Honestly the Wii is a big root of my massive skepticism about third party support and it's not because it didn't receive PS3/360 ports; it's because of the PSP. Not just all the Japanese games like KH:Birth by Sleep or even Tekken 6. The PSP got games like Army of Two, Dante's Inferno and Split/Second which the Wii totally missed out on.
The worst ones are stuff like Soul Caliber where the PSP got a full fat version and the Wii got.... Legends.
Yup, I was also right to say that Level 5's comments were concerning. I was WAAAY off with Square Enix though, a few years ago when Matsuda took over it looked like they were moving to be a PlayStation only publisher again and it definitely looked liked Dragon Quest XI was going to be PS4(or a PS3/PS4) game. I'm really shocked that they are the Switch's biggest supporter.
Honestly not sure what is happening with Bandai Namco though....
What happened with the Wii was an interesting combination of circumstances and factors that make the situation more difficult to analyse than what you would expect, especially in comparison with Switch's current situation. Get ready for a big post, everyone.
*ahem*
The Wii released in December 2006, with great hardware sales from the get go, surprising several Japanese third parties in the process. Certainly, an important criticism that can be made towards them is that most of them were too late in releasing a bigger amount major games for it (2009 is when Monster Hunter 3, Tales of Graces and Samurai Warriors 3 released, plus stuff like The Crystal Chronicles - that bombed spectacularly - ), but it's not the only element that we can take away by looking back at Wii
1) this is obvious, but a good amount of games on PS3/360 couldn't be easily ported to Wii. They required a non-insignificant amount of resources, between a specific team to work on the project / several adjustments to accomodate Wii's much weaker and considerably different hardware. But, contrary to the West, this is not the only culript of what happened on Wii, due to Japanese developers' slowness in developing on PS3 and 360 as well in 2007 and 2008.
2) Probably a bigger factor has been the competition coming from DS and PSP, especially the former at first: DS was already at record-levels weekly sales back then, thanks to the Touch Generation games, DS Lite and New Super Mario Bros., plus the (at the time) shocking announcement of DQIX for the platform. So, several developers had an incredibly successful and fastily growing platform where to release games on already. And with cheaper development costs to boot. At the same time, PSP was clearly not as big as DS, but Monster Hunter Portable 2nd represented a first step in a major improvement path that brought higher hardware and software sales, thus a better environment where to release games on, more confidence from third parties. This impacted negatively Wii's potential support. Again, though, not the only factor, especially considering how PSP-to-Wii ports should've been a good fit and (contrary to 360/PS3-to-Wii ports) not too resource intensive, but...
3) And here's the third element to consider when the Wii situation is judged: to be perfectly honest, it wasn't a completely third-party friendly market. It needs to be said that Wii still saw some third party successes in its lifespan, even in its early years (probably, the biggest ones in Japan in 2007 were Dragon Quest Heroes and Resident Evil: The Umbrella Chronicles, with Dragon Ball Z: BT3 and Jikkyou Powerful Pro Yakyuu Wii on a lower level), but it never reached a level of general third party sales that convinced all third parties to put their effort in supporting the platform, in particular for most "core" games / non-mainstream franchises. Again, this was worsened as time went by due to third parties themselves not getting games on the system fast enough, but there were already some problems from the beginning. The JRPG genre performance on Wii was probably one of the biggest demonstrations of the aforemented problems, sans a few exceptions.
Now, let's make a comparison with the current situation for Switch, point by point
1) Switch is not as powerful as PS4/Xbox One, but tech-wise ports are far easier and far less resource-intensive, due to its modern architecture, tools and engines support. This is also demonstrated by the 20+ games made with UE4 in development for Switch, even if we assume that some of them are from Nintendo themselves
2) Back then, Wii came out when DS already started its legendary run and just a few months before PSP started gaining important traction due to the unexpected Monster Hunter explosion. Later on, PS3 made important market gains due to a well-executed planning and that made Wii's situation even worse. The context surrounding Switch is quite different: the 3DS is still selling well (and the New 2DS XL is surely going to help starting from July ) and is still getting good / major releases, but it's well past its prime and "explosion" period; meanwhile, Vita has recently entered the last part of its commercial life, and there's nothing in sight that indicates a reversal. At the same time, PS4 is certainly in a far healthier state than PS3 in 2007-2008, both hardware / software-wise, which means developers aren't afraid of putting games on it and for some productions PS4 can be enough; however, there are other games and franchises for which PS4 could not be enough since it's still a low-selling platform in the territory, in spite of its recent at-least-decent sales (but the next few months could present some problems due to its upcoming lineup up to DQXI's day), especially all the Vita/PS4 games in a post-Vita world.
3) Now, the environment for third party games still need more games and time to be more properly valued, but we can already make some first assumptions. First of all, the fact that the first party launch KA is a sanbox Zelda game, followed by a casual-oriented software should mean the audience currently buying the console is not entirely the same as the one that went and bought a Wii early on thanks to the casual-duo (Wii Sports and Wii Play) + a Zelda game that, while selling well, was not the initial major purchase reason. So, an audience that should be more open to more traditional experiences; which is something that some of the launch game's sales already show. In fact, we all know about Bomberman, but DQHI-II is another title that, in spite of being a collection of ports retailing at almost 10,000 Yen, is still selling and approaching 50,000 copies sold already, which means it can potentially hit the 100k goal in the next few months; Puyo Puyo is doing unexpectedly great as a 3-years-old port as well. Also, their sales have been somewhat limited by the shortages, since their own increases / decreases have been strictly connected with hardware sales. Finally, one of the usual post-launch phenomenons (launch games hitting bargain bins due to excessive amounts of stocks) has yet to happen, and we have reports of the same happening for the titles that have deemed as flops so far, i.e. I am Setsuna and Disgaea 5. Not incredibly strong, but still some good early signs. Again, the next months will be more telling as new games are released, but it's certainly a far better start than what the vast majority of Wii third party games saw.
So, there you have it. Wii's situation being the root of skepticism isn't completely unreasonable, but it should still be noted that the two situation present several differencies.