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Gaijin Games credits Wii with their success, explain why they've gone multiplatform

by rawmeatcowboy
12 February 2013
GN Version 4.0
A portion of a Gamasutra interview with Gaijin Games' Neuse and Roush...

GS: The advantage is if you made a game that could only work on the Wii U, for example.

Neuse: And disadvantage.

Roush: But for instance, with the original Bit.Trip series, being on WiiWare, more often than not we were called the darlings of WiiWare because we put a lot of games on there. There's something to be said.

I know we couldn't have made the games as fast as we did. I think the advantage there was that, being exclusive to WiiWare, we were able to build a fan base, a dedicated fan base, a fan base that was looking forward to the next episode.

Neuse: And many of them looking forward to what our company does next -- a company fan base.

GS: You built your name on it.

Roush: And I don't think we'd be where we are today if we hadn't jumped on it.

Neuse: That's interesting to think about, because since it was easier to develop for one platform, it was easier to get more content out, faster, and then build the name of our studio and our franchise. And there's something very valuable in that. I wish that it would make financial sense to be exclusive to one platform.

Roush: We'd put more care and love into it.

Neuse: We'd put more care and love into it; we'd optimize it for that platform. But the bummer at the end of the day is that you're just limiting your market.

Full interview here