, just an HD port huh?



"The strong do what they can and the weak suffer what they must" - Thoukydides

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It's not worth.



What I take from it, developers have problems due to ram and the cpu. Thought the cpu can do more per cycle compared to ps3 and x360, its slower, and lacks in overall power compared to ps4 and xone since they have more cores. Couple this with a fraction of the ram in comparison, engines are tougher to run.



e=mc^2

Gaming on: PS4 Pro, Switch, SNES Mini, Wii U, PC (i5-7400, GTX 1060)

pc, xbox, ps4:                                                         wiiU:

                                     



JWeinCom said:
fleischr said:

1. the 360 is power PC based

2. the WiiU has 4x the RAM of the 360

3. Not true. I'll cite NFS: Most Wanted U as a real-life example


1.  Ok.  Send this post back to 2010 when the XBox 360 was the lead console for development.  

My point is, simply being PowerPC doesn't mean that it's difficult to develop for.

2.  First off, half of the Wii U's RAM is reserved for the OS, so in practical terms, it has about twice the RAM of a 360.  Secondly, it has about 1/4 of the RAM of PS4 and the XBone.  I figured when I said other two systems, it would be implicit that I meant the other two current gen systems.  Again, send this post to 2010 when comparisons to the 360 would be worthwhile.

We're not talking about ports that could never exist (ex: Witcher 3), we're talking about damn Elliott Quest.

3.  I kind of assumed that it would be undurstood that I was comparing the Wii U to modern consoles, but in case it wasn't, I was comparing it to modern consoles.

More power != easier to develop for. And again, we're talking about an indie game here. The WiiU isn't underpowered to run it as you seemed to suggest.





I predict NX launches in 2017 - not 2016

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fleischr said:
JWeinCom said:


1.  Ok.  Send this post back to 2010 when the XBox 360 was the lead console for development.  

My point is, simply being PowerPC doesn't mean that it's difficult to develop for.

2.  First off, half of the Wii U's RAM is reserved for the OS, so in practical terms, it has about twice the RAM of a 360.  Secondly, it has about 1/4 of the RAM of PS4 and the XBone.  I figured when I said other two systems, it would be implicit that I meant the other two current gen systems.  Again, send this post to 2010 when comparisons to the 360 would be worthwhile.

We're not talking about ports that could never exist (ex: Witcher 3), we're talking about damn Elliott Quest.

3.  I kind of assumed that it would be undurstood that I was comparing the Wii U to modern consoles, but in case it wasn't, I was comparing it to modern consoles.

More power != easier to develop for. And again, we're talking about an indie game here. The WiiU isn't underpowered to run it as you seemed to suggest.



1.  If that was your point, then it is irrelevant, because it has nothing to do with what I said.  " The Wii U is based on IBM's power pc. It's not necessarily more difficult, but since most third party games run on x86 architecture natively, it means extra work to port."  

I don't know why you're trying to counter things I never said.

2.  No we are not.  Elliot Quest was one example given, not what the topic was about.  Having about 1/5 of the RAM of rival consoles is obviously a huge impediment to ports.

3.  Yes, more power does mean easier to develop for.  More power is objectively better than less power.  Of course, if other consoles were using some sort of bizarre architecture (i.e. Sega Saturn) then that could be a problem, but even in such a situation, a more powerful weird architectured system would be better than a weaker weird architectured system.  And, both Microsoft and Sony are using perfectly normal architecture.

And no, this topic was not simply about Elliot's quest.  And whether you're making a huge open world game or an indie game, scaling it down to run on weaker hardware will always pose some difficulty. 



kitler53 said:

pc, xbox, ps4:                                                         wiiU:

                                     


PC, Xbox, and PS4 use an archaic British imperial measurement of velocity? While Wii U uses the global standard?



I describe myself as a little dose of toxic masculinity.

There's no "difficult" hardware any more. The days of there being an N64, PS3, or Saturn or something are pretty much over.

But in light of everything being relatively straight forward to work with, the Wii U's little squibble's do cause some headaches for developers by virtue of being different.

Wii U is a generation the PS4/XB1, that's the main problem without the userbase of the PS3/360. So it get ignored by devs.

If it was a 1TFLOP machine with 8GB RAM, the support may not be the best, but it would still likely be getting quite a few third party games.



Alkibiádēs said:
NightDragon83 said:
While I'm pretty sure that by now everyone understands that the Wii U is more "difficult" for 3rd parties to develop for due to different architecture and hardware limitations compared to X1/PS4/PC, my question is why the hell is it so difficult for NINTENDO to develop games for the Wii U.

I mean seriously, none of the games they've put out on the Wii U thus far are of the 100+ hour long or extremely hardware-taxing stuff we see on the other console and PC. NSMB Wii U and SM3D World are essentially HD ports of the handheld games. MK8 and SSBU aren't exactly GTAV or Uncharted 4 either. And Splatoon looks like it was cooked up in about 6 months. So why the hell does it take Nintendo so long to develop (relatively) simplistic games for underpowered hardware?

Wow, that's one nasty post.

Yeah, just an HD port huh?

The problem is NOT that Nintendo can't develop fast enough on WiiU, it's that their resources are scarcely shared between WiiU and 3DS so they don't have enough teams to provide a fair stream of games throughout the year. But for the situation they are in, and the quality of the games they keep pumping up, they are pulling miracles as of now.

They just need more teams. 

 

PS Didn't remember how gorgeous Super Mario 3D World is.



Soundwave said:
There's no "difficult" hardware any more. The days of there being an N64, PS3, or Saturn or something are pretty much over.

But in light of everything being relatively straight forward to work with, the Wii U's little squibble's do cause some headaches for developers by virtue of being different.

Wii U is a generation the PS4/XB1, that's the main problem without the userbase of the PS3/360. So it get ignored by devs.

If it was a 1TFLOP machine with 8GB RAM, the support may not be the best, but it would still likely be getting quite a few third party games.

Those two contradict each other. Having unique architecture causes headaches for other developers. Having the same power output as 2006 consoles while in a generation taking place in 2015 will definitely cause headaches for anyone trying to make ports. These two put together makes the system difficult to develop for. May not be as difficult as the Saturn, but it is difficult nonetheless