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WiiWare's Unanswered Questions
by Ian Bogost June 28, 2007
categories: Console & PC Games

I have the reputation of the resident cynic regarding Nintendo's long unmet promise to independent developers on the Wii. So, I'm trying to get excited about yesterday's WiiWare announcement. The reason I'm not there yet comes from a number of important uncertainties in the announcement and press coverage of it.

Nintendo claims they won't police content for WiiWare, which would differentiate the service significantly from Xbox Live Arcade, for example. Still, I rather agree with XBLA colleague David Edery, who muses:

I have a hard time believing ... Nintendo won't "screen ideas," given Nintendo's brand positioning, historical behavior, etc. I also wonder how a developer can "qualify" for getting into the service if the quality of their idea isn’t being taken into consideration. Size of the studio? Age? Previous relationship with Nintendo? None of those bode well for a very wide swath of independent developers. Given all that, I will assume the statement is an exaggeration.

I think these concerns are dead-on. What Nintendo's announcement completely skirted is the business reality of indie development on the machine. Developers will still need devkits, which cost around $2k each, admittedly relatively cheap compared to their competitors (if you don't count XNA Game Studio Express, which is free, albeit different). Developers who can afford it still have to go through the developer application process, in which Nintendo vets potential devs based on factors like previous experience, stability, and and ability to securely store the trade-secreted devkits themselves.

As I've mentioned before, Nintendo has been holding indie dev applications for well over a year (save studios they specifically invited), so the question of which indies will be deemed worthy of receiving the tools remains unanswered. Edery is very right to wonder if the channel might be vetted for content in the dev application process rather than the publishing process. Persuasive Games has had our developer application in since just after GDC '06, but we make games about politics, most of which have very obviously biased opinions. Will this affect our eligibility? Hard to say... when we've called Nintendo to check in over the past year, we've always been told the process has been delayed.

Other questions: what does Nintendo of America chief Reggie Fils-Aime mean when he says "Independent developers armed with small budgets and big ideas will be able to get their original games into the marketplace to see if we can find the next smash hit"? Is this a legitimate channel for small games, or just a talent contest for larger deals? Certainly the need to acquire an ESRB rating for each game will increase the expense and time to market for these games, making many of the smaller experimental games the web often celebrates potentially infeasible on WiiWare.

N'Gai Croal is on my list of top game journos, but I'm a little disappointed that he didn't seem to ask any of these questions when Nintendo floated him the exclusive for the release. A dozen or more excited friends and colleagues have contacted me in the past day about WiiWare, and I've had to break the news to them about the questions just raised. The potential for WiiWare is indeed huge, but for now it's largely hypothetical. We should all try not to let our inner fanboy get the best of us on this one.

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Comments (3)

This annoucement doesn't change the creative and business reality that the internet is where the most interesting stuff is going on. Tend your fields out on the frontier and bring something back to trade.

Patrick Dugan on June 28, 2007 5:27 PM

I spent a good deal of time yesterday pouring over these same postings, hoping for some good news, but basically it seems like what they ought to have said is:

"Established developers can create small teams with small budgets and big ideas to bring original games to the marketplace."

This isn't XNA for Nintendo. It's closer to Sony's model of original content for the PS3 online than MS XNA approach. Worse yet, they're making it sound like they're doing something like MS has with XNA Express, but they're not.

And that "nearly free" that Fils-Amie mentions in his interview is more like $2500 - $10000 and a whole bunch of other considerations, which it sounds like has mired many a indie developer.

I was paying attention to this passage from the Newsweek blog writeup:
"Fils-Aime told us that while Nintendo, as the retailer, would itself determine the appropriate pricing for each game on a per-title bases, the games themselves would not be vetted by Nintendo."

Assume this is true, this is a big deal, and completely different from XNA (free dev kit but no access to channel) and PS3 marketplace (expensive devkit and no access to channel).

But the devil is in the details, we just need to see what those details are