The only weaknesses on Nintendos end during the Wii development have both been fixed for future platforms, so a big kudos must go out to them. They listen to feedback and take action to improve things if theres a better way. In both cases, the original policies had the best intentions, but turned out to be a bit problematic.
The first was the office space requirement. As a mostly one-man company, I could have worked from but instead needed to get an office, just for myself and the development hardware. This ended up draining a significant chunk of the bank account which Id saved to for so many years to fund the games development full time. Secondly, it became public knowledge on Gamasutra in 2009 (one year before RCRs announcement) that a sales threshold is in place, whereas, if you dont sell enough copies, you dont get paid a cent. This had the best intentions, to avoid shovelware, but the problem was that WiiWare wasnt the hit that it was anticipated to be and while there are millions of consoles out there, a very small percentage of those consumers were downloading these games.
Many developers became unable to sell enough units, and this became a reason for so many cancellations of announced WiiWare titles. The publishers knew they wouldnt make a cent and needed to cut their losses. Between the office rent, hardware, insurance, game ratings and other costs, had I not done the WiiWare version, I couldve saved around $20,000 not even including my salary in porting it. And as it stands, virtually no games hit the threshold these days, so its only being released as fan service. A $20,000 gift to the fans. However, I wanted to keep my word and didnt want to see it go to waste. Im happy to see it finally out, and the many happy players. That said, I encourage everyone to buy it! Im crossing my fingers that it will hit the threshold at least in one region.