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The Missing Pieces for N. Switch Indie Support.

Lonely1

Unconfirmed Member
As we all know, big western AAA studios are mostly developing on ESports GaaS and technological demanding games, for which releases for the Nintendo Switch will be sparse at best. For this reason, the best western third party support we can expect for the system will come from the indie scene, which is not a bad thing, and we can already see a healthy ecosystem developing for the console.

However, as the thread title suggests, there are some pieces that don't quite fit in the current landscape for the Switch to become a fully welcoming place for the indie scene, and I would like to discuss them with GAF community. Feedback from actual indie dev GAF would be greatly appreciated :) .

(Limited)Access to the development kits.

Various indie developers have reported limited access to development kits. This came to my attention after fellow GAFer, Robert at Zeboyd Games, reported that his company was apparently denied one when requested. It was specially sad for me, as he seemed to be very excited by the console when released. Another victim of this seem to be A Hat in Time.

The reason for this seems to be an obscure policy of no ports during the first six months, curation and short supply of the actual development kit hardware.

Engine Support, Specially from the Growing GameMaker

The Switch got UE4 and Unity, but its missing UE3, CryEngine and GameMaker support. Many projects are still using UE3, A Hat in Time is one of those, but I get that Epic wants to move on. I have no idea how important is CryEngine support is for the indie scene, but its important to note that, while it was there day one for the WiiU, there seems to be no road-map for Switch support. Is it the hardware or just a change in priorities? Anyway, Crytek is not the same company as years past.

Now, from my perspective, the most interesting case is GameMaker. The originally hobbyist engine that got console support in 2014 and has spawned many indie hits in recent years. Two of them are Hyper Light Drifter and Undertale. The first one had even pledged a Wii U version that had to be canceled after "Nintendo and Yoyo games (GameMaker company) failed to reach an agreement".

So, the question is, which kind of agreement? On the thread about the cancellation , we had two dev GAFers with opposite views: either Nintendo wasn't interested or Yoyo games wasn't interested in the Wii U version. But no concrete reason on what kind of deal we are talking about. With some googling it found a thread that, IMHO, has the answer: Yoyo games was looking for Nintendo to fund the porting option, and Nintendo seemingly declined. Is this a normal request? At the linked thread, a Yoyo games representative seems to argue that if MS and Sony paid for it (is this true?), and Nintendo was willing to pay for Unity support (is this true?), then is not an unreasonable request. That was for the Wii U, have things changed with the Switch? The official answer on part of Yoyo games is

Will there be a Nintendo Switch Export?

We are exploring all export options, please stay tuned for more information.

Which is as close to a non-answer as you can get.

I personally don't see Nintendo paying. Will someone eventually budge?
 

LordKano

Member
Few games are still using UE3 engine as it is, Rocket League is using it (in a modified version I think) and it's coming to the console. It's probably a case by case situation.

Looking at the amount of games still using CryEngine in its last version, I don't think they really should bother with that one. Game Maker, on the other hand, is a much bigger deal.
 
I was shocked Nintendo didn't land Undertale for Switch. That seemed like it'd be massively on-target for them. Even Vita getting a port is kind of telling.

It is Game Maker, but I'd suspect it's been ported out of GM since then. But maybe that's not the case.
 

TheMoon

Member
and Nintendo was willing to pay for Unity support (is this true?),

Nintendo was hands on with porting Unity to Wii U (and [New] 3DS).

http://www.marketwired.com/press-re...nt-with-nintendo-to-support-wii-u-1703600.htm

Unity Technologies and Nintendo will collaborate to create a Wii U deployment add-on that will provide the over 1.2 million registered developers using Unity, including thousands of studios currently developing mobile and social games, an excellent opportunity to bring existing titles from the massive Unity catalogue and create a slew of new games for the innovative new console.
 

@MUWANdo

Banned
Yoyo games was looking for Nintendo to fund the porting option, and Nintendo seemingly declined[/URL]. Is this a normal request?

It's a common request and Nintendo commonly says no.

At the linked thread, a Yoyo games representative seems to argue that if MS and Sony paid for it (is this true?), and Nintendo was willing to pay for Unity support (is this true?), then is not an unreasonable request.

Nintendo had a broad arrangement with Unity that guaranteed engine support and I'm sure MS has a similar arrangement with GM. Sony gives varying level of support to all manner of individual projects.

I don't know why Nintendo isn't willing to offer a similar arrangement to GM; they had a deal with Scirra/Construct for Wii U, perhaps they only had bandwidth/budget for one or the other and that's who they picked. (Why, I have no idea.)
 
Seems like they are getting a lot of the indies with more and more getting announced each week. I think in the beginning they wanted to give the spotlight to those indies that have been friendly with Nintendo in the past. With the recent announcements from devs that initially had problems getting a dev kit like Tom Happ and others, it seems like things are starting to move along now. Have we heard those types of comments from indies in the last few weeks, or even months?
 

13ruce

Banned
I think alot of indies did not get dev kits yet or waited on how the switch would do. (Nintendo was kinda selective)

Alot of good indies are already announced but as they got dev kits late porting the games will take a while thats why alot of of good ones are sheduled later this year.

Positive tho is that during the winter/autumm season alot of good indies are gonna drop.
 

Lonely1

Unconfirmed Member
I was shocked Nintendo didn't land Undertale for Switch. That seemed like it'd be massively on-target for them. Even Vita getting a port is kind of telling.

It is Game Maker, but I'd suspect it's been ported out of GM since then. But maybe that's not the case.
No XB1, though. Maybe Sony has some kind of console exclusivity deal?
 

watershed

Banned
The port thing isn't true in practice. I know said it at one point but one look at the Switch eshop shows this policy to be no longer in place or full of exceptions.
 

Fiendcode

Member
I was shocked Nintendo didn't land Undertale for Switch. That seemed like it'd be massively on-target for them. Even Vita getting a port is kind of telling.

It is Game Maker, but I'd suspect it's been ported out of GM since then. But maybe that's not the case.
Sony obviously landed an exclusivity deal/window for Undertale. I wouldn't be surprised if it lands on Switch and Xbox One 6-12 months after the PS versions launch. 8-4's doing the console ports (their first project as producer) and they're pretty onboard with every platform.
 
Sony obviously landed an exclusivity deal/window for Undertale. I wouldn't be surprised if it lands on Switch and Xbox One 6-12 months after the PS versions launch. 8-4's doing the console ports (their first project as producer) and they're pretty onboard with every platform.

Yes, they obviously did. But I'm still surprised Nintendo didn't win that battle.
 

@MUWANdo

Banned
Your limited access to devkits bit is months out of date now. Rob has his, countless small UK devs have received theirs such as

https://twitter.com/xiotex

https://twitter.com/AlexRoseGames

At best all we can do is guess as to why others haven't received them

It's my understanding that the devkit issue was mainly a NOA thing and that NOE has been good about giving devkits to all sorts of random devs since pretty early on.

No XB1, though. Maybe Sony has some kind of console exclusivity deal?

I don't think it's a paid exclusivity thing, I think it's more likely that 8-4 simply couldn't handle more than a couple platforms for their first complete production and, being that they're a Japanese company that specialises in localisation, they picked the platforms that actually mattered in Japan.

Yes, they obviously did. But I'm still surprised Nintendo didn't win that battle.

Sony didn't get the game, 8-4 did, and I'm betting the negotiations with Toby Fox began long before anyone knew anything concrete about Switch.
 

Lonely1

Unconfirmed Member
I don't think it's a paid exclusivity thing, I think it's more likely that 8-4 simply couldn't handle more than a couple platforms for their first complete production and, being that they're a Japanese company that specialises in localisation, they picked the platforms that actually mattered in Japan.

Are they still working with GM, or ported the game to another engine?
 

Lonely1

Unconfirmed Member
It's my understanding that the devkit issue was mainly a NOA thing and that NOE has been good about giving devkits to all sorts of random devs since pretty early on.

That's bad to hear. Why does NOA always act that way?

Edit: Is the NOA situation resolved anyway? Last time I checked, Zeboyd had yet to receive one.
 

Fiendcode

Member
PS4 has, what, 10 times the install base on an indie thats already picked up a bunch of GOTY awards and 'heat'?
Makes sense to prioritise biggest money first.
Expain Vita then. An Xbox One or even Wii U port probably would've made more sense globally than Vita back when console ports were being negotiated.
 

Lonely1

Unconfirmed Member
While is likely that 8-4 has gotten direct support from Sony. I don't think that a money-hat is necessary to explain the situation at all. They are a Japanese company, and in 2015-2016 the Vita was still a viable platform there. Also, looks like almost any indie that can support Vita and appears in the PS4 ends on the Vita by default. I don't know the reason, but I think that Sony makes the ports relatively painless, with many developers opting for pay one, get two scheme. Does Undertale? Also, GameMaker is relatively easy to work on, this is a perfect project game for a company like 8-4. I initially thought they were handling only the Japanese SKU.

As for the Switch, In 2015-16 we didn't knew what even the Switch was and I'm not sure 8-4 did either, unless they had a translation project (!?). Also, the elephant in the room is GameMaker support. We had rumors of Nintendo contacting the developer directly, I wonder if anything came from that. But if anyone should be salty atm is MS and XB1 fans, after all, they seemingly payed for the engine so their platform don't miss on this games...
 
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