CatFangs806 said: World At War didn't sell nearly as well as it's 360 and PS3 counterparts. Plus Infinity Ward has to tone down the graphics which takes time, so they probably opted out of it. If it is on the Wii, it might be a port after the other editions have already released. |
Just a quick question - do you know much about 3d modeling? You don't "tone down" models (aka graphics), you touch them up.
Let me better explain - models work based on poly counts. The higher the poly count, the more detailed the model (unless they used a mess of polys and didnt know what they heck they were doing). Its like sculpting clay. You start with a blob and fine tune it more and more until you have the desired object.
In 3D modeling, as your quality increases, your polys increase. It is known by developers working on systems and using engines what the max poly count can be for a model. Now, lets use an example how this applies to console development:
A 3d modeler is making a Wii, PS3, an XB360 game. The art assets naturally are more limited on the Wii. The model is a soldier for MW2.
He gets the model up to 3,000 polys (a conservative number for a char model for SD graphics), saves the file as Solider_Wii. He continues working on the model until he gets to 8,000 polys (a moderate number for a char model in HD), saves the file as Solider_HD, used for both PS3 and XB360.
He is now done (sans for textures)
My point is, the same artists can work on the same models without having to allocate time to "tone down" the model. The only time graphics have to be tweaked or toned down is if the game is ported from HD to SD. Development of art assets/graphics can be done all in one shot if the studio has an SD version planned from the start. It actually saves money and time in the long run. The only people that really have extra work from HD to SD are the programming teams.