Then how do you explain Sonic Rivals' art direction even though it is on a platform that is also popular with the 18-24 crowd?
By the time
Rivals is released the PSP will probably have had a price drop for the holiday season. This will open up the platform to a much younger user base.
Two features of
Rivals also suggest that it is aimed at a younger audience. The concept of head-to-head racing can only work as a multiplayer game (AI simply can’t offer the challenge or unpredictability of a human player without appearing to be cheating). Younger audiences are often considered to be more able to engage in multiplayer portable games, as they have a greater access to shared spaces (such as playgrounds, youth clubs etc). Secondly, a big selling point of the game is its trading card system, which again is something that is more popular with children. ^_^
I think the real reason Sonic Team couldn't port it is that the Wii's processing power is inferior and they needed that power to handle the new detailed art direction.
The Wii is supposed to be at least twice as powerful as Gamecube, so it shouldn’t have any problems handling a first generation PS3 title.
The absence of a Wii version probably again derives from marketing reasons.
Most Wii launch titles will emphasise the controller and be sold as offering ‘unique gaming experiences’. A port of PS3/Xbox-360 title wouldn’t be able to compete with this and so would probably be ignored. A Wii Sonic exclusive title is, therefore, more able to capitalise on Nintendo’s marketing approach.
Once the hype of the Wii dies down, it is likely that we will see a port of game on the system, especially as Sega like to release a series ports and spin-offs in between each major Sonic title. With its ability to play Gamecube games, the Wii has access to virtually the entire library of Sonic games. It seems unlikely that Sega would miss the opportunity to sell a major Sonic game to such a Sonic-friendly platform. ^_^