WiiWare ain't doing so WiiHot?

MegaDrive20XX

Segatron Genesis... call me the wizard.
http://www.joystiq.com/2009/04/14/report-wiiware-sales-threshold-factors-in-dev-profit/

Nintendo's WiiWare service has a minimum sales threshold set for each individual region, according to a new Gamasutra report. If indie developers fail to reach the established minimum sales mark, then they don't see one dime. Gamasutra speculates that the mystery figure is somewhere in the thousands for North America and Europe.

So is WiiWare still a worthwhile destination for indie developers to pursue? That's hard to say, as Wii's large install base and the relative ease of developing for the platform (both monetarily and architecturally) have to be appealing, despite the pressure of the alleged threshhold. One thing is certain, though: WiiWare developers should be relieved a storage solution is finally in place. Hopefully, that will prove to help more than one studio sell its wares.


It's sad really, WiiWare doesn't make the massive impact as say the Virtual Console side of the WiiShop. Yet I still feel it was primarily due to the storage space issues we've had. So now that we have a storage solution, maybe a new advancement?
 
I wonder how many sales does the average app on the Itunes AppStore manage to get. Do you think any of them are profitable?

Which would be more profitable, making your game for the Wii, or for the Ipod platform
 
My guess would be the iPod. But it also depends. You can sell your game on the iPod for $.99 and have millions of people download it.
 
Link

Nintendo dismisses WiiWare sales threshold as 'rumour and speculation'. Seriously? I think that's just stage 1, DENIAL ;D
 
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