The legacy of the Wii U will likely be rather complicated and hotly disputed in years to come, yet a notable positive has been its eShop. After the structural limitations of the Wii and DSi stores, and then the hardware restrictions of the 3DS, the current-gen home console's support of Unity and web codes (through Nintendo Web Framework) have opened up the eShop market to a broad range of experiences. We've had exclusives from relatively experienced developers, to a whole raft of ports, and then a number of development newcomers that have cut their teeth and made their starts on the store.
RCMADIAX - the studio created by Michael Aschenbrener - is certainly in the latter category. The first out of the gate on Nintendo Web Framework with BLOK DROP U in March 2014, Aschenbrener has released 15 titles on the Wii U, many of which are low-budget and arcade-like score chasers. Some have been solid efforts, while we'd argue a few have been rather poor, yet the games have kept coming and - evidently - performed well enough for Aschenbrener to continue his work on more ambitious projects.
Targeting an April release, SUPER ROBO MOUSE has been the studio's most ambitious project to date, and could be the start of an entirely different approach and strategy. We asked Aschenbrener about that project, and lessons learnt so far in nearly two years of Wii U development, to get an updated perspective on RCMADIAX and its future.
You've been a particularly active developer on the Wii U eShop, but can you introduce yourself and RCMADIAX to those that may be unfamiliar with your work?
Sure! My name is Michael Aschenbrener, and I founded RCMADIAX in 2013 to create content for Nintendo's Wii U game system. To date, RCMADIAX has published 15 titles in North America, 3 in Europe, and in partnership with Rainy Frog for Japan, an additional 2 - all on Wii U.
You were notably first to release a Nintendo Web Framework title (BLOK DROP U) back in Spring 2014. How quickly did you work on that title, or how long did you have between access to the development tools and release?
I started working with the Nintendo Web Framework in September of 2013, a month later BLOK DROP U started development. The game was released in March 2014 in North America and June 2014 in Europe.
Since that time you've released plenty of titles in North America, all utilising the Nintendo Web Framework. What is it about that platform that suits quickfire development projects, in your experience?
I wouldn't say there is anything specific about Nintendo Web Framework that sparks "quickfire" development, but rather Nintendo's openness to allow creators to choose what titles they want to publish.
Many of my titles are concepts that have no competition on the Wii U, whereas on smart devices they would just be lost in the pile of thousands of apps.
For the most part we think it's a fair assessment that you've targeted short, budget score-chasing experiences, though you have explored multiple genres. Can you talk a little about that as a development plan, and why it's your focus?
Up to this point it has been my focus to explore as many genres as possible, experimenting with different ideas and techniques. This has allowed me to release multiple titles in a short time frame. However this has led to quality being sacrificed in exchange for quantity in some cases, something I hope to change in the future.
Your games are typically GamePad based, too - can you talk about that development choice and why, for example, these projects have targeted the Wii U eShop rather than smart devices?
I targeted Wii U for these projects because these particular games would get noticed. Many of my titles are concepts that have no competition on the Wii U, whereas on smart devices they would just be lost in the pile of thousands of apps.
In late March 2015 you briefly stepped away from Wii U development, citing a "stigma" attached to you on the eShop. Can you talk about that moment, and expand on the reasoning given at the time?
Short and honest answer was - I was suffering burnout. At the time I had become overwhelmed by the current workload of projects and took comments I read on the internet to heart. It became too much at one point and decided I just needed to step away.
By late May you were announcing another run of games on Wii U; what drove that turnaround and return to the Wii U?
At the time the intention was to step away from development all together - but after taking a bit of time I realized that I truly do enjoy doing what I do, and I needed to ignore all the hateful things that hateful people say and just focus on the content at hand.
While Super Robo Mouse is clearly a long-term passion project you're stepping up regular budget releases. Though I appreciate figures are locked by an NDA, can you talk about whether these frequent releases pay off financially?
It may seem like I have been ramping up production - but it has simply been the case of finishing up projects that I started. Although I can't announce sales figures, it has been enough to continue developing the small titles.
Are you now developing full-time on Wii U, or do you have other work away from the RCMADIAX releases?
I am developing full time now, and hopefully can continue far into the future.
Last year you announced plans to bring your full library of games to Europe and Australia, thanks to the benefits of the IARC system - can you provide an update on this?
That has been on hold until SUPER ROBO MOUSE could be completed. Now that the game has been sent off to testing, I will begin working on bringing my back catalogue over as time permits.
Everyone has to start somewhere. When I began I had no experience, but now I consider myself a bit more aware of what is expected and what goes into making a game.
What's the long-term outlook for RCMADIAX, in terms of your development plans? Is it your intention to continue to combine short and frequent arcade-like experiences with occasional bigger releases?
Ideally I would love to develop just a single project at a time - releasing maybe once per year or two. This is the goal starting with SUPER ROBO MOUSE, and should it prove successful, you would likely not see my next release until 2018/2019.
There's a notable 'scene' of relatively new developers on the Wii U eShop that focus on budget releases ($4 and under, for example), and it's occasionally led to some interesting debates on various topics. Do you agree with the assertion there's a 'scene', and what are your thoughts on where it's at on the eShop?
Everyone has to start somewhere. When I began I had no experience, but now I consider myself a bit more aware of what is expected and what goes into making a game.
As you reflect on your development history so far, are you happy overall with the reception to your work within the Wii U community?
Of course if I had to do it over again there are certain things I would change - but that's not how life works! I'm happy overall and I've learned to just ignore the negative and embrace the positive.
Which project, so far, are you most proud of?
BLOK DROP U for sure, as that was my first original IP. I'm also really proud of SUPER ROBO MOUSE and think people are really going to enjoy it.
Finally, do you have a message for your fans?
Thank you for all your support over the past few years, it really means a lot. I think going forward you are really going to enjoy what comes out of RCMADIAX and hope I become one of your favourite developers.
We'd like to thank Michael Aschenbrener for his time.
Comments 20
"Ignore the negative and embrace the positive..."
Like what Ninja Pig Studios does, except there's nothing for them to embrace.
You should never ignore the negative comments, but instead learn from them. Everyone loves to get positive feedback, but constructive criticism is definitely more useful.
It seems his games are getting better. You can see progress for sure.
But personally, I need a little more substance to stay entertained. I imagine in 10 years, if ever a team is put together, I'll finally see a release where I say "yup, that's the one"
Nice interview. @RCMADIAX Are you considering bundling up your games into one price? A compilation would be a more inticing purchase ( for me anyways).
I really can't wait for more of those Blok Drop U levels we were promised back a few years ago. It's not like he would tell us we would get more content just to get people to buy his game, and then pretend it never happened, right?
I truly hope we see more quality over quantity.
As a developer myself I completely empathise with the learning curve - I'm not sure if the best idea was to release a lot of projects in order to learn however I can definitely see improvement with each title.
Keep it up @RCMADIAX . You are getting more and more experience and honestly I'm looking forward to seeing how SUPER ROBO MOUSE turns out.
As with Treefall Studios, @RCMADIAX is getting to live a dream that I am sure most gamers my age had at one point. In that I wish him nothing but success.
I just sometimes wish that Nintendo had a program that took young developers like this and offered some sort of mentoring.
I saw long video of Robo Mouse on Youtube, looks great, wish there was fanfare when a level was cleared though.
I am going to give Super Robo Mouse a chance but we will see how that goes.
@RCMADIAX You're definitely one of the most frequent names that shows up on the Wii U eShop (for better or worse, however people view it) But I've bought several of your titles on a whim and gotta say, it's nice how active you are with this community especially because it's all a learning experience! You learn what kinds of games people like, improve your programming skills, and have a very cough vocal cough following that can give you feedback on your titles.
I look forward to Super Robo Mouse, and hope you'll be able to keep making games!
I'm not a game developer, but @RCMADIAX's attitude is pretty inspiring anyway. Anything creative is going to be a trial by fire, and it can be hard to push through when things don't go as planned.
SUPER ROBO MOUSE looks like it's going to be a huge improvement over the other games.
Except PDSF. It's as simple as the others, but for me everything just seemed to click with that one.
He should listen to what the complaints are. Ignore negativity is never good. Your negative customers are more valuable than your positive ones. It just takes a certain mindset to handle it, which I am guessing he doesnt have. That's fine but then you should have someone do PR for you and just break it down.
People aren't interested in the bad 10 minute long games like Avoider. Something of substance and original is needed. Super Robo Mouse is probably the only game that had any amount of effort put into it. I went to school for Game Design myself and most of his work is stuff that we'd make for practice, and not something youd release to the public. Its fine if he's practicing, but know when it's appropriate to release a product and not just try to make a quick buck.
I've personally been designing my own game for years (although I'm a designer, not an artist or programmer, though I can code a bit) and I have been trying to find a proper team to put it all together. Even I could use tutorials in Unity and make some easy game but I would have no pride in that. Come up with a unique idea with some meat to it and take your time.
Good on you RCMADIAX. Granted the only one I downloaded and enjoy was BLOK DROP U (The other games don't fit my personal preference), the attitude you have to continue making games and be socially connected to the community is as World said "inspiring", especial after the Spikey Walls backlash. Some people can go too far with the hurt and zero constructive feedback.
"I was suffering burnout". This is certainly understandable. I will point out that in my opinion it would've been better to suffer burnout as a result of one excellent release as opposed to several mediocre to terrible releases.
Take as an example Dust an elysian tale that was released as a downloadable title for the Xbox 360. That game is awesome with high production values. It's also a beautiful game. The developer spent four years on it and it shows. It's such a great title that it was re-released on the ps4.
Put in that kind of time and effort into all your work and you will always reap the rewards.
He already explained it, but when he says "ignore the negatives" he means the people who don't offer any constructive criticism. If someone just says, "Please stop making games!" or, "You should die because your games suck so bad," it's perfectly okay to ignore it.
This guy's attitude already separates him from the legions of idiots on Steam Greenlight.
I wish you all the best with these new, more fleshed out games on the way, sir.
Good luck to RCMADIAX! Hard work always pays off and all development companies have to start from somewhere. I haven't picked up any of the studio's games yet but will look forward to Super Robo Mouse. I am more inclined to pick up arcade titles on my 3DS though.
It's been said already, but listening to negative feedback shows where you need to work on. Sucks when your piece of art gets beat around but people give criticism to games as a commercial product rather than the developer themselves. Keep trying, RC, your experience certainly helps
@RCMADIAX
Hey good luck! I hope ROBO MOUSE will turn out well. I'll give BLOK DROP U a try but later since I barely have time to play and have a huge backlog.
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