Read? you dont need that. You send your game to nintendo, they probably pass it true some kind of quality controll and than they will release it for and take 35% of the profit.
Have you ever had dealings with nintendo's submissions dept.?
Have you ever tried to submit a game to XBLA, PSN or any other digital distribution platform for example?
If you're not a registered company (in some form; a good example being Pompom Games who, when first established, consisted entirely of one person..) then you're going no where.. There's alot of administration involved that a company like Nintendo will not be willing to go through with you unless you show some professional establishment.. Taxation being just one of the many factors that would come into play..
Maybe we are misunderstanding each other. I get the idea you view wiiware as a platform that needs atleast OoT size games. But its not, sure you can do that, but it might as well be a platform for games that are very basic in their set up.
I'm not sure what you mean by OoT but I don't see Wiiware as anything far away from what we're seeing with XBLA or PSN.. You only have to look at some of the announced games (FF: Crystal Chronicles title) for the level of quality/producxtion values they're aiming for.. Sure not all games are going to cost that much & a simple puzzle games (with professional quality decoration) would have a good chance of seeing deployment onto the platform, but I have no doubt that by the time any student or group of individuals put together a title to that level of quality
on a budget of 0, big companies like Popcap would have already swooped in and filled the platform quota for "quirky addictive puzzle game X".. I'm not saying it's impossible, just not very likely to happen (you only have to see what's going on in the indie/hobbyist scene to really get a feel for the frequency of non professionals breaking their product to makret this way..)
Even the most basic game can take a heck of alot of time, effort or money to develop.. & then you have to consider all the other (non-game) aspects required to pass cert. (such as localisation, TRCs etc..) All of which is not a small (nor is it easy or fun) feat for any small team/individual..
Who said you need atleast 100k? Nizel said 100k or less.
Sure!! Who said
at least 100k!?
I sure as hell didn't!!
Besides that game study related students often have to build their own game as a (graduation) project. De blob for example and I know I guy who made a game based on UT2004 for their study. Those kind of people could also chose wiiware as their platform. They dont need any money as they are not getting paid anyway.
Sure but that all depends on a number of factors.. Mainly the fact that many universities maintain control of IP created by students as a part of their uni grad projects.. Not all obviously but this is a pretty big deterrent for most students getting a product to the point of commercial sale.. Next you have commitment factors (what happens when your collegues graduate and move on with life to another city/country? sure you could say "let's recruit" but it's a bit of a problem when there's no monetary incentives..) & like i've already expressed the pile of extra work you have to build into the game just to pass cert.
Like I said, it's not impossible to do with a team with zero budget, but for the quality level Nintendo are aiming for with wiiware titles, the bar is far to high for everyone but the absolutely commited.. (a rare breed in a world where working for nothing doesn't exactly provide you with a good living..)