I've considered how likely it would be to get DROD as an Xbox Live Arcade release, so I've thought about this.
There are significant hurdles to a Wii version:
* Nintendo are currently not giving development kits to indy developers.
* There is as of yet no digital distribution path for new games for the Wii. Publishers won't touch DROD.
There are also problems with a console version in general:
* Who will develop it? Console programming is a tricky beast, and much of the DROD codebase may have to be scrapped.
* While the interface on the surface seems suitable for porting, DROD is designed for discrete movements, which are hard to implement well on analog systems. For instance, with a joystick, how do you move one square without breaking the ability to move many? Where is the line between 'orthogonal' and 'diagonal' on a joystick? If you use the D-pad, how do you do diagonals easily? (The DS suggests an easy, copout solution, in putting buttons on the touchscreen.)
* Can the console handle the requisite resolution for the current DROD engine? (Remember that DROD runs natively at a higher resolution than one normally sees on televisions, which means the art will also have to be redone.)
* Where do you start the story? What elements need to be introduced?
* Is there an audience on consoles for contemplative puzzle games like DROD that aren't already on PCs? (This is the big one; 'is it worth it?')
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×Lost.
[Last edited by Mattcrampy at 05-10-2007 04:40 PM]