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Forums - Nintendo Discussion - Looking back at why the Wii U failed

I actually used the system I believe how Nintendo intended ... as a life style device.

I would use the Wii U game pad as my TV remote and quick load into some SNES Virtual Console (F-Zero!) during commercial breaks. I even used the video chat function. It was alright. Miiverse was neat too. 

The thing is the OS was slow (checking sports scores took too long) as Nintendo isn't an OS company.

In a world where the iPad doesn't exist and iPhones didn't proliferate so quickly, there would probably be something there as a living room device, but as that wasn't the case, the Wii U just felt like a lame duck.

The design of the Game Pad was also ugly, it looked like a kid's tablet. Both Nintendo and MS banked hard on the casual lifestyle aspect of the Wii U and XBox One (Kinect) and it backfired badly on both of them.

Last edited by Soundwave - on 20 November 2024

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OlfinBedwere said:

The gamepad was a mistake, but had that been the only thing wrong with the system then developers would probably have just mirrored the TV's output to the gamepad screen and called it a day. Likewise, the whole kerfuffle about the console's name was something Nintendo had been through before with the 3DS; they'd turned it around there, and they could probably have done so with the Wii U.

No, the thing that really doomed the system was the hardware choices. I can't remember any other console from a major manufacturer where the hardware design was just so inexcusably bad on every conceivable level. The GameCube proved that developers would port to a Nintendo platform in cases where it was quick and easy to do so (at least until the storage space of its mini-DVDs became a limitation), but the fact that games originally developed for the 360 and PS3 often turned out worse on the Wii U was frankly a total joke.

The ports often are worse than the originals if done cheaply and there's no big power difference. That being said, the problem wasn't the hardware, but the software. Miiverse was constantly running in the background gobbling resources that had otherwise been in use for the games.



Ei Kiinasti.

Eikä Japanisti.

Vaan pannaan jalalla koreasti.

 

Nintendo games sell only on Nintendo system.

h2ohno said:

The problem ultimately boils down to Nintendo trying to reinvent the wheel again for no good reason and doing innovation just for innovation's sake without a real plan or idea for how that would work. Nearly all of the problems with the Wii U ultimately stem from that. The gamepad being a terrible gimmick, the price being inflated while the system was underpowered for said price and for a Nintendo product, and Nintendo having no idea how to market the system. Nintendo could have easily outsold the XBox 1 with a well-designed and marketed Wii 2 instead of the Wii U.

While playing it safe is risky as well and Wii was declining in popularity, I unironically think Nintendo could've sold SNES levels or higher with a generic Wii 2.

-Keep the rounded design of Wii U that is similar enough to Wii but make clear right away that it's a new console.

-No GamePad

-2 GB RAM is fine, GPU is fine with what we got IRL, clock up the CPU modestly to make it better than Wii U was and better than Xbox 360 and PS3.

-$249.99 with a 128 GB internal hard drive. 

-Wii Remotes supported for Wii games and select Wii 2 games. The new controller would basically be the JoyCons before the JoyCons in that they're rechargeable but would keep the Wii Remote Plus shape and have the nunchuck wireless. 

-Wait until Spring or Summer 2013 to launch the console. The Wii U sold well at its holiday launch but then plummeted for nearly a year after because of first and third-party droughts. Maybe Pikmin 3 could still come to Wii in this scenario as Holiday 2012 title or early 2013 title since developing it on older non HD hardware would speed up the development. 

-Get Breath of the Wild out November 2016 or before. Breath of the Wild won't be crossgen, so I don't see it needing all the way until March 2017. Still, it's unlikely it will hit Nintendo's initially planned release year of 2015 even in this scenario. 



Lifetime Sales Predictions 

Switch: 161 million (was 73 million, then 96 million, then 113 million, then 125 million, then 144 million, then 151 million, then 156 million)

PS5: 115 million (was 105 million) Xbox Series S/X: 40 million (was 60 million, then 67 million, then 57 million. then 48 million)

PS4: 120 mil (was 100 then 130 million, then 122 million) Xbox One: 51 mil (was 50 then 55 mil)

3DS: 75.5 mil (was 73, then 77 million)

"Let go your earthly tether, enter the void, empty and become wind." - Guru Laghima

Contraditory design.

Gamepad was meant to be used to enhance the immersion with a second screen *.
Yet another value of gamepad was to allow to play in a single screen without the TV.
However, both are contradictory. If you desing the game for one of them, you break the other, or the function would be unoptimized.
Media complained: "This game dont use the imersion of gamepad well" or "It wont allow to use in a single screen only". Devs couldnt only port, they should use the gamepad. Even if was not intendet in the game design.
Yet, made the console very expensive

IMHO, the gamepad should be an acessory, like the PSVR was to PS4.
Then, Wii U sould be released earlier (without the extra time they took to design and build games for the gamepad), when the wii fever wasnt dead.
Latter, release th gamepad, with some games.

*Yet some say the having to switch screens break the imersion, it takes you from the wolrd getting you to the real world where you switch screens.



Wman1996 said:
curl-6 said:

It failed because where the Wii removed barriers to entry for gaming, the Wii U added them.

The Wiimote made gaming simple, accessible, and fun. The Wii U Gamepad made it cumbersome and convoluted.

It was a gimmick nobody asked for, it added to the price of the system, and the fact only one was supported per console complicated multiplayer.

So true. The GamePad was one of the aspects that sank the Wii U.

It added a lot of the cost to the console (about $79 in production costs which means over $100 to the pricing of the console at launch), was only usable by one player on the console, was required for some games, and even was required for the initial setup and tweaking settings on the console. Not to mention it had a resistive touchscreen, 480p resolution, and looks like a Fisher Price toy. 

Sure, a Wii Remote is required to navigate the Wii. But a ton of them were made and they're much cheaper than the GamePad. 

Nintendo really should've patched out the GamePad from being required for system settings and sold SKUs of Wii U without it. And of course, there should have been at least 2 Game Pad multiplayer supported like originally planned. 

haha, funny to read you say they should have made the gamepad not required, cuz the entire design of the system was around the gamepad! I mean of course I agree, the fact that they designed the system around the awful gamepad idea was why the system failed so miserably. But it would have been silly for them to make the gamepad not required considering the system was entirely designed around that device/concept.

It'd be like if Nintendo launched the Wii and then said "actually forget motion controls" haha, and stopped using the Wii remotes. I mean they sorta did that with the 3D part of 3DS, by offering 2DS, but just being able to view the screen in 3D was never a gameplay feature, it was just a visual feature, so not the same thing at all compared to the WiiU gamepad.

Anyway, not disagreeing, just saying them cutting out the gamepad from the system was never gonna be an option, because the whole point of the WiiU design was the gamepad. They should have just abandoned the gamepad idea in the planning stages of the system. Even if they had just gone with a straight up motion control successor to the Wii that cost $100 less than the WiiU it still would have sold poorly (though not nearly as bad) because the motion control craze and all the non-gamers it brought into the Wii had already died off a couple years before the WiiU even launched.

Their best option, other than coming up with the Switch concept five years earlier than they did, probably would have been a typical console with a huge spec upgrade, a bit less powerful than X1 and PS4 so that it could remain cheap but significantly more powerful than the WiiU, with a normal controller, but that also allowed motion controls with Wii Remotes for any game that wanted to include that and was backwards compatible with all Wii games if you are using the Wii Remotes. Then they could have gotten some slightly downgraded multiplat games, still had fairly impressive specs, still allowed motion controls in games where it is required or improves the game and all the Wii owners wouldn't have to buy new controllers for that, still let people play all their Wii games on the system, and offered it at an affordable price. That probably would have been a >50 million seller assuming they also launched with a 3D Mario or 3D Zelda and kept the big games coming.