Plus: "The cost of making a game for WiiWare can be significantly less than that of an XBLA or PSN game, firstly because the hardware is a lot cheaper and secondly because the SDK Nintendo provides is very detailed," explains Nic Watt, Nnooo's creative director.
"It should be noted that we can purchase almost two to four Wii development kits for one Xbox 360 or PlayStation 3 one, which as you can appreciate for a small company can affect our budget a lot."
But beyond that most studios, in fact, say that they expect to make a sufficient return on investment which can in turn be reinvested back into production of more games for the service. "For us Pop, our first title as a company, is hopefully going to sell enough to allow us to move onto bigger and more immersive games," adds Watt. "We are a small company purely self-funded by myself. From here we want to use the proceeds Pop generates to fund more WiiWare titles which utilise more of the unique aspects of the machine."
"Nintendo has made it very clear to us that we'll not only be making a better royalty rate from WiiWare games, but we'll also have a better chance of selling games - the service won't be clogged up with the retro titles that have blighted the chances of many independent studios on Xbox Live Arcade," said one studio business development boss, speaking to Develop under conditions of anonymity.
Added another WiiWare developer, who also didn't want to be named: "Frankly, we're not looking at making games for Xbox Live Arcade because the service is full of shit," he said, pointing towards the service's number of retro remakes.
Those making WiiWare games agree that confining old games to the Wii Virtual Console channel will serve them in good stead as time goes on.
http://www.developmag.com/interviews/143/WiiWare-Week-Versus-Round