@ultraraichu Thanks for asking, and I apologize in advance for the self-righteousness that follows.

At Image & Form we're only interested in making quality games, and we think you can't make a game that fits all platforms perfectly. Rather than making so-so ports to all thinkable platforms, it's much more constructive to decide early how the game will work, and then select the platform(s) from there. We made Anthill for iOS and Android because the touch screens were perfect for it. We've made SteamWorld Dig for the 3DS because (a) the controls and (b) the portability of the 3DS are perfect for SteamWorld Dig:

(a) a mobile version of SWD isn't realistic - I have yet to see a really functional on-screen D-pad for a mobile game,

(b) SWD is a deep game. It takes a long while to play through, and you will want to play a bit at a time.

One of the unique features of the Wii U - maybe the most important one - is the mix/match setup of the gamepad, Wiimotes and the TV. The big question is: how do you create a game that makes the most of that setup? Immediately you get ideas about asymmetric multiplayer gameplay, where one (main) player uses the gamepad to battle other (Wiimote) players. But it must also be fun to play alone, so the game must be able to substitute the Wiimote players with non-player (AI) characters. One interesting thing is that the main player can see things on the gamepad that the other players cannot see on the TV. So that's one challenge for us game developers, to come up with interesting game scenarios that arise from this perspective.

And as I've said before in other places, scarcity of game titles on a platform isn't necessarily a bad thing. The real problem is rather when a platform gets flooded with bad games, me-too games or both. I'll take quality before quantity on any day. Let's hope that the games that come to the Wii U are both interesting and unique, because the Wii U has its unique merits.