isn't that just first week sales?
NPD Lifetime sales:
Rayman Legends
Wii U - 88K
360 - 42K
PS3 - 30K
PSV - 20K
You might look at this information and think "Well, Rayman Legends did so well on Wii U, so why would Ubisoft stop supporting them?"
And I would respond with the following:
1) Rayman Legends sold well on Wii U because it was hyped as a Wii U exclusive for many months. I know people who purchased a Wii U BECAUSE Rayman Legends was supposed to come out exclusively for it.
2) The game sold quite poorly universally. Ubisoft cares much more about their tentpole franchises like Splinter Cell and Assassin's Creed IV, where they make all of their money.
3) Splinter Cell: Blacklist and Assassin's Creed IV have performed ABYSMALLY on Wii U. While there may be more merit for colorful, mascot platformers, their core, mature titles don't perform nearly as well, and Ubisoft realizes this.
Example USA sales:
Assassin's Creed IV sold 620,000 copies in its debut reporting month. You would think those are respectable sales, right? Except that 6,000 sales (1%) came from Wii U SKU sales, and the remaining 614,000 (99%) came from PS3 and 360 SKUs.
Splinter Cell: Blacklist sold fewer than 294,000 copies in its debut reporting month. But alas, only 1.6% of these copies (<4,700 units) came from Wii U SKU sales. The remaining 98.4%? From the 360 SKU (70%, <205,800 units) and the PS3 SKU (<88,200 units).
Assuming these ratios get worse through the 2013 Holiday Season, what incentive does Ubisoft have to make Watch_Dogs Wii U version?
It's estimated to cost $1.2 million dollars or about 44,000 copies to break even on a Wii U port of a Ubisoft game.
What kind of hope does Ubisoft have that Watch_Dogs Wii U will be worth their time and money if their existing, proven IPs don't sell enough to recoup their development expenses?
What if it sells 2,000 copies in its first month in the USA and less than 20,000 throughout its lifespan worldwide? Then all of those costs in future development (I assume the port is unfinished), testing, certification, licensing, distribution, retailer advertising and marketing would only be in a vain attempt to mitigate the sunk costs...instead of just cutting the beast off at the head, swallow the existing losses, and reroute Ubisoft Bucharest's development staff into more successful ventures.
Case in point:
^ October-December Ubisoft sales revenue was particularly weak on Wii U with only 2% of revenue accruing from the entire Wii U library of Ubisoft titles.