A portion of Nintendo Life's interview with Nintendo of America's Dan Adelman:
"Probably the biggest challenge was that it really wasn’t easy for people to tell which games were the right ones for them. There were so many games in there, but it was difficult for players to narrow down all the choices. By the way, before I forget, I should mention it was absolutely fantastic that you guys took the time to write up a review of every single game. It was a great resource for people who wanted to take the time to do their homework, but of course we can’t count on everyone to do that.
Another somewhat related challenge was that not every game was right for every player. We really wanted to create an environment where developers were free to make the kinds of games they wanted to make, but that kind of approach really needs a user interface that can support that. I think we’ve made huge strides on that front for the 3DS and Wii U eShops, and they’re getting better all the time.
As I mentioned before, though, that developer freedom had its upside too. There were some great moments in the WiiWare/DSiWare era where great developers were able to show what they could do. When I first met Ron and Kyle from 2D BOY, they were just scraping by financially. When those first reviews of World of Goo came in, I knew their lives were changed forever. And I take great personal satisfaction for having played a small role in that."