Gamasutra has some thoughts from game developers, executives, and industry watchers this week about third-party Wii development, and how the industry seems to be slowly coming to grips with how to sell games on Nintendo's platform.
The piece paints an interesting picture of how the divide between game developers' predilections towards hard-core games and their understanding of casual consumers' wants and needs seems to be narrowing, as in this story from the development of the Wii version of Ubisoft's Shaun White Snowboarding:
The article also points out that -- surprise! -- when faced with a wall full of games and no clue what to buy, the new consumer will gravitate towards familiar licenses. Analyst Michael Pachter:
Is it "sad"? I suppose. But "artsy hard-core game in a new franchise gets outsold by a slapdash game with a strong license" happens every day on every platform. Iron Man for PSP was garbage, and in December it outsold... well, pretty much every PSP game you like. Crisis Core? God of War? Neither even charted.
Don't get me wrong -- the last thing I want to do is appear to trivialize just how difficult a job it must be to rethink one's game design processes and approach to creating new game brands for Wii. I wonder what established casual game publishers' experiences would be, though, versus publishers that have spent the last few decades making games for a different type of consumer.
Of course, as game publishers continue to learn these lessons, the amount of games they develop for the core audience -- the fan of Nintendo's traditional games -- will likely decrease. So it falls, again, on Nintendo itself to keep those gamers supplied with entertainment, which it does not seem particularly keen on doing, these days.
With both core gamers and game developers not having an especially high opinion of Wii these days, it bears remembering that the average Wii consumer is, from all appearances, actually quite happy with their purchase.
Can You Create a Must-Have Wii Game? [Gamasutra]

