Is Wii U's eShop right for your game? Indies sound off
August 15, 2013 Page 2 of 5
The Wii U, unfortunately, has been selling badly by any measure (the console only sold 160,000 units last quarter, worldwide). Why spend time making a game for it, when the audience is so limited?
Joel Nyström, CEO, founder, Ludosity AB, Ittle Dew
Having seen some numbers from other developers that are on the eShop, we're still fully convinced that putting our game on the Wii U will be profitable. But the biggest component in that equation is definitely the very low cost, as opposed to guaranteed huge sales. We're using Unity and it should be relatively easy to port our game the Wii U.
I also have a feeling that the Wii U will pick up in sales. Or maybe that's just hope I'm feeling. [smiles]
Emeric Thoa, head of creative content, The Game Bakers, Squids Odyssey
Well, first we believe that Nintendo can still improve the console's appeal with a stronger lineup. Second, I strongly believe that indies have to adapt their strategy to what they are. We are a small team, and we don't need to sell millions to be profitable and make the next game. But we need to reach our players. We think that Squids is a good match in terms of audience with Nintendo's consoles.
Steffen Kabbelgaard Grønning, CEO, BetaDwarf, Forced
We developed Forced in Unity, which makes the porting much easier. And since Wii U has the Pro Controller with dual sticks we might be looking at a porting period of two to three weeks. If that's the case, it is basically viable business for us if we sell 5000-plus units.
Rhodri Broadbent, director, Dakko Dakko Ltd., Scram Kitty
The reasons why a project might or might not fit on a particular system (for us at Dakko Dakko at least) are more related to the game design and feel, and who the game is for, than to the platform's current sales figures. We believe in the concept of Wii U and are happy to be supporting it with our new game.
…When I started Dakko Dakko I decided that we'd always put our games where we felt they fit best, and that way they would become the games we wanted to make and would hopefully strike a chord with players.
As a side note, I'd also say that looking at Wii U sales over a period during which Nintendo had taken a conscious choice to hold back their software to ensure its quality (and paused their marketing as a result) doesn't really reflect the system's potential in the market. Effectively, sales in the first half of 2013 were sacrificed for the good of their game quality. Which (though frustrating) was a respectable and brave decision for the long-run.
Adrian Goersch, managing director, Black Forest Games, Giana Sisters: Twisted Dreams
The main reason for going to the Wii U eShop is that we want to learn what the sales really are on this platform. Unfortunately, none of the digital download majors (Steam, PSN, XBLA, eShop) are providing sales data to developers, or anyone else. That is like flying an X-Wing through the Death Star’s corridors without The Force. So, we have to find out ourselves.
So far we have an idea what it means to be top five on Steam, PSN, XBLA. Let’s see what it means for eShop. For our next game, we will make our decisions based on the lessons we learned. And there are some hard lessons we’ve learned.
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