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Game Devs Migrating Toward iPhone, Away From Wii

A new report by Game Developer Research reveals that the number of developers working on games for the iPhone continues to rise, roughly doubling in number from last year. At the same time, the amount of work done on games for Nintendo's Wii dropped significantly: "Just over 70 percent of developers said they were developing at least one game for PC or Mac (including browser and social games), rising slightly from last year; 41 percent reported working on console games. Within that latter group, Xbox 360 was the most popular system with 69 percent of console developers targeting it, followed by 61 percent for PlayStation 3. While those console figures stayed within a few percent of last year's results, the change in Wii adoption was much more significant: reported developer support for the system dropped from 42 percent to 30 percent of console developers, supporting numerous publishers' claims of a recent softening of the Wii market."

143 comments

  1. False assumption? by ThoughtMonster · · Score: 5, Insightful

    The summary seems to create the assumption that the same developers which are abandoning the Wii are moving to the iPhone.

    I'm not even sure how something like this would work. The economics are different, the scale is different, hell, even the target consumers are probably different.

    1. Re:False assumption? by Anonymous Coward · · Score: 0, Insightful

      You are right - all of those things are indeed different. Also different is the model of payment. For example a 4 person family buys a game once for the Wii and plays it on one device (but all 4 can play and so can their friends who visit). But with the iPhone you can sell that game to each family member (assuming they are the "dumb, rich" market segment and are both rich and foolish enough to get their kids iPhones). But some developers would be looking at the $$$ from selling a game to the same family more than once.

    2. Re:False assumption? by tepples · · Score: 1

      But some developers would be looking at the $$$ from selling a game to the same family more than once.

      In that case, we'd see an exodus from WiiWare to DSiWare, not necessarily one from WiiWare to iPhone apps.

    3. Re:False assumption? by alen · · Score: 4, Informative

      wrong

      each itunes account can support up to 5 computers and as far as i know an unlimited number of idevices like the iphone, ipod or apple TV. you buy something once from the iTunes store and you can play it back on any device associated with that account

    4. Re:False assumption? by click2005 · · Score: 1, Interesting

      Just going by the people I know with these devices, I'd say people with Iphones
      probably have much more disposable income than owners of dsIs.

      Also, the Iphone has sold about twice as many units as the dsI.

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    5. Re:False assumption? by Anonymous Coward · · Score: 4, Interesting

      Well, it's not completely wrong.
      We did some video games on Nintendo DS, it was easier for us to get a Wii (because we didn't have to do all the paperwork again and Nintendo knew us already) so we tried that.
      But it didn't work so well. If you don't sell more than 2000 or 3000 games on WiiWare, you don't get any money (and... we got nothing yet :) ).
      We tried a game on DSi (DSiWare) and our engine was already cross-platform so we ported it on the iPhone.
      I don't know if every studio like us did the same thing, but the Wii is dead. We don't know yet if the iPhone will be a viable platform for us, our game isn't out yet.

    6. Re:False assumption? by Anonymous Coward · · Score: 1, Informative

      Also, the Iphone has sold about twice as many units as the dsI.

      Ummm what? The DS (yes, you have to count all versions in the wild) by far outnumbers iPhones. There is a reason that stupid meme of "printing money" was passed around for such a long time.

    7. Re:False assumption? by Hurricane78 · · Score: 1, Troll

      From what my honest personal experience is, nobody moves away from the Wii, everybody loathes the iPhone, and the whole article is a straight out lie.

      Maybe we live in different universes. Or just in different countries.
      Here, this “article” is seen an yet another blatantly obvious Apple marketing blob that got on Slashdot.

      By the way: Is there any way to filter all Apple-related stories out? (Everything that includes the words “Apple”, “Steve Jobs”, “iPhone”, “iPad”, “OS X“ or “Mac” in the title, text or tags.)
      It should work in Thunderbird’s RSS reader too.
      Would be much appreciated.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    8. Re:False assumption? by Nightspirit · · Score: 2, Insightful

      The majority of Wii games are shovelware. These developers don't care about quality games, they care about maximum profit via little investment and ignorance. They probably throw a couple of Collins College graduates at a title and if it turns on and doesn't crash in 5 minutes it is good to go. It wouldn't surprise me if some of them said "learn to code for the iphone in a week, have something we can ship in 8".

    9. Re:False assumption? by ^_^x · · Score: 3, Interesting

      Exactly... if you program something for the iPhone, and Apple approves it, it's on the store. On the big 3 consoles, even if you're an amateur studio who gets their game published on there, you're still semi-pro - I guess a bit less so on XBLA since they're pretty open.

      I wouldn't be surprised if the raw number of developers was even 10x higher on iPhone - it's somewhere between computer and console in terms of available software. Now if companies like Capcom, Konami, Square-Enix, Sega, Namco, etc started dropping their other projects in favour of the iPhone, then it would be a story.

    10. Re:False assumption? by sys.stdout.write · · Score: 1

      The summary seems to create the assumption that the same developers which are abandoning the Wii are moving to the iPhone

      It creates no such assumption. The summary never says that the same developers are migrating.

    11. Re:False assumption? by zippthorne · · Score: 1, Informative

      If you're logged in, you can set what sections show on the front page (one of which is an "apple" section.)

      If you're using RSS, you'll have to filter it yourself, or use the individual section RSS feeds.

      --
      Can you be Even More Awesome?!
    12. Re:False assumption? by el3mentary · · Score: 1

      I think that's meant to read DSi, he just capitalised the i and not the DS part.

      --
      I reject your reality and substitute my own.
    13. Re:False assumption? by Toonol · · Score: 1

      Exactly. The Wii had the largest number of incompetent developers, by far, attracted by the smell of a quick buck from shovelware... and it's probably a good thing that they're jumping ship to an even more exploitative, fad-driven device.

      Hell, if a bunch of Wii developers move to the iPhone, the average quality of developers on both will rise. I don't think any important developers are going to abandon the Wii.

    14. Re:False assumption? by Anonymous Coward · · Score: 0

      The title, however, does create that impression.

    15. Re:False assumption? by thetoadwarrior · · Score: 1

      I'm sure it will be much easier to pump out shit games on the iPhone and make a bit of money.

      From my experience most publishers/developers complaining about their performance on the Wii are release sub-par software and assuming it will sell because casual gamers are stupid.

    16. Re:False assumption? by BikeHelmet · · Score: 1

      If your game is high quality, you need to hit Steam.

      But steam users love to complain about unstable shit, so if it isn't high quality, stay away. :P

    17. Re:False assumption? by mdwh2 · · Score: 1

      This used to work fine, but now the Apple spamadvertising invades other sections too (mobile, or as in this case, games).

    18. Re:False assumption? by ucblockhead · · Score: 4, Informative

      Sorry, but that's bullshit. I've had activated computers die more than once. You load up iTunes (on any working machine), go into "account settings" and click "deauthorize all". You can then freely authorize any five computers.

      I've done this multiple times. I've had three different machines die when "authorized", done this each time, yet right this moment I have five different machines authorized to play with the same account.

      --
      The cake is a pie
    19. Re:False assumption? by bushing · · Score: 2, Informative

      Just watch out if your computer dies and you have no way to start iTunes and click "Deactivate". 5 dead computers later and all your purchases are history.

      ... except for the part where you can fire up iTunes on your new computer, sign into your account without activating, and click "Deauthorize All Computers" and then activate your new computer(s).

    20. Re:False assumption? by atrus · · Score: 2, Informative

      Deauthorize all has saved me as well. They limit the number of times you can do that per time period, but its not overly draconian.

    21. Re:False assumption? by geminidomino · · Score: 0, Flamebait

      The majority of Wii games are shovelware.

      I got an iPod Touch with part of my tax refund, and I find the same thing to be true there. It's $300 of fancy technology that doesn't actually DO anything. Jailbroken or not, the selection seems to consist of shovelware games, 350 different "boobz!" galleries which cost $0-5 for a viewer full of broken deep-links, and corporate whore "Here's our app! Give us more money with it."

      Between CFW PSP, DS + Supercard, and every console from the last 3 gens except the PS3, I'm all set for games, thanks, and $300 is a bit too steep for a handheld, hard-to-type-on ssh client, so does anyone have any recommendations for how to make this thing NOT a phenomenal waste of money?

    22. Re:False assumption? by Anonymous Coward · · Score: 0

      I think this is an unfair complaint. More or less everyone's wii titles are underperforming. If you cross-reference Metacritic and VGChartz, the highest rated non-nintendo single platform Wii titles sold:
      1. Okami (sort of cross platform, ok), 90 metacritic, 300k sales
      2. Zack & Wiki: Quest for Barbaros' Treasure, 87 metacritic, 370k sales
      3. Little King's Story, 87 metacritic, 170k sales
      4. Boom Blox Bash hParty, 86 metacritic, 220k sales

      Keep in mind that most of these developers won't see a dime of sales until around 500k units. Further, if you compare cross-platform titles, the Wii's 2x larger install base generally struggles to keep up with the 360 in terms of total unit sales. That's not to say that there wasn't a lot of publisher misunderstanding / insultingly underestimating the market. But a lot of quality titles have sold like junk on the Wii as well, as it seems like the Wii crowd is a bit less likely to do the research ahead of time to find quality titles.

      The iPhone, by comparison, is being flooded with quite literally hundreds of game titles every week. Any developer in the iPhone right now worth their salt is either sweating like mad or planning an exit strategy. Getting above the noise is getting to be impossible.

    23. Re:False assumption? by cgenman · · Score: 2, Interesting

      It wouldn't surprise me if some of them said "learn to code for the iphone in a week, have something we can ship in 8".

      My college has decided to focus its game development program on the iPhone, because they think it's the hot salable property. Just wait for the flood in 3, 2, 1...

    24. Re:False assumption? by cgenman · · Score: 1

      Big 3 console development on disk require basically millions in development dollars. If you're on there, you're clearly pro. There is no such thing as an amateur studio on disk.

      Xbox Live Arcade, PSN, and Steam all require platform approval and lots in the bank. If you make it to one of these, you're basically pro. There are indies that do it, but they're professional indies.

      Xbox Indies and iPhone are the third tier platforms that will basically approve anything that doesn't crash.

    25. Re:False assumption? by gyrogeerloose · · Score: 0, Redundant

      From what my honest personal experience is [...] everybody loathes the iPhone

      Uh, 60+ million iPhones/iPad Touches sold suggests that not everybody loathes the iPhone.

      --
      This ain't rocket surgery.
    26. Re:False assumption? by Nightspirit · · Score: 1

      If you like Tower Defense type games check out Azgard Defence. I have it for my crappy windows mobile and it is the first game that I have played that made the device worth anything. It is available for the ipod touch so it should be even better at that. I'm not affiliated with them, Zuma is probably my favorite casual game ever, short of the original gameboy Tetris with original 8-bit music, something I don't think anyone has done since except for on emulators.

      That is one reason I'm holding out on the iPod Touch/iphone/ipad; I'm not sure what I would actually do with them that I'm not already able.

    27. Re:False assumption? by LordVader717 · · Score: 1

      You're generalizing from the Download-Only market. The thing is that WiiWare is a minority platform where only a tiny amount of money is made. Nintendo are certainly keen to get into this growing market, but don't think it's going to edge in on their traditional market anytime soon.

    28. Re:False assumption? by Bruha · · Score: 1

      You are right - all of those things are indeed different. Also different is the model of payment. For example a 4 person family buys a game once for the Wii and plays it on one device (but all 4 can play and so can their friends who visit). But with the iPhone you can sell that game to each family member (assuming they are the "dumb, rich" market segment and are both rich and foolish enough to get their kids iPhones). But some developers would be looking at the $$$ from selling a game to the same family more than once.

      You're dumb enough to not know that if they're all on the same iTunes account, one person buys it, it can be ran on all the iphones.

      Brought to you by the "Rich" market segment. Jackass.

    29. Re:False assumption? by geminidomino · · Score: 0, Flamebait

      So in other words, it's good for nothing but crappy indie "casual" games.

      Back to Walmart you go, Touchie.

    30. Re:False assumption? by Anonymous Coward · · Score: 0

      [Our game didn't sell on WiiWare, so...] the Wii is dead.

      Speaking of false assumptions... I think it's safe to say that WiiWare is hardly the place to look to make money unless you had a big NES or SNES hit back in the day that you still own the license for.

      WiiWare is painful to use from the first click to start the shop channel to waiting for the damn thing to load to trying to browse the content. And then, when you're looking at finding more information about an unknown game, you get a very small description and one or two in-game pictures. No user ratings and no game-play video.

      Those two things are important when trying to sell something online. Safe to say, WiiWare is not a great place to sell stuff because even if millions of Wii have been sold, a lot of those where to nursing homes, cruise ships, and marketing departments who aren't likely setting them up on wireless networks.

      The Wii may or may not be dying, but I don't think it has anything to do indie games on WiiWare.

  2. They're giving it 160%! by TubeSteak · · Score: 0

    61% + 69% + 30% = 160%
    No wonder the hours for game develoeprs suck!

    --
    [Fuck Beta]
    o0t!
    1. Re:They're giving it 160%! by nedlohs · · Score: 1, Informative

      because no one has ever released a game for multiple platforms.

    2. Re:They're giving it 160%! by Sparton · · Score: 1

      Which I suppose makes the whole 160% thing the GP pointed out actually rather interesting; wouldn't a percentage that low indicate that far more titles are single-platform than multi-platform? I thought releasing your game on every damn platform possible (or at least 360/PS3) was the thing that everyone did now...

    3. Re:They're giving it 160%! by Amanieu · · Score: 1

      There are quite a lot of engines which are PC and Xbox only because they only have a DirectX renderer and don't have the time or experience to make one for the PS3 (Source engine). I don't know any exact numbers, but that could explain the results.

  3. Re:So what... by Anonymous Coward · · Score: 0

    -1, Offtopic

  4. Why Wii and iPhone developers would differ by tepples · · Score: 5, Informative

    The summary seems to create the assumption that the same developers which are abandoning the Wii are moving to the iPhone.

    You're likely right. I imagine the recession starting in 2008 has slowed major label video game development in general, and a different group of developers are doing things on the iPhone. Unlike Wii Shop Channel, which requires developers to have a dedicated office and a successful commercial title on another platform, Apple's App Store model (almost an exact copy of Microsoft's Xbox Live Indie Games) is much friendlier to 1- and 2-man shops.

    1. Re:Why Wii and iPhone developers would differ by Anonymous Coward · · Score: 0

      You have your timeline back to front. Microsofts Indy games for live is the copy, the app store predates it

    2. Re:Why Wii and iPhone developers would differ by mdwh2 · · Score: 0

      Every other phone is friendlier still - no payment, no permission required from the hardware company, and freedom to host wherever you like.

    3. Re:Why Wii and iPhone developers would differ by tepples · · Score: 2, Insightful

      Every other phone is friendlier still

      You haven't seen feature phones that use BREW. It's reportedly even more of a pain in the behind than iPhone.

  5. Lies, damned lies and statistics. by recoiledsnake · · Score: 1, Insightful

    Of course it's easier to make a game for the iPhone than the Wii, so more casual developers and small teams are going to start working on them. So as they enter game development, the percentage of Wii developers will decrease. But what about the total number of Wii developers? I am willing to bet they actually increased, stayed the same or slightly decreased. And the two platforms are not really comprable so that all this is, is some meaningless fistclenching by fans of Apple.

    --
    This space for rent.
    1. Re:Lies, damned lies and statistics. by Stumbles · · Score: 4, Funny

      Nice way to cover your bet: "I am willing to bet they actually increased, stayed the same or slightly decreased.", and still say nothing at all.

      --
      My karma is not a Chameleon.
  6. wrong conclusion by Fritzed · · Score: 5, Insightful

    This isn't a change in game developer preference, it is a change in the definition of game developer.

    --
    Spooooon!!!!!
    1. Re:wrong conclusion by Anonymous Coward · · Score: 2, Insightful

      Exactly. The barrier for entry to develop for the iPhone is extremely small. Does it matter if there are 100x more "game developers" for the iPhone if 99% of the games are crap?

    2. Re:wrong conclusion by tepples · · Score: 1

      Does it matter if there are 100x more "game developers" for the iPhone if 99% of the games are crap?

      True, barriers to entry like having a dedicated office and having a prior commercial title on another platform (source: warioworld.com) are ostensibly supposed to sort wheat from chaff. But they also increase the chance of falsely rejecting a viable work, which means games not really meant for a PC at all have to get released on PC because neither of the two console makers with reliable hardware (Nintendo and Sony) will give a micro-ISV a chance.

  7. Seventh Gen losing steam by FlyingBishop · · Score: 2, Interesting

    Four years is around the time it took for the 5th and 6th generations to lose steam. Difference is next-gen no longer impresses anyone.

    People just want smaller, quieter, lower power.

    1. Re:Seventh Gen losing steam by Anonymous Coward · · Score: 0

      Four years is around the time it took for the 5th and 6th generations to lose steam. Difference is next-gen no longer impresses anyone.

      People just want smaller, quieter, lower power.

      So the future is the gaming analogue of elevator music?

  8. like it matters... by Anonymous Coward · · Score: 4, Insightful

    mostly all of nintendo's biggest games for wii or any of their platforms are developed in-house anyways, so it'll mean the heaps of crap disguised as games being thrown at the wii daily will be slightly less frequent, while the titles with actual quality behind them (not quality ideas, just quality presentation and design) won't be bothered

    1. Re:like it matters... by Cl1mh4224rd · · Score: 1

      mostly all of nintendo's biggest games for wii or any of their platforms are developed in-house anyways

      What is the Wii's most successful third-party game, anyway? And how does it compare to the success of first-party titles? Does anyone know?

      --
      People will pass up steak once a week, for crap every day.
  9. migrating does not necessary mean leaving by ardiri · · Score: 0

    i think this information is out of context. it is very unlikely developers will be abandoning platforms like the wii, ps3 et al - they will most likely be looking to use the iphone as a complimentary development platform more than anything else. there is just as much business everywhere; and if everyone was moving to the iphone - i would probably get out of it :) i was there from the beginning as a hobbyist - and it already is getting flooded and saturated.. it is a pity honestly.

  10. Good point, but... by nobodyman · · Score: 5, Interesting

    I largely agree with your statement, but I would imagine that there is are least *some* developers jumping ship from Wii (or, more likely, DS/DSi) to iPhone/iPod. And they're probably making games for the older consumers that Nintendo has been courting in recent years.

    For all the talk of Apple's restrictive policies, Nintendo's stance towards developers is almost draconian by comparison. Development kits for Nintendo hardware run into the thousands of $$$ -- assuming Nintendo even sells you a devkit, which they won't unless you're an established developer or you're being published by someone with a known track record. And unlike Apple which takes 30% off the top, Nintendo's cut is largely determined on a case-by-case basis (EA probably gets a much more lucrative deal than a small publisher.

    1. Re:Good point, but... by thetoadwarrior · · Score: 2, Insightful

      That will be the same for any console developer. iPhone is different in the sense that is much cheaper and anyone can buy a licence but then you also have to deal with the fact you can't compete directly with Apple or that your app will disappear from the app store or stupid reasons like mentioning Android.

      I think you're under-estimating Apple's nazi-like control over the app store. At least Nintendo won't let you release a game and then yank it off the shelves after it has launched and they will allow you to make Mario-like games where as Apple won't allow you to create a browser, anything that runs code they don't approve, etc.

      Personally I think it's a bit silly to claim one system is better than the other. If you want complete freedom develop for Symbian or Android. The trade-off is that you have to cater for multiple phone types rather than having one set of hardware like the iPhone or Wii.

    2. Re:Good point, but... by mdwh2 · · Score: 1

      I agree that there are open systems like Symbian or Android, but:

      The trade-off is that you have to cater for multiple phone types rather than having one set of hardware like the iPhone or Wii.

      There have now been three different Iphones, with differing hardware, so I'm not sure why this is any different to developing for more than one Nokia phone?

    3. Re:Good point, but... by brkello · · Score: 1

      No, it isn't the same for any console developer. It is cheap and much less restrictive to develop for the 360. Nintendo has always been overly careful with their developers. But they do it in strange ways because there is probably more shovelware on the Wii this generation than any other console.

      --
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    4. Re:Good point, but... by thetoadwarrior · · Score: 1

      Producing games for live is much different from producing 360 disc based games. Likewise Nintendo is more lenient if you want to develop Wiiware rather than disc based games.

      That and according to the developers invtered last year in Edge, it's very hard to make money on live because there's so much shit on it. That doesn't really sound attractive to me.

  11. Nintendo does it to themselves by cstec · · Score: 1

    One possible factor here is that Nintendo has historically been fairly hostile towards developers, with licensing terms and an attitude that encourages potential developers to walk away. On the flip side, Apple will just give you the tools (assuming you have a Mac) and not require the rectal exam before they'll deign to allow you to send them money.

    Of course Apple's just as bad on the back end, in some ways worse, since Apple will let you develop anything you want but then, -after- the development is done, refuse to allow you to sell it or arbitrarily allow one version of it only to reject the point release with bug fixes. But at least Apple put the tools in dev's hands without insulting them one day one.

    1. Re:Nintendo does it to themselves by KDR_11k · · Score: 3, Informative

      Nintendo isn't very hostile anymore, especially not enough to make ignoring half the console market worth it. Third parties only make godawful games for the Wii to prey on "stupid casuals" while putting anything worth buying on the 360 and PS3, then they proclaim that third party games don't sell on the Wii. I don't know if they honestly believe the bullshit they've been spouting but they act like Nintendo is some magical being that does not follow the rules of the market that the rest of the world follows and is inherently the only company capable of making games sell on the Wii. No matter how many stupid prejudices you have about the Wii userbase, there should be no reason that the next big thing on the system can't be made by a third party instead of Nintendo but the third parties don't think of ideas like Wii Fit until Nintendo does it first, grabs the whole market and shows them how it's done properly (at which point third parties will release shoddy knockoffs that will not convince anybody to buy a non-Nintendo game). If you only offer products that have been done before and better how do you expect to compete?

      For visualization, look at these lists and imagine you aren't informed as to which games are good, wouldn't you likely end up with a few duds and associate those company names with crap? I've seen user reviews on Amazon for a shitty Wii Sports knockoff by Activision and these "non-gamers" swore to never buy a game from Activision again because they felt cheated out of their money. Is that how you develop a positive brand image?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Nintendo does it to themselves by Nemyst · · Score: 1

      I'm not sure I agree with you here. Yes, for the most part, the Wii is the land lf third-party shovelware, yet the few good third-party games don't sell all that well either, so why bother? No More Heroes - 0.5M. A Boy and His Blob - 0.08M. Resi 4 - 1.67M. Okami - 0.3M. de Blob - 0.77M. Geometry Wars Galaxies - 0.1M. I surely missed quite a few games, but out of this lot, only Resident Evil 4 could be considered a good success.

      Then you have Mario & Sonic at the Olympic Games (7.54M 67% average), Carnival Games (3.55M 56%) and more (sorry, Metacritic's search just decided to drop out). Sometimes it makes you think people like shovelware, which probably makes a lot of developers ponder on whether it's a good idea to work hard on developing a polished and original experience when all the consumers want are crappy minigame collections.

    3. Re:Nintendo does it to themselves by tepples · · Score: 1

      Nintendo isn't very hostile anymore

      True, Nintendo is far less hostile than it was in the NES days when it was found either guilty or liable (I forget which) of monopolizing the market for video game consoles by demanding exclusivity agreements from developers and retailers. Competition from Sega, Sony, and Microsoft has scaled some of Nintendo's hostility back, but some indies still get shafted by Nintendo's policies requiring a dedicated office and apparently a prior commercial title on a non-Nintendo platform just to get the SDK. See also Bob's Game.

    4. Re:Nintendo does it to themselves by sowth · · Score: 1

      The problem is all the game consoles and most (all?) of the cellphones are DRM encumbered. Nobody can publish a program for these systems unless they get the personal approval of the manufacturer or use an "illegal circumvention device."

      With both Microsoft and Apple both deep into DRM, one has to wonder if their ultimate goal may be to convert general purpose computers into the same censored kind of device. It is asinine when you buy hardware and are not allowed to install whatever software you legally own or create on it. It goes against the basic fundamentals of property law.

      "Intellectual Property" companies tried to get the SSSCA passed to require by law all devices which even touched multimedia content have DRM. It is also interesting these companies have been trying to obscure the fact it is DRM by calling it a "security" technology.

    5. Re:Nintendo does it to themselves by Kreigaffe · · Score: 0, Redundant

      And heck, if you really release something good, Apple might just decide to ban your app and release their own copycat app!

      --
      ... still waiting for this free-as-in-beer free beer I keep hearing about. :|
    6. Re:Nintendo does it to themselves by Anonymous Coward · · Score: 0

      Android phones involve downloading Eclipse and plugging a standard mini USB cable into your phone. Hardly what I'd call DRM encumbered.

    7. Re:Nintendo does it to themselves by thetoadwarrior · · Score: 1

      You have to remember the fact that console gaming died because of the pile of shit that was being dumped onto those systems. Nintendo was strict but to be quite honest it was needed at that point. Nintendo isn't that strict any more. Perhaps the last time they were was on the N64 which arguably helpful towards publishers as well since it was such an expensive platform to develop for due to the use of carts.

      Nintendo's requirements are going to be the same as any other console developer except for maybe those creating indie games for xbox live and to be quite honest their requirements aren't that bad. You can see them here: http://www.warioworld.com/apply/

      Asking that you're actually proper business isn't that bad and considering Wiiware game are developed by small timers including 2D Boys' World of Goo so it's not like you have to even be a big company. You just have to be a legit development company and in return they'll do more to promote your game than Apple will.

      People forgot that, as you mentioned, Apple does freely let anyone start development and you can publish your app easily as long as you don't compete with them or do something that will run unapproved code and you can deal with your app potentially being removed after its launch. Something that won't happen on the consoles. So I would agree that it is worse on the iPhone.

      If people want true freedom then need to develop for any other phone using an OS like Symbian, Windows Mobile or Android. Then you can do whatever you want but live with the fact that you have to consider many more variations in hardware.

    8. Re:Nintendo does it to themselves by Anonymous Coward · · Score: 0

      Of those third party titles you list that were great games, but unsuccessful which were marketed well by their publisher? Which were ports? If you consider rational factors for why these wouldn't sell well, it narrows that list down considerably and shows a lack of true development/publisher support for the Wii. It's not without reason that Nintendo's Iwata or Miyamoto came out and criticized publishers for not putting their best teams on the Wii. In my view of the world, if you put shit in you get shit out.

    9. Re:Nintendo does it to themselves by thetoadwarrior · · Score: 1

      Games sell on quality and brand recognition. So you do get some good games that don't sell well or some awful games that sell well because they feature something popular. Mario games are generally high quality and to a lesser extent so are Sonic games. So it's no surprise that Mario & Sonic at the Olympics, which combines those two names with a hugely popular event from that time would sell well.

      No More heroes didn't sell loads but it must have done well enough for them to consider a sequel on the Wii. Most of Grasshopper Manufacture's games don't do big numbers on most systems and again that's down to recognition.

      Okami was awesome and didn't sell well on the Wii but again it did better than it did on the PS2. http://en.wikipedia.org/wiki/Okami#Sales

      Personally I think the media is more critical of the Wii because it's by far the number one system and historically 3rd parties have had it harder competing against Nintendo which is no surprise when Nintendo probably has the highest, on average level of quality out of any developer.

      If they would analyse 3rd party sales even more for other system you'd probably find similar trends. Edge magazine ran an article a few months ago where developers were complaining that the Xbox live isn't the money maker it's made out to be for indie developers. I don't think that's a surprise. Most games are unknown but then there are so many games it's hard to get noticed. If gamers try a few unknown games and they're shit they'll give up on that and stick to the well known ones like Doom.

    10. Re:Nintendo does it to themselves by cyber-vandal · · Score: 1

      Console gaming has died? Looks like nobody told the hugely profitable manufacturers about that.

    11. Re:Nintendo does it to themselves by thetoadwarrior · · Score: 1

      I'm talking about pre-NES console gaming. http://en.wikipedia.org/wiki/North_American_video_game_crash_of_1983 and if you can find a copy, read Game Over http://en.wikipedia.org/wiki/Game_Over_(book)

      Which is about Nintendo's history. It'll show how strict Nintendo was during the NES days but will also give some insight on what Nintendo was up against after Atari screwed up console gaming.

    12. Re:Nintendo does it to themselves by mdwh2 · · Score: 1

      The problem is all the game consoles and most (all?) of the cellphones are DRM encumbered. Nobody can publish a program for these systems unless they get the personal approval of the manufacturer or use an "illegal circumvention device."

      Surely there's only one mobile phone company that this applies to (Apple)? The rest, you are free to write apps for them.

    13. Re:Nintendo does it to themselves by tepples · · Score: 2, Informative

      Surely there's only one mobile phone company that [DRM lock-in] applies to (Apple)? The rest, you are free to write apps for them.

      Are you talking about only smartphones? A lot of feature phones still use BREW.

    14. Re:Nintendo does it to themselves by steelfood · · Score: 2, Insightful

      There are three issues that the wii presents for most game developers used to developing traditional console or even PC games.

      All three of these issues can be summed up as that the Wii presents a completely new gaming paradigm for developers. I think the biggest issue is that the wiimote presents a very different interface than traditional console and PC games. I bet most developers have no idea how to take advantage of the wiimote and the motion-sensitive options it provides. The few games that have used the wiimote hasn't used it well. This is because the wiimote isn't terribly accurate, even with the motion plus. I think most developers still have the "hardcore" mentality, where motion sensitivity has to be fairly accurate. If you look at the games that nintendo creates, you'll notice that most of them aren't made with accuracy of the wiimote feedback in mind. In terms of how much leeway the games provide the player, and how "difficult" the games are, they both lean towards the simplistic.

      The second issue is the user base of the wii. For systems like the xbox or the PS3, the install base is fairly well known: hardcore games who like fancy graphics, difficult combos, in-depth storylines, and action of some form. The wii install base is very diverse, from hardcore gamers, to more casual gamers, to social (party) gamers, to non-games, to senior citizens. It is very difficult to come up with a game that caters to all of these groups, and effectively makes developing for the wii very discouraging. Add to that a group of "hardcore" nintendo fans that will easily love everything nintendo but will treat 3rd party games with a far more critical eye, and intersperse them within the other gamer types, and you have a recipe for disaster if you're not nintendo but try to copy them.

      The final issue is the fracturing of the wii install base that accessories like the balance board and the motion plus cause. It's pretty impossible to write for those games, as that's literally taking away your user base. Nobody will do that, so few developers are willing to write for those accessories, instead opting for writing for the base system. That is very limiting considering the above two issues. Granted, developers can work around it by making the accessories optional, but even that is a complete paradigm shift away from traditional console and PC games.

      It boils down to this: large game development studios are as risk-adverse as the movie and music industry. They're going to go the safe route--do the things nintendo has done successfully. They're not going to try something different, like what smaller developers would be willing to do. Where a smaller shop may be willing to develop games specifically for the wii and try to work around or work with the three issues I listed above, the larger ones will only want to put out what's been tried and true, but prettier, or more realistic. The problem is that nintendo, through their wiiware developer policy, isn't letting small developers thrive. Whether by being overprotective or being greedy, they're strangling their own infant ecosystem. And if they don't change this soon, they're soon going to have a lot of competition from more hardcore motion systems.

      --
      "If a nation expects to be ignorant and free in a state of civilization, it expects what never was and never will be."
    15. Re:Nintendo does it to themselves by gyrogeerloose · · Score: 1

      And heck, if you really release something good, Apple might just decide to ban your app and release their own copycat app!

      I'm not sure where that idea came from. As far as I know, Apple has only released two iPhone apps beyond the 15 or so that come bundled with the phone for adjusting the phone's basic settings, sending and receiving SMS messages, operating the camera etcetera. In other words, all the same types apps you'd get with any smart phone. The other two are both remote control apps; one allows you to use your phone to control iTunes playback on any computer on your local network and the other is for controlling a Keynote presentation. Both of them are free, BTW.

      Apparently, Apple doesn't seem all that interested in releasing it's own apps for the iPhone so it seems doubtful that they'd steal one from a third party.

      --
      This ain't rocket surgery.
    16. Re:Nintendo does it to themselves by KDR_11k · · Score: 1

      large game development studios are as risk-adverse as the movie and music industry. They're going to go the safe route--do the things nintendo has done successfully.

      I think that is both true and false: The third parties are indeed behaving like that but their assumption that cloning Nintendo's work is safe is completely wrong. They're going up against possibly THE best game developer ever with games that aren't even remotely near their regular quality standard, that's about as safe as covering yourself in barbecue sauce and jump naked into the lion cage at the local zoo. I think commonly cited standout hits are Carnival Games and Just Dance, does Nintendo have anything like that? No! The main draws of these two games are not present in Nintendo's library at all. I guess actually looking at the market and looking for reasons for how it's behaving is too much work for executives who were successful for decades by simply repeating "same procedure as last year".

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    17. Re:Nintendo does it to themselves by Dutch+Gun · · Score: 1

      It's not specific to a particular company, actually. It's particular to a specific threshold of success, or so it seems.

      Whenever a company enjoys a high degree of success in a particular market, they tend to start acting like asses toward the developers who made them successful. Just a few years ago, Sony was particularly flush with themselves with the success of the PlayStation 2. As a developer creating a PS2 game, it was unbelievably annoying to go through the approval process, in which those idiots at SCEA to dictate *game design* to us instead of just assuring we were TRC-compliant.

      Funny enough, when they came out with the PSP, they couldn't be more accommodating, since they knew they needed developer support. I'm not currently working on a PS3 title, but I've heard that they're on better terms with developers than they used to be. No surprise, now that they're not the 800-lb gorilla in the marketplace anymore.

      --
      Irony: Agile development has too much intertia to be abandoned now.
  12. The obvious solution is to make an by Tablizer · · Score: 1

    iWii

  13. to iPhone? mhm by Anonymous Coward · · Score: 0

    maybe to Ipad, games on that device will look really impressive.

  14. Re:Bye-bye Wii by KDR_11k · · Score: 3, Insightful

    Do you realize that the Wii just had its best Christmas sales-wise due to New Super Mario Bros Wii?

    Third parties abandoning the Wii does not mean the Wii is suffering, for the most part these third parties have been completely useless and only producing garbage that hurts the Wii more than it helps.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  15. I Got A Wii Too...! by __aaclcg7560 · · Score: 0

    Having been a lead tester and Nintendo guru at Accolade/Infogrames/Atari (same company, two different owners, multiple identity crises), this is a natural trend with Nintendo. Development for the Nintendo 64 was nearly dead when the Nintendo GameCube came out. Development for the Nintendo GameCube was nearly dead when the Nintendo Wii came out. When Nintendo is the only company making games for their console, a new console is just around the corner.

    1. Re:I Got A Wii Too...! by KDR_11k · · Score: 1

      And the NES....?

      Market leader consoles live longer.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:I Got A Wii Too...! by __aaclcg7560 · · Score: 1

      When I came into the video game industry in 1997, the Nintendo 64 was one the way out. Duck Dodgers was the last game I worked on for that platform.

      I think Sony has a bigger problem with their consoles. Playstation 1 was still kicking long after Playstation 2 came out. Playstation 2 was still kicking long after Playstation 3 came out. That might change if Sony comes out with a Playstation 4 sooner.

    3. Re:I Got A Wii Too...! by CronoCloud · · Score: 1

      The frakkin PS2 just won't DIE!. There's still new games made for it...mostly RPG's it seems since they take soooo long to develop, we're probably seeing the tail end of those. And unlike the Gamecube, you can still buy new PS2's and all the DualShocks, memory cards and games, new, on the shelves.

    4. Re:I Got A Wii Too...! by mister_playboy · · Score: 1

      Honestly, I think we'll see at least 2 more years of PS2 games. The much lower cost to develop for the PS2 vs the PS3, and the huge install base, makes it an attractive platform.

      --
      Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
    5. Re:I Got A Wii Too...! by captjc · · Score: 1

      Judging by the all the shared titles, it also seems relatively easy to port PS2 games too the Wii and vice versa. The PS2 usually gets the better end of the deal because it doesn't have to deal with waggleware. The wiimote is designed like an NES controller and has two more buttons (not counting home). God forbid any developer actually use them!

      --
      Slow Down Cowboy! It's been 1 hour, 47 minutes since you last successfully posted a comment
    6. Re:I Got A Wii Too...! by __aaclcg7560 · · Score: 1

      It's fine to port PS2 titles to the Wii as long as they don't come across as being a PS2 port. Nintendo gave developers hell for doing that on the Gamecube. If you want Nintendo approval to release a game for their console, the PS2 port has to be identifiable as a Nintendo title with all the buttons and all the eye candy. God forbid if someone mistaken a Nintendo title for a PS2 port.

    7. Re:I Got A Wii Too...! by thetoadwarrior · · Score: 1

      I think everyone is a bit wary about moving to the next generation. I think MS and Sony would like to milk this generation as long as possible and there should be no reason not to if the best selling system has nearly last gen graphics.

      I do think Sony will do its best to beat MS to launching a system. Quite frankly the PS3 has performed better than the 360 when compared to the same time frame (ie launch year vs launch year) and that's why the PS3 has managed to catch up and could possibly over take the 360 by the end of this year.

      So if Sony gets out the door first then the odds are pretty good they'll have the lead over Microsoft.

    8. Re:I Got A Wii Too...! by brkello · · Score: 1

      And everything in history repeats itself exactly, right? Right?

      There has never been such a hardware disparity between a console gen than this gen. Quite frankly, the Wii was very smart for staying in the price range it did, but it needs to have a shorter life cycle because there are many games that skip over the Wii because it can't handle the graphics or the amount of AI require to play a game. Ports are stripped down and barely resemble the original. It's fine for games only designed for the Wii...but due to its control scheme makes it so that you would only develop for the Wii. A lot of companies want to mitigate risk by going multi-platform. Combine that with the weak attach rate third party games get with the Wii and it just isn't that compelling of a platform for anyone but Nintendo and people who want to make party games.

      --
      Support a great indie game: http://www.abaddon360.com
    9. Re:I Got A Wii Too...! by DragonWriter · · Score: 1

      Quite frankly, the Wii was very smart for staying in the price range it did, but it needs to have a shorter life cycle because there are many games that skip over the Wii because it can't handle the graphics or the amount of AI require to play a game.
      [...]
      Combine that with the weak attach rate third party games get with the Wii and it just isn't that compelling of a platform for anyone but Nintendo and people who want to make party games.

      As long as it is compelling for Nintendo, why does it need to have a shorter life cycle? AFAICT, the difference here is one of business models: Wii makes money for Nintendo on the hardware, and on first party games. Charges to third party developers are secondary (though they do make Nintendo some additional money.) OTOH, Sony and Microsoft consoles are sold under a business models where making money through fees charged to third-party developers are more central. So, they need to be attractive platforms for third-party developers to be viable.

  16. Re:Bye-bye Wii by Tobor+the+Eighth+Man · · Score: 5, Insightful

    The Wii is going to tank? You hope Nintendo has enough cash? Dude, the Wii came out almost three and a half years ago, sales dropping off now means only that it might not have the longevity Nintendo hopes, not that it's tanking, as you say. It's still sold more units than any other Nintendo console. Calling the Wii anything but a success seems silly.

  17. Re:Bye-bye Wii by peragrin · · Score: 1, Insightful

    personally I love the difference in the wii compared to standard sit on my ass and push buttons. i guess that is why msft and sony are both developing motion based controllers for their units.

    If it was such a losy gimmick why is MSFT even bothering withthe tech?

    I like running through a group of bad guys literally swinging my weapons. It is only the childish animation that is annoying and the stupid music that limits it. A good game should leave you tired and sore all over not just your ass.

    --
    i thought once I was found, but it was only a dream.
  18. Re:Bye-bye Wii by CronoCloud · · Score: 2, Insightful

    Why yes, but that means that the Wii is the N64 and Gamecube all over again, where everybody buys the exact same Nintendo games so when you go check out the Nintendo sections of the used games stores over the years, they have 10 copies of Nintendo-foo, and one copy of non-Nintendo-foo great game that no one bought.

    Which do you think is easier to find, the N64 version of Mega Man Legends or the PSone version.

    Or between the Gamecube and PS2 versions of Balder's Gate: Dark Alliance.

    The Wii is like the Monopoly or Life game set that everyone has, but only plays at holiday get togethers. I'd lay odds that PS3 and Xbox owners put far far more hours on their consoles than Wii owners do.

  19. XNA was first by 7 months by tepples · · Score: 3, Informative

    Microsofts Indy games for live is the copy, the app store predates it

    XNA Game Studio 2.0 (which introduced what is now Xbox Live Indie Games): December 2007. App Store: July 2008. When I first read about the App Store's business model, I found the $99 fee and the 70/30 split to be suspicious similarities.

  20. LOL by Anonymous Coward · · Score: 0

    A good fuck should leave you tired and sore all over

    FTFY

    not just your ass.

    You must be a faggot.

  21. Re:Bye-bye Wii by bar-agent · · Score: 3, Funny

    A good game should leave you tired and sore all over not just your ass.

    Uh, what? I hesitate to ask which game you were playing. The Wii controller does NOT go there!

    --
    i'd hit it so hard, if you pulled me out you'd be the king of britain [bash.org]
  22. Re:Bye-bye Wii by Toonol · · Score: 2, Insightful

    A bit of thought, if you're willing to invest it, should make you very embarrassed that you said all that publicly. The Wii could stop selling NOW, and it's doubtful the 360 or PS3 would EVER catch up to it. Nintendo has already won this console generation in terms of sales, profit, and popularity.

  23. DS has no app store by tepples · · Score: 2, Insightful

    The DS (yes, you have to count all versions in the wild)

    The DSi has both an online app store and a retail channel. The DS and DS Lite have only the retail channel, and retail channels strongly favor major labels, even on fully open platforms such as PC. So among handheld platforms with an app store, I count iPhone+iPod Touch, PSP+PSP Go, and DSi. Of the three, only Apple's app store has an official developer program open to the general public.

  24. Disc games vs. retail games by tepples · · Score: 1

    The much lower cost to develop for the PS2 vs the PS3

    Is that really the case? I'll grant that PS2 disc games are cheaper to develop than PS3 disc games, but unlike the PS2, the PS3 also has an online app store, and app stores in general tend to be cheaper than retail distribution. PhyreEngine appears to be Sony's attempt to compete with XNA Game Studio; the one question mark is how to get a game published on any Sony platform if you're not a medium to large business.

    1. Re:Disc games vs. retail games by cheekyboy · · Score: 1

      I am supprised Sony didnt release a PS2 with built in wifi in 2006 at the same time as the Ps3, and with an updated firmware that would have had a similar online ability for it.

      Technically, a group of 5-6 people for the cost of $1m could have done it, or $30m if you add corporate management overhead and fancy offices.

      It could have been done. Shit... home brew people can do it with the HBC on wii.

      --
      Liberty freedom are no1, not dicks in suits.
    2. Re:Disc games vs. retail games by CronoCloud · · Score: 1

      Practically every feature the PS3 has, BBN (Broadband Navigator) equipped PS2's had in Japan, demos, videos, web browsing, CD ripping. SCEfoo decided not to release BBN in the US.

  25. Re:Bye-bye Wii by koiransuklaa · · Score: 1

    Nintendo really shot themselves in the foot with the Wii.

    Wii has been a runaway success of such gigantic proportions that no-one really expected Nintendo to pull something like that off. You don't have to like the device or the games, but don't be an idiot: stuffing your fingers in your ears and going lalalaa won't make the console go away.

    The game market mechanics are different with Wii, this was obvious to anyone with half a brain: after all, Nintendo managed to sell consoles and games to a totally new market.

    I don't know who they appeal to. I don't know anybody that plays a Wii with any kind of regularity.

    Hi, long time gamer here. I've owned both playstations and quite a few earlier games systems, as well as gamed on PCs when I was younger (on anything between an 8088 and whatever gear was state of the art ten years ago). Wii is my first Nintendo device and I've been quite happy so far.

    In other words: you don't need to understand why people do what they do (not everyone is good at that), but accepting reality as it is helps when you want to have a discussion with other people.

  26. What hurt the Wii... by dtjohnson · · Score: 1, Funny

    ...was its very weak multiplayer capability. The Xbox 360 player puts on the headphone/mic headset and is instantly talking to his circle of friends over the internet while navigating through a virtual world with them. The Wii does not allow the two-way voice communication with other players. If the Wii players want to gather in the same room and play they will find that there are very few Wii games with split-screen multiplayer capability. Taken together, this means the Wii is by and large, a solitary experience unless the players take turns watching each other play.

    When the Wii first came out, it offered very innovative motion sensitive wireless game controllers and built-in Wi-Fi in a very compact, well-designed piece of hardware for a bargain price of $249. For whatever reason, though the game capabilities and selection just never came close to the xBox 360 platform and now the writing is showing up on the wall. The Wii had so much potential (and maybe still does) but it has just never been able to harvest that potential into a killer game experience.

    1. Re:What hurt the Wii... by tepples · · Score: 1

      What hurt the Wii [...] was its very weak multiplayer capability.

      Wii supports four Wii Remotes and four GameCube controllers per console. Super Smash Bros. Brawl and Mario Kart Wii allow for up to four players, and I've read about Wii games that allow for up to five.

      The Wii does not allow the two-way voice communication with other players.

      They're in the same room; turn your head and speak to them. If not, try Wii Speak.

      If the Wii players want to gather in the same room and play they will find that there are very few Wii games with split-screen multiplayer capability.

      That's because a lot of popular game designs, such as those of Bomberman series or Smash Bros. series or New Super Mario Bros. Wii or several scenes in Mario Party series, show all player characters within the confines of a suitably small room. If you can fit four players in one view, why split?

    2. Re:What hurt the Wii... by cyber-vandal · · Score: 1

      The Xbox 360 player puts on the headphone/mic headset and is instantly talking to his circle of friends over the internet while navigating through a virtual world with them. The Wii does not allow the two-way voice communication with other players. If the Wii players want to gather in the same room and play they will find that there are very few Wii games with split-screen multiplayer capability. Taken together, this means the Wii is by and large, a solitary experience unless the players take turns watching each other play.

      Turn based board games are hugely popular and social, ten pin bowling is hugely popular and social and in the same way the fun of the Wii isn't the four way multiplayer it's the social interaction amongst people playing the game. Jeering from the sidelines is just as much fun as playing the game. I think you should try watching non-geeks play the thing and you might change your opinion.

    3. Re:What hurt the Wii... by Mr2001 · · Score: 1

      If the Wii players want to gather in the same room and play they will find that there are very few Wii games with split-screen multiplayer capability.

      Mario Kart, Mario Party, Super Smash Bros, New Super Mario Bros Wii... there are still plenty of simultaneous multiplayer games. Even Super Mario Galaxy has a limited 2-player mode.

      Taken together, this means the Wii is by and large, a solitary experience unless the players take turns watching each other play.

      This is pretty much the opposite of my experience. Also, don't discount taking turns: playing something like WarioWare or Wii Sports is still a social, multiplayer activity.

      --
      Visual IRC: Fast. Powerful. Free.
    4. Re:What hurt the Wii... by hibiki_r · · Score: 1, Insightful

      If anything, it's the 360 that has crap for local multiplayer: How often do multiplayer games require a second console, and a second copy of the $60 game to run? And how many of the few games that support local coop do it through a badly implemented split screen?

      The best selling games on the Wii are mainly multiplayer games, look it up.

    5. Re:What hurt the Wii... by Sparton · · Score: 1

      What hurt the Wii [...] was its very weak multiplayer capability.

      Wii supports four Wii Remotes and four GameCube controllers per console. Super Smash Bros. Brawl and Mario Kart Wii allow for up to four players, and I've read about Wii games that allow for up to five.

      Amusingly, there is a game that actually has a mode which allows up to 8 people to play simultaneously: Bust-A-Move Bash!

      That said, that mode is fucking terrible, but it exists.

    6. Re:What hurt the Wii... by brkello · · Score: 1

      Parent post was a bit misguided. The Wii is the king of local multiplayer...no doubt. The 360 does multiplayer over the Internet much better. It's good to have competition.

      The drawback for the Wii is that (at least with people I know) we don't have people over every day...so most people's Wii's are gather dust until they have a party every few months whereas people are always playing their 360. Also, the 360 tends to attract people who buy more games. Where the Wii hit a whole new market of people who buy maybe a game or two a year.

      In any case, it is nice to have a choice...for people who like local multiplayer, get a Wii, for people who like competitive Internet play, get a 360. I guess if you want a bluray player, get a PS3 ;) I've never run in to a scenario where I wanted to have multiple consoles to play a 360 game though. If I have friends over, we just play some version of rock band.

      --
      Support a great indie game: http://www.abaddon360.com
    7. Re:What hurt the Wii... by DragonWriter · · Score: 1

      The drawback for the Wii is that (at least with people I know) we don't have people over every day...so most people's Wii's are gather dust until they have a party every few months whereas people are always playing their 360.

      Most people I know fit one or more of the following categories:
      (1) Married,
      (2) Have children,
      (3) Have roomates.

      So, local multiplayer isn't really restricted to "when guests are over". Also, everyone I know that has one or more current-gen consoles has a Wii (though they may also have a Xbox 360 or PS3 -- I personally have a Wii and a PS3.)

      Also, the 360 tends to attract people who buy more games. Where the Wii hit a whole new market of people who buy maybe a game or two a year.

      Since the 360 (and the PS3) are sold under business models that rely on people buying lots of games to make them viable, while the Wii is (from everything I've heard) more profitable on its own than the other current consoles, this reflects, to a certain extent, each console being marketed to the place it needs to be to make money.

  27. Migrating? by Anonymous Coward · · Score: 0

    Game devs migrate towards India, away from America.

  28. Re:Bye-bye Wii by BikeHelmet · · Score: 2, Insightful

    Plus, every new game Nintendo releases is a hit. Nintendo seems to make their own success rather than depending on third party developers.

  29. Wii still outsells Iphone; what about Nintendo DS? by mdwh2 · · Score: 1

    But this argument doesn't make sense, because the basic facts are that the Wii has sold 67 million, and all of the Iphone models combined are only at a mere 42 million, even taking into account that a family buys more phones than consoles.

    And what about the Nintendo DS (that is the obvious better comparison to the Iphone)? At 125 million units sold, the Iphone doesn't come anywhere near close. Then there are the hundreds of millions of phones from other manufacturers, most notably Nokia...

  30. Wii isn't going anywhere by BurgEnder · · Score: 1

    Nintendo did what they had to do survive this generation: If they had just released another console with a normal controller and either slightly less power than, equal power to, or more power than X360 & PS3, the hardcore crowd would have just written it off as "kiddy" like they do all Nintendo consoles. I don't remember people complaining about the high amount of crapware on PSOne, another insanely popular system, but I guess if the system is made by a megacorp people don't seem to care.

  31. PC party games by tepples · · Score: 2, Interesting

    If your game is high quality, you need to hit Steam.

    Top sellers on Wii include Carnival Games, Super Smash Bros. Brawl, Mario Kart, and similar party favorites. These video games allow up to four players to join in without having to own a separate console, monitor, and copy of the game per player. The PC app store Steam, on the other hand, is limited by the comparatively small median monitor of a PC, where it's difficult for four players holding gamepads to see the screen. True, it is fairly easy to connect a PC to the VGA or HDMI input on an HDTV, thereby forming a "home theater PC". But I get an impression from other Slashdot users that the number of HTPC owners is nowhere near enough to support a major-label development budget.

    1. Re:PC party games by BikeHelmet · · Score: 1

      What does console vs PC have to do with it?

      Steam is a market. If your game gets on steam, and it's good, you're guaranteed 5 digit sales. Those are sales you would not have if you stuck with console-only distribution - and apparently the amount of sales is far superior to the Wii Shop channel.

      Your arguments are poorly thought out. Most console ports support the same controllers - often they require them for the best experience.

      is limited by the comparatively small median monitor of a PC

      What is this? Are you a console fanboy?

      My PC is more than capable of powering games across multiple monitors. It could do it with a combined res of 4096x1152 just fine, giving almost 50 inches of beautifully dense pixels.

      But no PC games that I know of support such a hotseat mode. The limitations are with the software - not the hardware. (which is way way way superior)

      Berate PC games as being buggy featureless pieces of crap if you must, but don't insult the hardware. The hardware is awesome.

    2. Re:PC party games by geminidomino · · Score: 1

      What does console vs PC have to do with it?

      Steam is a market. If your game gets on steam, and it's good, you're guaranteed 5 digit sales. Those are sales you would not have if you stuck with console-only distribution - and apparently the amount of sales is far superior to the Wii Shop channel.

      Your arguments are poorly thought out. Most console ports support the same controllers - often they require them for the best experience.

      is limited by the comparatively small median monitor of a PC

      What is this? Are you a console fanboy?

      My PC is more than capable of powering games across multiple monitors. It could do it with a combined res of 4096x1152 just fine, giving almost 50 inches of beautifully dense pixels.

      But no PC games that I know of support such a hotseat mode. The limitations are with the software - not the hardware. (which is way way way superior)

      Berate PC games as being buggy featureless pieces of crap if you must, but don't insult the hardware. The hardware is awesome.

      You've never met tepples before, I see. He's had a hardon for split-screen type play from PCs for years, since he doesn't like the console lock-in.

    3. Re:PC party games by brkello · · Score: 1

      You make absolutely no sense in the context of this thread. The Wii sells some party games. Some of them sell very well. What does that have to do with developers abandoning the platform? No one but you really cares about your own pet peeve.

      "But I get an impression from other Slashdot users" You might not want to base your opinion on what a few people on Slashdot say.

      --
      Support a great indie game: http://www.abaddon360.com
  32. Re:Bye-bye Wii by cyber-vandal · · Score: 1

    There are a lot more grandmas (and grandpas like my dad) than there are people like you. Hence the Wii's enormous popularity. My dad mainly plays racing games with a couple of kiddy titles for the grandkids when they come round.

  33. 90% of EA and Ubisoft titles for Wii are crap by Anonymous Coward · · Score: 0

    If you only offer products that have been done before and better how do you expect to compete?

    For visualization, look at these lists and imagine you aren't informed as to which games are good, wouldn't you likely end up with a few duds and associate those company names with crap?

    That's a great thread -- it shows the full panel of titles released by each third party, which makes it very easy to see that maybe 1 in 10 are worthy.

    Much of the rest is just shameful crap which damages the EA/Ubisoft/Activision brands and harms confidence in the *entire* Wii shelf at Walmart and Target.

  34. Re:Wii still outsells Iphone; what about Nintendo by dgatwood · · Score: 1

    You forgot to include iPod Touch and projected iPad sales.

    --

    Check out my sci-fi/humor trilogy at PatriotsBooks.

  35. Re:Wii still outsells Iphone; what about Nintendo by mdwh2 · · Score: 1

    You forgot to include iPod Touch

    Okay, that's an extra 20 million. You still lose.

    and projected iPad sales.

    Ah yes, let's include made up "projected" figures of vaporware that's not been released. Why is there any reason to think future sales of this device will surpass Nintendo's future sales, either of their current products, or others that they may release?

  36. are there that many masochists out there? by Anonymous Coward · · Score: 0

    I'm tentatively starting coding again after a long lay off (used to love it, then i hated it, but was good for sod all else) and unfortunately it's for the mac.

    I must say Objective-C is the possibly the most appaling looking "language" I've seen for..well...ever. I'd rather program in Forth that this demented POS. Like PHP, it's appaling syntax foibles are due to the original implementer being either unable to unwilling to write a decent processor/preprocessor. low and behold 20 years later millions of us poor saps are having to struggle with sticking @s or $s or []s all over their once readable source code. I hope these fuckers wake up screaming every night for what they have done.

    fortunately this is gonna be a very very small part of my job, or i'd bloody quit. When I had a hackintosh installed on my home machine I couldn't work out why lots of decent, free, useful things weren't available for the mac (causing me to go back to windows). After coding objective-C for half a day I'm not bloody surprised.

    and these people CHOOSE to code in it?

  37. One person does not a market make. by tepples · · Score: 1

    If your game gets on steam, and it's good, you're guaranteed 5 digit sales.

    On a 6 digit budget game?

    But no PC games that I know of support such a hotseat mode. The limitations are with the software - not the hardware.

    And why does this software have such a limitation? Based on everything I've read in other Slashdot comments, it's because there aren't enough customers in the PC gaming market who have the appropriate hardware. Major-label PC games aimed at the median PC gamer are designed for the median PC monitor, which is smaller than the median console monitor. This in turn is because the median PC gamer is less of a hardcore enthusiast than someone like you who runs dual head 1080p-class monitors. One person does not a market make.

    1. Re:One person does not a market make. by BikeHelmet · · Score: 2, Interesting

      If your game gets on steam, and it's good, you're guaranteed 5 digit sales.

      On a 6 digit budget game?

      Some steam games sell 6 or 7 digits.

      Guaranteed 5 digits is pretty good. The iPhone has a guaranteed 2 digits, and the Wii only ~4. :P

      And why does this software have such a limitation? Based on everything I've read in other Slashdot comments, it's because there aren't enough customers in the PC gaming market who have the appropriate hardware. Major-label PC games aimed at the median PC gamer are designed for the median PC monitor, which is smaller than the median console monitor. This in turn is because the median PC gamer is less of a hardcore enthusiast than someone like you who runs dual head 1080p-class monitors. One person does not a market make.

      There are plenty of customers out there. What publishers don't grasp, is we're not all on their schedule. People upgrade at different times. Although there's a big burst on release, you could get a steady stream of sales for years after release, especially if you drop the price every once and a while.

      I know people with computers that will only play older games like Far Cry. When they see a deal like this week's on Steam, they pick it up. Places like GOG.com are a heaven for them.

  38. Re:Bye-bye Wii by Swampash · · Score: 2, Insightful

    Yeah, it must really suck to TOTALLY DOMINATE both the handheld and livingroom console markets for three years straight. Yup, Nintendo really shot themselves in the foot there all right.

  39. What should one do to qualify? by tepples · · Score: 1

    Asking that you're actually proper business isn't that bad

    So how does one start a proper business? Nintendo wants "relevant game industry experience", which I interpret as ruling out releasing a developer's first commercial title on Wii, DS, or DSi. I assume the other major consoles have similar rules, so I guess a developer's first title has to be on either Windows or a smartphone. They want a dedicated office, which means a company needs to already have a revenue stream in order to be able to afford an office. So if one has developed a video game designed to be played by multiple people sitting in the same room, to which platform should one port the game for release?

    1. Re:What should one do to qualify? by thetoadwarrior · · Score: 1

      Why can't your home be your office? I suspect if you had an established business and already working on a title you could put your first title on a Nintendo system but if you are remotely serious about publishing a full console title then you'll need to have a business anyway. Whether your office is your bedroom or not, you should have a business set up. You can't really expect to be potentially taking in millions without having a business established otherwise you're just making it harder on yourself when it will come to business costs, taxes, etc.

  40. Re:Wii still outsells Iphone; what about Nintendo by dgatwood · · Score: 0, Troll

    Okay, that's an extra 20 million. You still lose.

    Depends on which iPhone/iPod Touch numbers you believe; I've also seen claims that the iPhone platform is slightly ahead of Wii. Either way, my point was that if your numbers for Wii are right, the Wii platform is not dramatically bigger than the iPhone platform; it's about the same size to within about a month worth of sales.

    --

    Check out my sci-fi/humor trilogy at PatriotsBooks.

  41. Re:Bye-bye Wii by bloodhawk · · Score: 1

    The Wii itself is not suffering, however the wii game devs are, it is few and far between for best selling Wii titles, not because the games suck but because the Wii user base have a very low amount of time played compared to xbox,ps,pc. They buy less games and spend less time playing, so while wii sales are excellent the actual dev studios are not having such a joyous time of it.

  42. Home offices are not considered secure locations. by tepples · · Score: 1

    http://www.warioworld.com/apply/

    They want a dedicated office

    Why can't your home be your office?

    Because it would be an instant disqualification. Please allow me to quote from the page at that URL: "We require that companies are working from secure business offices. Home offices are not considered secure locations."

    Whether your office is your bedroom or not, you should have a business set up.

    I want to start a video game development business. Can you recommend a guide to doing this? I would use Google, but I'm not the most skilled at judging the reliability of random Internet sources, and I wanted to know whether you knew of a guide that covers all bases that you find important.

  43. Re:Wii still outsells Iphone; what about Nintendo by Anonymous Coward · · Score: 0

    Did you even take Steve Jobs's cock out of your mouth while you wrote that?

  44. Re:Bye-bye Wii by steelfood · · Score: 1

    The Wii controller does NOT go there!

    Uh, it could in fact go there. But it probably isn't very healthy or very good for the controller. And the rubber jacket doesn't offer any additional protection for either.

    --
    "If a nation expects to be ignorant and free in a state of civilization, it expects what never was and never will be."
  45. Re:Bye-bye Wii by Anonymous Coward · · Score: 0

    I'd lay odds that PS3 and Xbox owners put far far more hours on their consoles than Wii owners do.

    http://www.engadget.com/2009/04/08/neilsen-report-ranks-gaming-usage-for-wii-ps3-and-xbox-360-con/

  46. Re:Bye-bye Wii by blahplusplus · · Score: 1

    I'm sorry but the third party developers are the problem, most third party Wii games are not what the audience wants, the third parties attempt at "mature" games is laughable.

    No one has done a serious AAA game for the Wii that takes the core audience seriously. They put experimental crap and remakes on the Wii, little wonder 3rd parties are sucking.

  47. Re:Bye-bye Wii by KDR_11k · · Score: 1

    They don't buy fewer games, the attach rate is similar to the PS3. Third parties have trouble selling games because their main product is not competitive and they've developed a reputation as producers of inferior goods.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  48. Re:Home offices are not considered secure location by thetoadwarrior · · Score: 1

    Because it would be an instant disqualification. Please allow me to quote from the page at that URL: "We require that companies are working from secure business offices. Home offices are not considered secure locations."

    I had noticed that but opted to ignore it because, if what 2D Boys' wiki entry says about their office is true then they don't have an office as such. Perhaps one exists for legal reasons but I would assume they don't just rent a building to have an address for Nintendo and yet World of Goo is on WiiWare.

    The application is clearly aimed at scaring off time wasters and kids wanting to sign up for whatever reason. I'm sure if you presented solid proof of a game concept and were an actual business they wouldn't turn you down. There seems to be an assumption as well that, since you're receiving proprietary information from them, if you're just using your own personal equipment then you'll be storing their document less securely. Just prove them wrong.

    Alternatively, develop it as a PC game first where there is no barrier for entry and once it's out there, contact Nintendo. Which may be more or less what happened with 2D Boys.

    I want to start a video game development business. Can you recommend a guide to doing this? I would use Google, but I'm not the most skilled at judging the reliability of random Internet sources, and I wanted to know whether you knew of a guide that covers all bases that you find important.

    It will be like any other business. You can start out as just an individual, earn money and file taxes for it. If you want to be recognised as a business then, depending where you live, contact the appropriate people. Like Business Link in the UK http://www.businesslink.gov.uk/bdotg/action/layer?topicId=1073858805

    Regarding the actual development work, I think for any independent really the only options are the PC or iPhone. Anyone can do it for little money. The only issue is making yourself stand out by getting people talking about your game. If it's a success and you make a fair chunk of money then you can consider consoles.

    The Wii dev kit is only $2500 (range is $2500 to $10000 so I assume one kit is $2500) to encourage small independent developers to use their system for Wiiware and all signs point to them being much more open if you opt for the Wiiware route rather than a disc based game. But you do have to be a legit developer.

    Console development won't be easy and you may not not enjoy it. That's why I would start on a PC and not worry about the financial investments, NDAs, etc up front until after I've decided I want to actually develop games for a living and I'm good at it.

  49. Re:Home offices are not considered secure location by thetoadwarrior · · Score: 1

    Oh btw, I forgot, you can declare part of your home, like a garage, as a business providing the local government allows you to have a business in that area. That is one way to get around having a separate office location and would likely be acceptable and may be what 2D Boys did.

  50. Re:Home offices are not considered secure location by tepples · · Score: 1

    Alternatively, develop it as a PC game first where there is no barrier for entry and once it's out there, contact Nintendo.

    That was how I originally planned it: develop the game on PC, get the business in order, sell copies of the PC version, and then apply for a console license. But it appears this method wouldn't pay the bills because very few people have their PC connected to a sufficiently large monitor. It's not easy to fit four people holding USB gamepads around a laptop's 13" display or even the 19-incher that often comes with a desktop PC, and not enough gamers are aware that a (now cheap) 32" HDTV will work with a PC.

  51. Re:Bye-bye Wii by brkello · · Score: 1

    The Wii is not going to tank, obviously. Nintendo is flush with cash. If I were an investor, I would think it was great thing. But I am a gamer, and I don't really care who is the most profitable, I care where the best games are. And let's be honest, the Wii's third party games suck. If you really don't feel like having Mario in pretty much every game you play, you aren't really left with much.

    I think it is great that Nintendo is doing well, but it really is moving away from its core audience (I grew up play my NES and SNES to death). It is just full of party games and platformers now...almost ignoring all the other genres.

    --
    Support a great indie game: http://www.abaddon360.com
  52. Re:Wii still outsells Iphone; what about Nintendo by dgatwood · · Score: 1

    Troll? Sorry some folks with thin skins and mod points can't handle the reality check, but 62 million and 67 million are not hugely different numbers, and with 3 million of these things (on average) selling in an average month, that's a little over a month worth of sales. The numbers don't lie.

    The fact is that console gaming is a fairly limited market. Not that many people are willing to spend hundreds of bucks for a device that just plays games. The market for console games is shrinking; the market for cell phones and MP3 players is increasing. The total market for cell phones dwarfs the console gaming market. Even a tiny percentage of that market is still more units than a third of the console gaming market. Thus, the odds are strongly in favor of iPhone and iPod Touch devices vastly outnumbering any given console game. It's almost an inevitability short of the rate of console game sales increasing dramatically.

    --

    Check out my sci-fi/humor trilogy at PatriotsBooks.

  53. Misreading the demographics is dangerous by LordZardoz · · Score: 1

    There were a great many terrible games that came out on the Wii that were made under the notion that 'those idiots will buy anything'. No matter how profitable the console, crappy games wont sell. They looked only at the install base, and made assumptions that did not hold up in reality. It also does not help that the Wii presents some interesting problems for developers; The marketing angle of 'this is not a typical game machine' worked a bit too well. This is why some companies (Ubisoft and EA) are now moving away from the Wii. I also believe that most developers are still having problems figuring out the best way to exploit the motion controls.

    I am convinced that the effort to move towards the iPhone is a bigger risk then most game companies realize. The technology is there, but the price point is not where it needs to be to succeed as a mass market game platform. Also, Apple is not a game company; They can make a profit on that platform without needing successful games, and that factor is a wildcard. I expect that the iPhone will get many ported games from PC (if the game is simple or old), and current handhelds. Those games already made their profit, and porting to the iPhone is a trivial development cost that potentially adds a great deal of revenue on top of what was already made on the primary target platform. Until you have a company that can make significant profit on an iPhone game with the iPhone as the primary / only platform, it cannot be considered a real threat to existing gaming handhelds.

    The iPhone does have a great deal of potential as a game platform, but not everyone who wants an iPhone is going to be a gamer, so you cannot use the existing install base by its self to estimate sales. If someone buys a Wii or PSP or whatever, you can be pretty sure they want to play video games. You cannot say that about the iPhone.

    As a result, I expect many developers are going to be disappointed by the iPhone.

    END COMMUNICATION

  54. Re:Bye-bye Wii by Mister_Stoopid · · Score: 1

    The core audience that were with Nintendo during the NES and SNES years went to Sony in the PSX generation, and we're quite happy there to this very day! It's a little sad that the gaming company I grew up with doesn't make consoles that appeal to me these days, but it's not that sad.