feauturing article

Nintendo Unveils WiiWare

by doodirock| Published: Wednesday, June 27 @ 15:56:05 EDT

Nintendo has just announced WiiWare, a "game-creation service that will allow developers large and small to create new downloadable video game content" for the Wii console.

From the start Nintendo has stated that WiiWare is aimed at the indie developers so that anyone can make games for the console. So far we have not been given information on exactly how they will accomplish this, but they have said that Nintendo will be pretty much hands off in the process. Developers will have to secure their own ESRB rating while Nintendo will be on hand to check for bugs. Look for some new games in early 2008 and for now check out the press release below.

NINTENDO'S WIIWARE PAVES THE WAY FOR FRESH GAMES, COOL CONSUMER EXPERIENCES

SANTA MONICA, Calif., June 27, 2007 – The search for the next ingeniously ground-breaking video game has begun. At a private developers conference this week, Nintendo announced the introduction of WiiWare™, a game-creation service that will allow developers large and small to create new downloadable video game content for sale by Nintendo through the Wii Shop Channel of the hot Wii™ home video game system. WiiWare paves the way for smaller, more creative games to make their way to the public at lower prices, without any inventory risk to developers. The first WiiWare content will launch in early 2008.

"Independent developers armed with small budgets and big ideas will be able to get their original games into the marketplace to see if we can find the next smash hit," says Nintendo of America President Reggie Fils-Aime. "WiiWare brings new levels of creativity and value to the ever-growing population of Wii owners."

The possibilities for WiiWare are limited only by the imaginations of developers. WiiWare provides game creators a simple method by which they can get their games to the public. This approach, combined with the remarkable motion controls of the Wii Remote™ and Nunchuk™, will give birth to fresh takes on established genres, as well as original ideas that currently exist only in developers' minds. The reduced barriers to development provide developers the freedom to create and an inexpensive, clearly defined path to reach consumers who will ultimately determine which game will become the Next Big Thing.

WiiWare will be posted on the Wii Shop Channel. As with current Wii Shop Channel offerings, users will redeem Wii Points™ to download content. It will support a variety of pricing options. Details about that and upcoming projects will be announced at a later date. For more information about Wii, visit Wii.com.

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Yea... (Score: 1)
Posted By TheBEAST205 on Wednesday, June 27 @ 17:36:20 EDT
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How the hell is this so groundbreaking? Microsoft just did this a few months ago with XNA....


PR (Score: 1)
Posted By doodirock on Wednesday, June 27 @ 18:08:28 EDT
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Its a press release. If it didnt have that type of speak in it, someone wouldnt be doing their job




Untitled (Score: 1)
Posted By 9572AD on Thursday, June 28 @ 10:53:23 EDT
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XNA has nothing to do with getting published, the WiiWare program at least says Nintendo will look at your game if you pony up the $3000 for a rating.
Still out of the budget of pretty much any true indie, though.




I disagree (Score: 1)
Posted By codemonkey on Thursday, June 28 @ 11:09:45 EDT
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I think any real Indy person would die for this type of exposure, and 3k is well within reach.

As a former indy developer, I can tell you this... most indy developers probably have some type of "real" job to pay the bills. Or, they live very light and many may spend 3k just for a license to a hot library set.

3k is a very obtainable investment for the exposure to that big a home unit count. Nothing is free and indy development is no exception.

What isn't obtainable is a 10k-100k license for a big 3D game engine or a USD $100,000 to $300,000 game budget (not unusual for a casual game).

Looking at the big picture, getting $3,000 between your indy crew (as most games aren't one person) is a great value for the exposure. If you're game is good that is.




Untitled (Score: 1)
Posted By 9572AD on Thursday, June 28 @ 12:12:05 EDT
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Yeah, but if you scrape up the 3K and Nintendo says "pass", then what? :)
Or they decide to put it out there, but for $4...would you really be likely to make it back?




If they pass (Score: 1)
Posted By codemonkey on Thursday, June 28 @ 14:07:56 EDT
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If you invest 3k in a game that Nintendo doesn't think will pass, then you've got to try again.

It's no different then investing 10k-20k and a year of your life in a game and having all the publishers say "um, no time for you." If you're doing indy development it's full of risks.

As for $4.00 a download? As a prior indy developer, I'd be stoked! If you think you'll make back your money on a single release of a game you're really disillusioned in the ways of indy gaming.

Indy developers aren't looking for a one-hit wonder. They're looking to establish credibility. If you get it approved and sold, you've done the thing that most indy folks always fail at: completion. That's the most important part of indy development, calling it "finished" and shipping it.

You'll probably invest another 3k in another game design. Before you know it you'll have established credibility and have a better chance of being picked up by a company like PopCap, other e-distributors or maybe even a small publisher.

Without credibility you're just a guy with an idea that you never can prove would work.

CodeMonkey





Not just for indies anymore! (Score: 1)
Posted By Samstag on Thursday, June 28 @ 16:20:53 EDT
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While this puts the Wii within reach of the indies, it also opens the door for quick projects from the bigger developers. So we'll start getting the cheap little games like you'll see on Live or the PS3 network.

I'd buy them. I'd love some more simple and fun games I don't have to swap disks for. Usually that means VC, but sometimes I want something a little more modern.

The other point that I think may be huge is that this allows developers to be more innovative and experimental with the controls. If a concept seems like too big a risk for a $50 game, make a smaller tech demo and if it flops it's not a big deal.



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