Forum > Gaming Discussion > The State of Wiiware (long read)
The State of Wiiware (long read)
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Sat, 18 Apr 2009 20:22:47
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Gamasutra reported that Wiiware has a treshold that affects developers pay. The article says:

Report: WiiWare's Minimum Sales Threshold Affects Developers

Multiple sources have indicated to Gamasutra that there is a minimum amount of sales, on a per-territory basis, that WiiWare developers must reach in order to recoup any money at all for their games.

It is believed that this sales number is set in the mid-four figure range for North America, and lower four figures for individual European territories. 


Until a WiiWare title sells over that number, nothing will be paid out -- although when the threshold is made, the full royalty amount is given to the developer, taking into account the amount of copies sold at that figure.

Gamasutra has spoken off the record to multiple developers who have acknowledged the limit, and at least one small independent studio whose staff believes they will never reach the minimum sales threshold to be paid anything for their WiiWare title.

Although Nintendo's reasons for instituting such a lower limit are unclear, it may have been done in part to stop large amounts of so-called "shovelware" titles flooding the service. 

link

So we know that if you do not sell enough you get nothing, but does that mean that developers will leave Wiiware? No, not so fast. Read this article, it might surprise you

ONM investigates the new generation of WiiWare developers

Going to the shops can seem so archaic can't it? What about that long walk back to the car, or that heavy plastic bag containing Nintendo's latest and greatest? Going outside, frankly, can be tiring business. The internet game delivery service that is WiiWare then, alongside its retro-styled brother the Virtual Console, is a godsend.

It simply provides cheap and enjoyable games for download, many of which are of outstanding quality. The thing is though, that it isn't just a boon for Wii owners - the folks making the games are loving it too. 

Whether they're already massive developers or a couple of normal guys with an intriguing game concept and mischief in mind, absolutely anyone can create a WiiWare game. This is the primary reason that it's rapidly becoming something of a creative honeypot.

"Working to put a game out on WiiWare means not having to go through a publisher, which to me means getting stuff done much faster without having to siphon through the false promises and blatant lies that you often get fed." Explains Tommy Refenes, a man who describes his previous role in life as "slowly slowly losing my soul to corporate America." 

He now makes up a third of the threesome developing Super Meat Boy. Once an internet flash game, the Mega Man-esque adventures of a boy made entirely out of meat has retro stylings that are familiar to all. 

In fact if you want to check out the game in its original form then simply visit kongregate.com. "It's Nintendo!" explains Refenes by way of reference. "It's like developing a game for an old friend!" 

Dream Machine
Once interested parties are in touch with Nintendo, development kits are available for those who can stump up around $3,000. Quite how people get in touch with Nintendo though, seems to be a varied business. The next third of the Super Meat Boy team, Edmund McMillen - the creator of legendary PC indie game Gish, explains: "We started making games together last year when we released Grey Matter, a hectic 'anti-shooter' we made in Flash. It was around then that I posted a video online in which I showed myself trying to get hold of [American Nintendo boss] Reggie Fils-Aime with no luck. From that Nintendo expressed an interest in a few of my recent Flash games. I then had to scramble around trying to find a quick way to make £3,000 so I could get the dev kit. We threw together a Meat Boy Map Pack, got it sponsored and moved all the money we made over so we could get our hands on one."

After the initial sign up, Nintendo operate a very much hands off approach, allowing original ideas to blossom. Medaverse are the developers of the forthcoming Gravitronix, a multiplayer battle game in which players skate around the edge of a circular battlefield - using gravity beams to attack areas guarded by other players by pushing objects within the circle towards their foes with the power of physics.

Medaverse started out as a review site for games and movies, yet the lure of the Wii's unique control system became too much. The company's lead designer Jesse Lowther had always wanted to make games for consoles, but before WiiWare was announced had never thought it possible. 

"They gave us the tools we needed and let us run with it," he explains. "There's no creative input from Nintendo, only technical input where the game must meet certain standards to ensure it doesn't brick people's Wiis. It's just a godsend for developers who don't want their ideas compromised. Plus, if the game doesn't sell well, we can generally shrug it off and begin work on the next one." 

Super Meat Boy's Edmund McMillen agrees: "Nintendo will never lose money if a game tanks on WiiWare, so they can distribute more risky and experimental games. If you publish a game in physical form and it bombs, your publisher could potentially go bankrupt".

That said, if a developer wants advice then Uncle Nintendo will happily give it. WiiWare developers are all part of a happy community called the Mario Club. Said club (that the entirety of ONM would dearly love to join - especially if you get membership cards and Mario badges) gives WiiWare developers the opportunity to get feedback on their works in progress - from which they receive advice and a thoughtful twirl of the moustache. Whether he's proffered a doleful "Oh dear" or a celebratory "Wahoo!" in their direction however, it's entirely up to them if they want to act on his opinions. 

Free Your Mind
You see, when you venture out and speak to the WiiWare developers, so great is the praise for Nintendo's stance that you worry you've entered a Stepford Wives convention. "There are no suits trying to control your creativity. They want developers to express themselves as freely as possible." underlines Daniel Coleman of Semnat Studios, one of the developers behind the wonderfully named Eduardo The Samurai Toaster - a Metal Slug-inspired shooter featuring a Brazilian bread-cooking appliance with a penchant for violence. 

"This creative freedom is vital to the growth of the industry. It encourages experimentation and risk-taking. We are very fortunate to be developing for consoles since we're such nobodies."

In fact, in the entire spectrum of forthcoming WiiWare titles, there can be few greater risky experiments than Butterfly Garden - an insect survival game that will have you share cocoons over WiiConnect 24, dance with other butterflies, avoid predators, match pheromones and flutter over a beautifully rendered garden.

"The emergence of a viable downloadable market like WiiWare is opening the door for a creative revolution where we feel encouraged to take more creative risks and discover more creative layers within game design." explains Shane Guilano, the studio director at the aptly named Autonomous Productions. 

"Our company got to where we are today with perseverance, luck and the insight to develop a relationship with Nintendo when everyone still thought it was nuts to release a game system with a controller that looks like a remote control. Nintendo reached out to independent developers before the Wii was even launched in a way that was revolutionary. The whole vision for WiiWare, as Miyamoto has said publicly, is to foster this creative independent revolution. I once sat next to [former Sony exec] Phil Harrison at a Will Wright GDC talk in 2006 and he wouldn't even give me his card." 

Winds Of Change
It doesn't stop here though, there are big fish frolicking in the WiiWare pool alongside the small fry. A glance through the roster will reveal Nintendo themselves, Hudson Soft, Square-Enix... all of them creating gaming gems within the encouraged limit of a 40MB file size. 

One of the first companies to step up to the plate was Cambridge's Frontier Designs - the studio headed up by games development legend David Braben, the creator of the seminal PC title Elite. Frontier's LostWinds, a pioneering WiiWare title, is a platform game in which you control both the main character and gusts of wind that carry him through the level. 

"The idea for LostWinds dates from the time that the Wii was first announced privately to developers, when we were brainstorming design ideas that made good use of the Wii controls," explains Braben. 

"Steve Burgess, one of Frontier's designers, was watching the trees and leaves from the window on a windy day. He remembers thinking about how many ways the wind manipulates different things within the world, and if only there was some way to become the wind in a game. He then applied this train of thought to the Wii controller." 

A little while later, out of the blue in late 2007, Frontier received a mysterious invitation to a meeting with Nintendo in London. As it turned out, this was a secret gathering where Nintendo could roll out their WiiWare masterplan in front of UK developers.

"We were delighted that their ideals for WiiWare were almost exactly fulfilled by the LostWinds concept that we had already within Frontier," continues Braben, "allowing developers like us to create something innovative specifically for the Wii and, most importantly, its controller." 

Knowing something was up, Frontier took a copy of their LostWinds concept document along with them to the London shindig and the rest is history. "We just said 'Sounds great! And this is what we'd like to do.'" laughs Braben, before steadfastly refusing to be drawn on when we can expect a LostWinds sequel.

"We see LostWinds as a trailblazer of a possible future for us, and it's therefore important to us that it isn't a boxed retail title. We don't view the distribution mechanism as defining the effort we put into any game, or the quality that we deliver, and in LostWinds we think we demonstrated that. We view the longer-term significance of LostWinds as revolving around the fact that we've done it all ourselves, and WiiWare has been a big factor in facilitating that." 

For us the gamers, for the people that make games and for Nintendo itself, it seems undisputed that the WiiWare shopping channel is an exciting place to hover your Wii Remote cursor. From the all-powerful development champions dancing on the rooftops of gaming, to the newly formed bands of nascent game design heroes lying in the gutters but staring intently at the trademark Nintendo smiley-stars, WiiWare is a hugely exciting new outing for gaming. 

And the best thing? This is only the very beginning of the WiiWare revolution - there is much, much more to come...

Link

So it seems that Nintendo's let's pretty much open for everyone. The part of no publishers sounds like music to my ears. No words about the treshold though, perhaps they don't care because their games are selling? Oh well, perhaps we will never know!

So what do you guys think? Is the free reign a good thing or will it amount to lots of shovelware? Will the sales treshold help against that or should Nintendo abolish it completely? And for the PC gamers, how does Steam work? I am curious about that one!

Edit: more info about the threshold

WiiWare threshold is misinterpreted - dev

"Once the threshold is crossed, the developer is retroactively paid for every single unit sold below the threshold. I know there has been confusion on that point in the past."

The threshold, according to a freshly-published report by Kotaku, is 6000 copies for a game bigger than 16MB in North America. Smaller games need to sell 4000 units. In Europe the bar is halved, as bigger games need to top 3000 copies and smaller games need to break the 2000 mark.

"From the stats I've seen and heard developers report, the threshold is easily surpassed within the first day, or at least the first week, for many games," the source explained. 

"I hear rumours within the dev community that Nintendo recognises a problem here, where occasionally an entirely legitimate game just doesn't make it, and is looking for a way to make exceptions, to ensure small devs are paid even if the threshold is not reached. Just rumours though, so who knows.

Link

Edited: Mon, 20 Apr 2009 18:42:25
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Sat, 18 Apr 2009 20:45:36
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The minimum sales concept works so long as they have chosen a fair number.
Iga_Bobovic said:

And for the PC gamers, how does Steam work? I am curious about that one!

 It doesn't.

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Sat, 18 Apr 2009 21:02:36
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i think the sales threshold is a good deterrent for shovelware of all sorts and it basically applies a kind of quality control without being hands-on or restricting the developers vision or creative freedom.

i love the idea that teams of 2 or 3 talented individuals can develop for a console

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Sat, 18 Apr 2009 22:05:15
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I love the concept behind WiiWare, but there have only been three games that interested me enough to buy them: Mega Man 9, World of Goo, and LostWinds.

I tried to get my sister to play those games, and she doesn't like any of them. She only likes Wii Sports, Mario Kart, and the Lego games. Sad

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Sat, 18 Apr 2009 22:25:44
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I just want games, WiiWare is WAY behind PSN and XBLA.
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Sat, 18 Apr 2009 22:42:08
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Ravenprose said:

I love the concept behind WiiWare, but there have only been three games that interested me enough to buy them: Mega Man 9, World of Goo, and LostWinds.

I tried to get my sister to play those games, and she doesn't like any of them. She only likes Wii Sports, Mario Kart, and the Lego games. Sad

it's true those three have been the only must have games on the service

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Sat, 18 Apr 2009 22:49:11
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bugsonglass said:

Ravenprose said:

I love the concept behind WiiWare, but there have only been three games that interested me enough to buy them: Mega Man 9, World of Goo, and LostWinds.

I tried to get my sister to play those games, and she doesn't like any of them. She only likes Wii Sports, Mario Kart, and the Lego games. Sad

it's true those three have been the only must have games on the service

Cave Story is the next must have. Hopefully the Wiiware size limit will be lifted and games like Bionic Commando can come on the service!

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Sun, 19 Apr 2009 01:14:47
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I would love to see the PoP remake and Bionic Commando on Wii.   We also need the TMNT and Double Dragon arcade games.
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Sun, 19 Apr 2009 14:25:24
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I've picked up quite a few WiiWare games in the year that it's been out.  As far as the quality of the games it's been overall good but not great.  Lord knows there's a lot crap on there already so the minimum sales idea that Nintendo put out is a good idea.  And from all accounts it's pretty low - somewhere in the mid thousands to low thousands so they're not asking for every game to be World of Goo.

The current  certainly leans toward puzzle games and if that's your  Some have been fantastic like World of Goo and Lost Winds (best 2-D platformer of 2008 so just forget about anything on LBP). Some have been okay like My Life As A King.  And then there's been a lot of crud like My Aquarium (my bad I should have known better) and Defend Your Castle (mind numbingly stupid).

But now that a year has gone by I think all devs have kind of figured out what works and what doesn't and a lot of the upcoming releases and statements make Year Two of WiiWare very promising.

Established publishers are starting to find some success with bringing back old franchises and either repacking them or just continuing the series.  Mega-Man, Dr. Mario, Tetris,  Alien Crush, Gradius all had comebacks. Bubble Bobble is right around the corner (already out in Europe I think), and the new Adventure Island has just been announced.  And Konami has made several indications that they're making a new Life Force/Salamander game for WiiWare as well.  And best of all Square-Enix is giving us the Final Fantasy IV sequel.  Boo-yah!

Episodic gaming looks like it's found some life. Telltale had a lot of success with the Strong Bad games and it suggests they'll be making more games in the vein.

And the smaller guys are finding their footing as well. The next wave of games looks real promising.  Cave Story, Swords and Soldiers, and Robocalypse - Beaver Defense (who cares if the game is good or not that name is gold!) all are looking really good.  

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Sun, 19 Apr 2009 15:31:10

travo said:

I would love to see the PoP remake and Bionic Commando on Wii.   We also need the TMNT and Double Dragon arcade games.

I can't even get my arcade 360 online so I would love to get these games now the SD card has been unlocked. Nintendo has the system in place now, yet are still so stifling and backwards in so many respects.

I finally got to play the Rhythm Paradise (Heaven) demo from the channel. A-W-E-S-O-M-E it's like warioware with cool music. I had no idea.

Anyhow, they have the same crappy non-games on the DS download channel for ages, then some awesome demo comes on for like a week or two and disappears. If it weren't for demos I would never have tried and loved Soul Bubbles or Rhythm Paradise. It doesn't cost them anything to keep these demos on, you know 3rd parties want them on there. What possible reason is there to not have demos for all games that publishers want? In the digital age?

And where are the Wii demos now that the SD cards are here?

As for Wiiware I would buy a lot more if demos were availible or if there was some sort of consumer review rating system to filter things by. Some new game I have never heard of pops up on the service. So........ what? I'm suppossed to pay money on some sort of random gamble as to what to buy?

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Mon, 20 Apr 2009 18:39:19

WiiWare threshold is misinterpreted - dev

An anonymous developer has confirmed to Eurogamer that a WiiWare sales threshold - below which a studio makes no money - exists, but says it has been misinterpreted by the press.

"I'm concerned this recent threshold news is generating an artificially negative wave of press. The spirit of the threshold was never to screw the developer - it was, as far as I can tell, a quality control mechanism to prevent the service from getting overrun with a bunch of crappy games," the source told us.

"Once the threshold is crossed, the developer is retroactively paid for every single unit sold below the threshold. I know there has been confusion on that point in the past."

The threshold, according to a freshly-published report by Kotaku, is 6000 copies for a game bigger than 16MB in North America. Smaller games need to sell 4000 units. In Europe the bar is halved, as bigger games need to top 3000 copies and smaller games need to break the 2000 mark.

The report claims WiiWare titles have two years to reach their target. If successful, Nintendo gives the developer 65 per cent of the money made.

"From the stats I've seen and heard developers report, the threshold is easily surpassed within the first day, or at least the first week, for many games," the source explained. 

"I hear rumours within the dev community that Nintendo recognises a problem here, where occasionally an entirely legitimate game just doesn't make it, and is looking for a way to make exceptions, to ensure small devs are paid even if the threshold is not reached. Just rumours though, so who knows.

"I just fear this is one of those things that sounds a lot more evil than it actually is," added the source.

Nintendo has refused to comment on the existence of the WiiWare sales threshold, telling us anything that goes on between itself and developers is "private and confidential".

Link

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Mon, 20 Apr 2009 21:11:10
I just read that. I guess it is important to stop people spamming WiiWare with crud. Since there is no rating system, people must just buy games on the descriptions on the Wii shop channel. If there were no financial penaties you could put up a crossword puzzle made in 5 minutes and because it would be availible worldwide you could make a few thousand and put out the next turd.

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Tue, 21 Apr 2009 03:10:12

gamingeek said:
I just read that. I guess it is important to stop people spamming WiiWare with crud. Since there is no rating system, people must just buy games on the descriptions on the Wii shop channel. If there were no financial penaties you could put up a crossword puzzle made in 5 minutes and because it would be availible worldwide you could make a few thousand and put out the next turd.

Don't say stuff like that. You'll give people ideas.

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