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Wii U eShop - Dev dos and don'ts, comments on service itself

by rawmeatcowboy
07 December 2012
GN Version 4.0
- devs can set their own price
- devs can also set their own release date
- kick off sales, promotions and price-drops as they please
- add demos whenever they'd like
- add updates with new features
- add microtransactions
- adding that feature involves a bit of a process: "There is a process associated with this that makes sure that our game maintains or surpasses the level of quality it had before the update."

"the Wii U eShop is much better than XBLA and PSN from this point of view. Updates still need certification if they're meaningful (i.e. changes 'code') but it seems like that's not a very long process usually - i.e. not the two to three weeks wait that the other platforms have." - Frozenbyte's Joel Kinnunen

"I don't think there is a size limit you should worry about. There are full retail titles being offered, so it's at least 25GB." - Two Tribes' Collin Van Ginkel

"The eShop interface appears to make games much more discoverable as compared to the original Wii, which is very important to smaller studios with zero marketing budget like us." - Tomorrow Corporation's Kyle Gabler.

- Chasing Aurora will get online leaderboards update


"I have to admit that I do not know if that is a requirement (adding in GamePad support), but I guess it is. Most restrictions that stood out to us were quite obvious. E.g. certain motion-control gestures with the GamePad require clearance from Nintendo.

The GamePad is the single most interesting feature of the Wii U, so every game designer will try to make it a key feature of his game. In general, Nintendo offers many possibilities. Their restrictions come from them having to protect their brands and from safety concerns. But they try to be an enabler that leaves a lot to you as the developer rather than executing a lot of control. I like that attitude a lot." - Martin Pichlmair of Broken Rules

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