Wii U is more indie friendly than the Wii ever was

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Deleted_171835

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Wii U is a better console for independent developers who are creating games for the Wii U eShop than the Wii. That's the word from Chasing Aurora developer Martin Pichlmair who told Official Nintendo Magazine what he thinks of Nintendo's new console. With Broken Rules aiming to release their game Chasing Aurora for Wii U launch day, it's clear that the company is enamoured with the console.

"I can not talk about the new eShop in detail," said Pichlmair. "What I do know is that Nintendo is doing everything to make this console much more open, social and indie-friendly than the Wii ever was."

Pichlmair believes this is reflected in the line-up of Wii U launch games. "There are people at Nintendo who know where innovative games come from. And if you look at the launch lineup you can clearly see that those people have had a say in it. At the same time, the Wii U with its various controller configurations calls for experimental games of all kinds and Nintendo is always eager to have games make good use of its console's innovations."



http://www.officialn...i-ever-was-dev/

With all the indie games coming to the Wii U Shop (Runner 2, Toki Tori 2, Little Inferno), I'm not surprised.
 
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Gahars

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Well, was there really any indie scene for the Wii? Pretty much anything would be an improvement over that.

Still, it bodes well for the console if it can attract more indie developers. Now they're playing with the power of a U-nified, cohesive online service.
 

Hells Malice

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The Wii wasn't indy friendly?
Really?...
Then how the fuck did so much shovelware get onto it so easily.
You'd think if that could easily get onto the Wii, so could any indy game.
 
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Elrinth

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indie scene is still best for microsofts xbox live arcade where all the tools you need are your computer, XNA and an xbox controller.
 

Arras

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indie scene is still best for microsofts xbox live arcade where all the tools you need are your computer, XNA and an xbox controller.
Problem with that is it's easy to develop but hard to sell. Most people don't look past the regular Xbox live store.
 
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Deleted_171835

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The Wii got some good indie games. All the Bit.Trip games, And Yet It Moves, World of Goo, Cave Story and a couple others.

The Wii wasn't indy friendly?
Really?...
Then how the fuck did so much shovelware get onto it so easily.
You'd think if that could easily get onto the Wii, so could any indy game.
Indie games could get on the Wii. They were just constrained by things like the 40MB size limit, low sales due to Nintendo's inabiity to advertise anything on the service properly and a convoluted approval process.
 

Hadrian

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The Wii wasn't indy friendly?
Really?...
Then how the fuck did so much shovelware get onto it so easily.
You'd think if that could easily get onto the Wii, so could any indy game.
It was more to do with the WiiWare service, a lot of smaller developers have had problems getting any profit from it due some "minimun sell through" thing where you needed to sell so much for you to get anything cash from Nintendo, the abysmal game size you had to adhere to, difficult certification process etc
 
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Guild McCommunist

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indie scene is still best for microsofts xbox live arcade where all the tools you need are your computer, XNA and an xbox controller.
Problem with that is it's easy to develop but hard to sell. Most people don't look past the regular Xbox live store.

Most of the indies are shit anyway.

PC will always be the indie platform.
 

Hells Malice

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]Indie games could get on the Wii. They were just constrained by things like the 40MB size limit, low sales due to Nintendo's inabiity to advertise anything on the service properly and a convoluted approval process.
It was more to do with the WiiWare service, a lot of smaller developers have had problems getting any profit from it due some "minimun sell through" thing where you needed to sell so much for you to get anything cash from Nintendo, the abysmal game size you had to adhere to, difficult certification process etc

Ahhh did not know that.
Interesting. Seems very pointlessly restrictive, i'm glad the WiiU is changing that then.
 

Fear Zoa

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If it's more indie friendly I wonder if Edmund M will finally get something on there, He's had quite a hard time trying to between Super meat boy and Binding of Isaac. I'd love to see his games on there.
 

Arras

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indie scene is still best for microsofts xbox live arcade where all the tools you need are your computer, XNA and an xbox controller.
Problem with that is it's easy to develop but hard to sell. Most people don't look past the regular Xbox live store.

Most of the indies are shit anyway.

PC will always be the indie platform.
I have to agree there's a crapload of shit indie games, but the problem with XBLA is that even the good games sell horribly.
 

RupeeClock

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indie scene is still best for microsofts xbox live arcade where all the tools you need are your computer, XNA and an xbox controller.
Problem with that is it's easy to develop but hard to sell. Most people don't look past the regular Xbox live store.

Most of the indies are shit anyway.

PC will always be the indie platform.
That's, the peculiar thing actually.
Of course indie developers will almost always develop for PC, but it looks like Nintendo are being a lot more accepting and even nurturing of indie titles, than Steam is in certain cases.

La Mulana is on Wii Ware but has not been accepted on Steam. Mutant Mudds on the 3DS eShop is in the same boat, both titles are going through the Steam Greenlight process. Although they don't seem to be going as far as some other titles have.

I'm certain I've heard of other examples of Steam not accepting other indie titles for sale on their service, otherwise I wouldn't bother citing these two examples. Does anyone else know what I'm talking about? I'm sure these instances exist.

Of course that being said, indie titles definitely have their place on Steam too, but they seem to be closer to stuff found on PSN or 360 than Nintendo oriented.
 
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KingVamp

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Good to hear.


Only complaints I heard of from Indie devs is people who haven't given the wii u a chance (mad wiiware devs ) or a few phone devs who haven't touched consoles at all.
 

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The size limit was what really made the WiiWare service suffer in the long run, Super Meat Boy was originally a WiiWare game that got canned because of the space limit.
That's not to say that there weren't some great games on the service, The Konami ReBirth Series, MegaMan9/10, Cavestory, World of Goo, Jett Rocket... and more recently we got La-Mulana on there, and hopefully Retro City Rampage is coming out later this year.

I never viewed the "minimum sell" as something bad really, your game has to be pretty shovel if it can't surpass that.

A real improvement I keep hearing though is the much better support Nintendo offers to eShop title developers, plus the process of getting their games on the service is waaay faster than before.
Another plus is the new focus on online and things like DLC/updates, something developers have really taken advantage of recently. It's easier now that you get informed about what software has been updated or has DLC available when entering the eShop.

As long as the Wii U continues what the 3DS started I see no reason why indie developers wouldn't choose to include a Wii U version of their multiplatform games.

Personally I will only get Wii U indie games if they either are exclusive, have new features or allow off TV play. Damn I'm looking forward to that feature.
 

RupeeClock

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The size limit was what really made the WiiWare service suffer in the long run, Super Meat Boy was originally a WiiWare game that got canned because of the space limit.
That's not to say that there weren't some great games on the service, The Konami ReBirth Series, MegaMan9/10, Cavestory, World of Goo, Jett Rocket... and more recently we got La-Mulana on there, and hopefully Retro City Rampage is coming out later this year.

I never viewed the "minimum sell" as something bad really, your game has to be pretty shovel if it can't surpass that.

A real improvement I keep hearing though is the much better support Nintendo offers to eShop title developers, plus the process of getting their games on the service is waaay faster than before.
Another plus is the new focus on online and things like DLC/updates, something developers have really taken advantage of recently.It's easier now that you get informed about what software has been updated or has DLC available when entering the eShop.

As long as the Wii U continues what the 3DS started I see no reason why indie developers wouldn't choose to include a Wii U version of their multiplatform games.

The basic problem was that the performance and data storage restrictions of the Wii greatly limited your ambitions for the download service.
When Nintendo first conceived the Wii Ware service way back, they must have been thinking small, possibly smaller than DSiWare. They really underestimated what developers would plan for download titles, or what their needs would be.
Thankfully this appears to no longer be the case for the 3DS and Wii U eShops.

Look at how this has effected Sonic 4, episodes 1 and 2.
Episode 1 is technically unimpressive, all of the pre-rendered graphics and overall graphic design leaves much to be desired. Meanwhile Episode 2 does not exist on WiiWare as they allowed themselves to be more ambitious, actually designing a better game as a result. Admittedly though had they played it Nintendo's way and designed it old-fashioned like a Genesis title, rather than new-fashioned, it's possible both episodes could've ended up on WiiWare.

Odd little quirk about DSiWare on the 3DS, they're kept on a small NAND storage space the same way as on a DSi, there is a finite number of such titles you can store on a 3DS the same as on a DSi. They also have a pain of keeping save data attached to the game data and won't let you manage the save data separately unlike WiiWare.
This results in complications when you need to transfer DSiWare from one DSi system over to a 3DS, or simply move a game from system memory to SD card, at which point is simply to avoid re-downloading a game.
It's possible that such designs are measures against known save-data exploits that have been carried out through both the Wii and DSi, like Twilight Princess or EA's Sudoku title.
 
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Eerpow

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Yes, it took them a while until they got WiiWare bootable from a SD card and even so it involves temporary copying the entire game to the system memory each time you want to play a certain title. There's no way they would allow a game with a let's say 100MB+ file size considering the amount of time you'd have to wait in order to load it.
You're right about DSi on 3DS, it has a separate title management menu with save and game data locked to each other.
 

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How much did Nintendo charge in fees for dlc and vc? Didn't they do something ridiculous like not paying out to developers 'till Nintendo met their profit margin? At least that's what I remember reading but I can't find it.
 

FAST6191

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I am not sure what the trouble with minimum sales volume is- most advert providers will pay out under similar circumstances and although it is not always quite so clear cut the proper money will only be available at set sales targets for a lot of industries.

Anyway more Nintendo making what could well be the right noises, whatever way it goes it will surely make for an interesting case study a couple of years from now.
 

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