The context here is people complaining about developers dropping ports for failure systems that won't pay for themselves. For the Wii U, there was certainly some point after which it was clear this was the case -- start of 2014, probably, if not earlier -- and I would judge someone to have made a mistake to offer a Wii U port at any price after that point. For people who want to play games on Wii U, that wouldn't work out great either since the result would just be no ports of KS games, but it'd be safer and more responsible.
Before whatever timeframe that was, it was more justifiable to actually promise a Wii U port, but also more difficult to predict that something like their middleware failing in its promise to support the platform would happen.
Only the latter of these two scenarios is really exculpatory to making the initial promise. Both of them describe situations that are pretty bad for Wii U owners, but that's a consequence of it being a market failure that can't support significant revenue for these games.
It's not about that, rather, who the game was made. The toolset used to create it doesn't support Vita or Wii U. He'd have to recreate the game using a new engine.The game doesn't look all that impressive. It looks like it could run on generation 6 hardware easily...
It's not about that, rather, who the game was made. The toolset used to create it doesn't support Vita or Wii U. He'd have to recreate the game using a new engine.
It seems to be a problem with Vita hardware, engine support and Sony's support. HLD isn't the only game that's had problems with its Vita version; Bastion had issues, Axiom Verge's Vita port came out a year after the PS4/PC release, The Binding of Issac's Afterbith DLC skipped Vita entirely due to performance issues (though it may still be coming based on a recent Nicalis Twitter poll), LOUD on Planet X's Vita port was delayed, and Salt & Sanctuary is taking a while as well.
If it were the latter, maybe it'd be possible they could remove all extraneous objects, effects, environmental details, little flavor animations, etc. and it would help?
But that's still a lot of work, and I would argue it wouldn't be the same game.
Next one: Bloodstained.
Can see the wii u version still happening but would be shocked if they get it running on vita
Oof. I'm not surprised, though.
Vita cultists need to realize that yes, porting games to Vita is basically charity. xD
It seems to be a problem with Vita hardware, engine support and Sony's support. HLD isn't the only game that's had problems with its Vita version; Bastion had issues, Axiom Verge's Vita port came out a year after the PS4/PC release, The Binding of Issac's Afterbith DLC skipped Vita entirely due to performance issues (though it may still be coming based on a recent Nicalis Twitter poll), LOUD on Planet X's Vita port was delayed, and Salt & Sanctuary is taking a while as well.
Can we get a 3D classic version of Hyper Light Drifter on 3DS? Renegade kids can handle the port easy.
Hope people don't abuse the refund system.
edit: too late
But would they do it for the $100k that was expressly raised for a Wii U port?Porting costs money. Nobody is gonna port this for free.
It's possible but I feel like Iga's team has been pretty careful setting parameters to keep the Vita/Wii U ports reasonably viable. Hiring Armature beforehand and looping them in during (not after) development were smart moves to ensure those versions actually happen. It could still not happen but you can't say it's because they didn't plan as well as possible, select proven partners and really try.Next one: Bloodstained.
Might as well post (almost wrote 'port' then, lol) here too:
https://twitter.com/jawltd/status/773909103458549760
Just Add Water (worked on Lumo; two Oddworld games; Volume for Vita) are reaching out to the dev on Twitter regarding porting the game.
The Binding of Issac's Afterbith DLC skipped Vita entirely due to performance issues (though it may still be coming based on a recent Nicalis Twitter poll)
And I bet there are porting studios that'd gladly port this to those platforms given the opportunity.
Might as well post (almost wrote 'port' then, lol) here too:
https://twitter.com/jawltd/status/773909103458549760
Just Add Water (worked on Lumo; two Oddworld games; Volume for Vita) are reaching out to the dev on Twitter regarding porting the game.
Does the dev himself have heart problems?
Is this game worth it? I want it but I'm skeptical about it.
On the plus side, if they paid somebody to rebuild the game to get it to work on more platforms, they could get rid of the 30 fps limit while they were at it.
Is this game worth it? I want it but I'm skeptical about it.
smhDiosisback
Less than two months ago:
"Vita - A more difficult platform, due to it's limited processing power and memory. Much optimization must be done in order for our game to run smoothly for the entirety of the experience. Luckily, we have external support taking charge on this port so we aren't ripping our own hair out. We're getting closer, but again, this is a Fall release at the earliest considering the amount of effort being poured in on this port."
Excuse me, but I just don´t buy the health excuse. There was no need for you to involve personally in these ports, I´d rather be able to play an average port than no port at all.
Thank you for ruining my week, seems like owning a Vita gives almost every developer the right to spit in your face without any repercussions.
Just started this game last night and I'm loving it. This is unfortunate because I feel like this game would be great on the Vita.
It's not a matter of graphical fidelity. If engine support isn't there, then it's not going to happen without heavily reworking the game.
Thank you for ruining my week, seems like owning a Vita gives almost every developer the right to spit in your face without any repercussions.
Might as well post (almost wrote 'port' then, lol) here too:
https://twitter.com/jawltd/status/773909103458549760
Just Add Water (worked on Lumo; two Oddworld games; Volume for Vita) are reaching out to the dev on Twitter regarding porting the game.
I need source on this, because I contacted Yoyogames MYSELF and they told me they weren't interested in making Gamemaker compatible with WiiU at all.
At some point, I would have to think that the cost of hiring even a cheap port house to do this ends up being more expensive than just refunding the Vita version keys, even factoring in whatever revenue is estimated to come from Vita version sales after release.
At some point, I would have to think that the cost of hiring even a cheap port house to do this ends up being more expensive than just refunding the Vita version keys, even factoring in whatever revenue is estimated to come from Vita version sales after release.
You would think you would have the engine up to snuff before selling people on the WiiU and Vita versions. You would think.
The argument that they should have never promised a Wii U version in the first place because of market conditions doesn't hold a lot of water. Some indies have had good success on Nintendo's platforms. Shovel Knight being the most well-known case with their Wii U sales being greater than their PS4+Vita sales combined.
There might not be a ton of Vita owners, but the attach rate is sky high so if you keep your costs low and target the niche (generally anime-style RPG, visual novels, or music games), you can make a profit.
Hello. Please show me this poll so I can yell very loudly at Nicalis that OH DEAR GOD I NEED THIS.