j-e-f-f-e-r-s said:
That's almost never been a real disadvantage when it comes to consoles. Of the last three console generations, the most popular by far have always been the consoles with the weakest specs: the Wii, the PS2, the PS1. In and of itself, the Wii U being weaker than the PS4/720 does not signify any great threat for Nintendo.
The PS1 initially competed against some iteration of the Genesis and the SNES. The optical storage format gave it tremendous practical advantage over the N64. The PS2 also initially competed against a cartridge based system and launched in the era that DVD players were relatively rare giving it access to a secondary market. The Xbox certainly had a technological edge but the most practical was the storage space.
In each case you find a fundamental truth of things: the developers go where the consoles go, and people buy consoles for the software
not the device.
j-e-f-f-e-r-s said:
The real issue when it comes to wooing developers isn't power, but how easy it is to develop for.
That's hogwash. Developers, speaking in general terms, develop for whatever platform or group of platforms offers the highest probable return on an investment. Relative difficulty of development means little to a large game with a budget in the tens of millions - expertise and time is something they pay for in huge quantity anyway and the technical staff tends to represent only a small fraction of the workforce. It can certainly matter for smaller developers of course - thus why so many one man shops and garage studios develop for iOS or Android. But, generally at least, those tiny developers aren't the ones you think of when it comes to the hot new game everyone wants - the sort of game that sells consoles to the formerly disinterested. By contrast, total number of devices in the field offers a far better metric when it comes to judging risk and reward - at least until you've tested the market to better understand what sort of things they want. This is why there was initially tremendous interest in the Wii by third party developers, a trend that ended rather abruptly for the big names - they simply couldn't get people to buy the things they made.
j-e-f-f-e-r-s said:
The N64, despite having better specs, had cartridges that forced developers to trim their games down to megabytes in size. The N64 was a nightmare of optimisation compared to the PS1, hence why most developers avoided it.
This is one of the problems that comes with declaring one console "better" than the other. Sure, the N64 was more powerful - but given that the competition offered an order of magnitude more storage meant that often PS1 games
looked better.
j-e-f-f-e-r-s said:
Same deal with the PS2- while developers struggled a bit at first, once they got their heads round it, it was far easier to develop for than either the Gamecube or the 360, again hence why it was able to amass such an embarrassingly huge collection of games. The Xbox was beefier, but it simply didn't give developers the same ease with which to create games. The processors were more powerful, but the RAM put an instant limiter on anything that started getting too grand.
Actually, the Xbox was considered the easier development environment given the broad similarity to the PC on the hardware side of things.
j-e-f-f-e-r-s said:
The only reason the Wii suffered was because developers saw motion controls as a barrier. If they hadn't been included, or if they'd been easier to implement, the Wii would have probably had the same rush of development interest as the PS2 and PS1 did before it.
The Wii did see a huge rush of third party development. Third parties just generally failed to sell games for the thing. To their respective credit, Sega plugged away till the bitter end, EA managed to actually make a product people wanted, and the people who made Just Dance managed to stay in the top ten sales for months at a time. Still, the truth of the Wii seemed to be that the only people who could consistently make a game that sold well was Nintendo.
j-e-f-f-e-r-s said:
And on that note, developers have already said that the Wii U is ludicrously easy to develop for. I believe Frozenbyte said that they got the port of Trine 2 up and running in two days, and the devs of Darksiders II managed the same in about two weeks. Likewise, the guys at Shinen Software who created Nano Assault Neo specifically for the Wii U said they had absolutely no problems getting the game up and running on the machine, as did Michel Ancel regarding Rayman Legends.
Producing ports and cross platform titles is all well and good. Once you sell a console, those offer a decent reason to stick around. But each of those games is available
elsewhere - that they can be had on the Wii U isn't going to convince many people to buy it when the targeted market segment generally includes people who have
already played it.
j-e-f-f-e-r-s said:
If the PS4 and 720 are ludicrously more powerful than the Wii U then fair enough (though I doubt it), but if they're much harder to develop for, then they've instantly shot themselves in the foot.
Why would you doubt that a new generation of consoles from Sony and Microsoft would be anything other than significantly more powerful than the Wii? The Wii offers what is
essentially parity to technology built the better part of a decade ago. Building substantially more powerful in every respect has become a
trivial task. Even avoiding bleeding edge technology, producing something a dozen times faster with ten times the memory could be done and sold at a reasonable price.
j-e-f-f-e-r-s said:
So how come the 3DS is now somewhere around 27 million units sold, and counting? The DS audience is still there, if the 3DS continued sales are anything to go by.
Yes but now the DS competes for mindshare and pocket space with ubiquitous smart phones. That market is going to increasingly pressure the DS market especially for people who largely owned the device to play things like Brain Age.
j-e-f-f-e-r-s said:
You're basicaly arguing that MicroSony's next gen machines have the advantage by default, and Nintendo has to do something to change that. When as far as I can see, all three companies have got to do a lot of legwork to convince people to pick up their next consoles, and thus far, Nintendo is the only one to have done anything about it.
The difference is that Microsoft and Sony currently have more than 70 million users sold on the notion that the company can make a quality product. Convincing that person to upgrade to a more powerful version of a thing they liked is an easier sell than convincing someone to jump ship to something entirely different. Beyond that, both companies have a tremendous advantage when it comes to producing a powerful console, proven track records in the online space, and a notable dedication to having their devices do lots of things people want
besides play games.
Yes, Microsoft and Sony can easily squander those advantages. Right now, Nintendo's only proven edge is they started first and their move was a console marginally more powerful than the others that features a neat controller. I want someone to do something that's
actually awesome with that controller. Hell - if someone made a good version of the game Penny Arcade Suggested, I'd strongly consider actually getting a Wii U myself.