charlequin said:
I'm not qualified to say. It could be?
More its ecology, but hardware is involved too.
Online FPSes need:
- Patches, to prevent exploits. No dice on Wii. Hardware.
- Patches, to balance things. No dice on Wii. Hardware.
- Storage, to store downloadable maps, user-made content, etc. No dice on Wii until recently, and even then exponentially more difficult to do than any other platform. Also, with reference to user generated content, I'm including stuff like Halo's forge system. Hardware and Nintendo's attitude.
- Persistent online identities, to track statistics. Especially this generation, where leveling up is now an accepted part of playing an FPS online. Look at Bungie.net or Steam's TF2 stats. Nintendo's attitude.
- Voice chat or easy text chat. Yes, yes, someone can post that Penny Arcade comic where the punch-line is "Chatty bitch, wanna talk? Get on IRC.", but ultimately people like to communicate with each other, whether it's "GG" or "I need a Medic" or shittalking the opposing team. Wii supports USB keyboards, but the ecology is such that no one would use them. Wii supports voice chat, but since they made it proprietary technology and bundled it with a game that's 180 degrees different than an FPS, we can count voice chat out as being relevant on the Wii. Hardware and Nintendo's attitude.
- Achievements. Yup, I went there. No, what the Conduit has does not cut it. Nintendo's attitude.
- Easy social networking. It needs to be easy to find and play friends. It needs to be possible for me to invite my friends to play a game. If my friend is playing Tiger Woods and I want to frag him, I need to be able to send him and invite, or at the very least he needs to be able to know that I'm playing an FPS and be able to think to join me. It needs to be easy to find a rematch--a separate "People met online" versus "Friends list" is useful for this. Hardware and Nintendo's attitude. Lol friends codes lol.
- It needs to be able to process at least 8-12 players, the physics of what they are doing, vehicles if the game lends itself to them, adequate draw distance, etc without lag. The Wii can probably do this in general, but this would be a hardware requirement.
... finally, it also needs a developer with significant experience in doing these things. The Conduit at its best moments felt like a well-crafted homage when in reality what's necessary is an industry-leader. B-tier FPSes flop on 360, PS3, and PC all the time. Look at Wolfenstein. FPS modes in Dark Sector, Prey, and even recent stuff like Riddick are very underpopulated, because people really gravitate to the best. I would say part of the reason why these teams are not working on Wii is the aforementioned issues, and part of it is that resources-wise it's more feasible for them to do one PS360PC and outsource PS2Wii than it is to do both, and part of it is that Nintendo does not meaningfully reach out to these teams and the extent to which they care about western FPSes is that they're willing to highlight them when they've already been made.
I would put forward that on the Wii, if a game pulls off half these things it's because of painstaking effort by the developers and it's still a hacked up attempt. Mario Kart's friends channel certainly beats nothing, but it's not what I was talking about under Easy Social Networking.
So it's the hardware and it's Nintendo's atttitude and approach to things. The Wii's ecology does not encourage FPS development. (Before the hive gets mad at me about this one; if I'm wrong, why doesn't the Wii get top tier FPS development, and calling multinational corporations fanboys is going to be inherently less plausible than any argument I've made)