Negatempest said:
Not making a game because of less resources is just a lazy way for developers to find an excuse for not trying. Some of the best selling games on steam are not pushing graphics at all. Killing Floor, Left 4 Dead, Team Fortress 2, Mine Craft, and most other indie games hardly push graphics at all. But they are on high demand. They see what they have and work with it, not against it. They focus more on the gameplay quality of the game than the visual eye candy. More resources does not mean a better game. We hope it means a better game.
More processing power doesn't just mean better graphics. It deals with physics rendering and AI. In a game that is intended to have realistic physics and AI that respond intuitively, those things are SIGNIFICANTLY harder to scale down than graphics. See, I have a super powerful pc. When I get ports from consoles or even pc games that are intended to be ported to consoles, I can make them look prettier by flipping a switch in the system. But I can't always make a lot of the inner workings better because they weren't coded to be that complex. I think graphically we have landed on at least the upward slope of the uncanny valley this generation. It won't be a large step to get to the other side in this upcoming generation. So I really don't think the advance in hardware is going to be that dedicated to graphics. Yeah, it'll advance it and make it look better, but I think our real advances will be in physics and AI this gen which should actually do a little bit more to tackle the uncanney valley than just throwing more graphics (emotions, hah) at it will.
As for your examples, I have a few points to make:
1. Left 4 Dead 1 came out in 2008 and 2 came out in 2009. It did push graphics at the time and was especially demanding of enemy AI pathing. Team Fortress 2 came out in 2007. The cartoony style did help with the graphical demand but ultra realism wasn't the intention. Killing Floor was a mod for Unreal Tournament 4 that was released in 2005 and then re-released in 2009. It was criticized for the relative quality of its graphics in 2009 but that's not too bad for a polished up 4-year old mod that is now an 8-year old mod at the time. Minecraft was an unexpected breakaway success but is the strongest point to be made. But I fail to see how most of these make any point at all. They are all separate examples and their style may have nothing to do with the vision of the game being made. While you are right that more resources don't necessarily make a better game, you fail to account for the biggest titles and their sales. The AAA big sellers do have better graphics. People DO enjoy realistic environments and will pay top dollar for it. People need to stop pretending that graphically demanding games are some kind of evil. They are liked and appreciated by millions. The only thing that's stupid is when companies outspend any possible amount that they could make back to make the game look better. But that's a company being bad at budgeting, not the graphic's fault.
2. Are you saying that developers should allow the WiiU's specs limit the quality of their work just because it exists? Why? The WiiU will be significantly weaker in a way that just scaling back graphics may not be able to fix. That alone could require significant resources. Combine that with the fact that the WiiU is the only non-x86 machine and you'll see that it also requires the most resources to port. Lastly, the deplorable sales mean that there's little or no reward for porting titles at the end.
3. Think about this. On the Wii [http://www.vgchartz.com/platform/2/wii/], the number one individually selling game (that wasn't bundled with the console or a popular peripheral) was Wii Fit plus (there are 6 better selling titles that were sold in bundles and so the number may be inflated like Wii Sports was). Still It sold an astounding 21.22 million copies. With around 100 million wii consoles, this means that around 21 out of every 100 wii owners owned this game. The average game attach rates for all three consoles was in the range of 7-9 (the Wii actually did better than both even though the attach rate was slightly lower than the 360 because the Wii sold 20 million more units so its attach rate is more heavily weighted). I say that to explain that this one title was many times more popular than the average by any stretch of the imagination and without any kind of asterisk to its name to downplay it (the next best seller was Super Mario Galaxy which was a still hugely impressive 10.87). Devs would kill for those numbers.
With that in mind, if the WiiU makes it to 5 million units, the best selling title's same proportion would have sold around 1,061,000 copies. While that is certainly a large number, remember that this would be the most profitable possible and that's not anywhere to major with 100's of titles selling more than that on all three current gen systems. The twelfth title, my favorite of the system, is Mario party at 8.16 million copies. On the WiiU that's around 408k. Again, that's at 5 million.
What's more, you probably don't find this surprising, but people buy Nintendo consoles to gain access to Nintendo's software. Third party devs don't do nearly as well. Of the top 20 sellers on the Wii, only 2 publishers are non-Nintendo. Just Dance 1,2,3 and 4 have all cracked this number (Ubisoft) and Zumba Fitness at 6.48 (505 games). These, if you haven't noticed, are a very particular kind of game. The types of titles that do very well on the wii are the Singing, dancing, etc types of games. Not the traditional AAA plot-based game titles. So why should developers risk anything on the WiiU?
4. The WiiU [http://www.vgchartz.com/platforms/] is tracking worse than the Dreamcast. The Dreamcast only had 8.4 million units sold over two years. Presently, the WiiU could double its software sales and Hardware sales and not match the Dreamcast on either front. Even the Dreamcast's attach rate was more than double the WiiU's current one. Though I'm of the opinion that the Sega Saturn is what killed Sega. The WiiU couldn't match that one either if it doubled everything but the Sega Saturn had 5 years so I think the Dreamcast is the better example.
So tell me, what hope does a 3rd party developer really have here of making it big on the WiiU? Once that sale ratio starts hitting in the average attach rate range (7 or 8) even for the Wii or lower you're talking in thousands and not millions for even hugely popular titles. Of the 55 titles that sold over a million copies, 32 are Nintendo brand (58%). The WiiU's current attach rate is 2.57. So hitting the average right now would mean 128,500 IF the WiiU is at 5 million units which it isn't. With the actual number in mind (3.61 million units) that number is less than 100,000.
5. Here's a hint [http://bgr.com/2013/07/30/nintendo-wii-u-sales-asda/], there are at least 5 versions of the next gen consoles that have already been selling more preorders than the WiiU itself has been selling this year and they haven't even been released yet. 4 PS4 versions and 1 XBO version. Other consoles have also been selling better including the psp, ps3, and 360. In 2012, two different versions of the Vita and the psp also made it into the top 100 best sellers of the year but the WiiU didn't. Even in its release year.
In summary, developing for the WiiU is a risky bet to make for very little return. It isn't lazy developing not to port to the WiiU, it's a legitimate business strategy at the moment.
EDIT: Corrected the link pointing to the retailers dropping the WiiU. Accidentally had it going to the console database I was using to generate the numbers.