There are already thousands of games on the Wii. The vast majority of them are pure garbage. How, then, can developers make Wii games that stand out?
Gamasutra asked the developers behind some of the Wiiâs most successful games how they did it, then followed up by asking foreseer Michael Pachter for his $0.02.
Joel Seider, executive producer on Midwayâs Game Party series (which have sold nearly three million units), says itâs all to do with the gameâs audience.
When you design and build an arcade game, youâre trying to get someone to have a lot of fun in a short period of time; youâre not trying to make some big, open-world MMO.
And that concept translates well to the type of person who is a Wii gamer, a large percentage of whom would call themselves casual gamers. They may play Game Party for an hour or so, but in fact they will probably play a few of the mini-games in the collection for just 10 or 15 minutes each. So we had to design for a very short gameplay experience.
Antoine Guignard, producer on the Wii version of Shaun White Snowboarding, has a different opinion. He thinks a Wii game needs to do a few things: namely, play to the systemâs strengths, by avoiding ârealistic graphicsâ (which will look awful compared to the 360 & PS3) as well as making the most of the simple motion controls.
And poster-boy analyst Pachter? Heâs on Seiderâs side:
The Wii audience isnât sophisticated enough to know whether the game theyâre buying compares favorably to, say Gears of War or LittleBigPlanet, because they probably donât own an Xbox 360 or a PS3.
They buy the Wii games that they buy for the same reason that people go to McDonaldâs. McDonaldâs doesnât win a lot of restaurant critic awards but they are approachable, theyâre consistent, and you know what theyâre going to serve you.
Sad that none of them could just say âmake a game that doesnât suck/look like it came from 2002â.
Can You Create A Must-Have Wii Game? [Gamasutra]