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No. 185493
>>185490 >The fact that Nintendo platforms are underpowered is a bit of a setback No, it's the set back. The Wii had a massive install base; sure, much of that was in the realm of "casual" gamers, but that just gave a great opportunity for expansion. However, any ports/multiplatforms that did happen were horribly inferior to the 360/PS3 versions, thanks in large part to the lack of power in the Wii. Dead Rising: Chop Till you Drop is a great example of this; much of the allure of the original was thanks to the massive amounts of zombies you could have on screen at once, but the Wii version may as well have been a deserted mall, and even then the system struggled at some parts.. (It also took out the photography feature, but I don't know if that was laziness or system limitations.) This paired with the casual-leaning install base made 3rd parties ignore it almost completely in the last third of its life (the first third was confusion and realization of the huge amount of system sales, the second third was kind of like a gold rush, but then it was buried in shovelware.)
The Wii U suffers in the same way; it has parity with the 360 and PS3, but devs are now turning their eyes to next-gen. The tiny install base combined with the Wii's poor attach rate (which will likely be the same for Wii U) for 3rd party means that it's not worth the time/effort to have to go into the engine to downgrade stuff for the Wii U just for another 1-300K sales.
If the Wii U could handle the games made explicitly for the Xbone/PS4 (as opposed to ones made for the 360/PS3 and then enhanced for the one/4) then we would see a lot more 3rd party support, I think. Probably no third-party exclusives, but it would get far more of the multi-plats. The GamePad isn't really a problem; it can be easily ignored and just program for the standard controls. This would likely improve sales of the system and lead to more third-party support.
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