Developers Don’t Have To Pay To Patch Their Wii U Games

Frozenbyte marketing manager Mikael Haveri says indie developers have the privilege of choosing the price of their Wii U products. Patching games can get quite expensive on other gaming platforms, but developers do not have pay to fix their games on Nintendo’s Wii U, according to Haveri.

“We have the power to price our products as we please, with just some basic guidelines from the big guys. The step to this is purely from Nintendo’s side and they clearly see that [their] previous installments have not been up to par. We can set our own pricing and actually continuing on that by setting our own sales whenever we want. It is very close to what Apple and Steam are doing at the moment, and very indie friendly.”

“Simply put, they’ve told us that there are no basic payments for each patch (which were pretty high on most platforms) and that we can update our game almost as much as we want. For indie developers this is huge.”

Wii U Games’ Graphics Would Need To Be Downscaled On PlayStation 3 And Xbox 360

According to Frozenbyte’s Mikael Haveri, compared to the other HD consoles on the market, Trine 2 expansion Goblin Menace’s graphics are best on Wii U. Haveri believes that Trine 2: Director’s Cut requires a considerable amount of processing power and, therefore, would have to be downscaled if it were to release on PlayStation 3 or Xbox 360. Trine 2: Director’s Cut launches November on the Nintendo eShop and includes a new mode called “Magic Mayhem,” which is designed exclusively for Wii U.

“Basically that does require… well, not huge amounts more graphics processing power, but still considerable. If we would publish that on the other consoles, then I believe that there would be some small downscaling of what it is right now.”

“I think we didn’t start really until sometime early in the year still, but the fact was that we had a lot of things going on. Then when we got over the old things, we started with the Wii U and then in two days we had it running,” he explained. “We had it running really fast. So it was more about knowing your own tech and then having that ‘eureka!’ moment of making it work on this new hardware.”

-Mikael Haveri, sales and marketing manager,