N'Gai Croal
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Feb 20, 2008 07:57 AM
Where did you first find out about Nintendo's WiiWare service for original downloadable games? Yep, right here on Level Up,
where North American president Reggie Fils-Aime exclusively revealed
the company's intention to create a way to allow developers of all
sizes, from garage band programmers to corporate behemoths, to develop
games for digital distribution. Well, here we go again, eight months
later, with another scoop: the first Q&A with Nintendo that delves
into specifics about the WiiWare service, which will debut in North
America on May 12th. During a phone interview late last week with
Frontier Developments founder David Braben about his WiiWare launch
title LostWinds, Nintendo of America director of project development
Tom Prata sat in on the call to answer any questions that went beyond
Braben's purview. You can read that interview in its entirety here, but we'd like to include in this post a few of the things that Prata had to say about WiiWare. Excerpts:
On file size restrictions for WiiWare titles: We
are encouraging developers to make a game that is more compact in
nature, and not have to let's say compete on--as it relates to the very
large volumes--filing up maybe lots of disk space like you would see in
a conventional retail type of product. The reason for that is that we
want the WiiWare development to be more cost effective and have low
barriers to entry to allow the content creators to create with that
type of risk.
On WiiWare's pricing structure: WiiWare, like Virtual Console will
support a variety of different prices for the consumers in terms of Wii
Points. So we'll have content that is--just like we do with Virtual
Console--for let's say NES or Super Nintendo 64 at different price
points.
On whether or not there will be downloadable WiiWare demos: The intention is that the creators will create the game and we'll make
it available on WiiWare after it passes certification. But we really
don't want to impose kind of too many restrictions on developers, or
too many requirements. As an example, in many cases we don't want to
say just because people can connect to the Internet that they have to
make a multiplayer via the Internet version, or Wii Connect 24 modes,
or take advantage of all the types of features that are available. The
key for us is not to impose too many restrictions on the content
creators and allow them to create the content that and the features
that they think are more suitable to express their vision of the
product. And creating demos or having demos as a requirement is a very
costly type of endeavor, so it's not a requirement from Nintendo.
Note: Nintendo's PR agency, Golin Harris, followed up with the Level Up staff after the Q&A to add: "We do not intend to have a ‘try-before-you-buy’ model that requires developers to create expensive demos. Nintendo plans to provide information on games similar
to what Nintendo in Japan is doing with the Everybody’s Nintendo
Channel where creators can share information on their game directly to
Wii consumers."
To read Nintendo's press release in its entirety, click on the link below.
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