Just because it's possible for the WiiU to support more than one uMote does not mean that it actually will. The technical specs are not final and as far as E3 reveal was concerned, they are "looking into if that is possible".
Technically it is possible (do I really have to explain it again?
I even speculated on why it might be possible before they came out and said it was possible), but that doesn't mean it will be included, nor does that mean it will work they way they want.
Until they come out and say we have multiple uMote support, then it still only a "possibility" & "technically possible". Even then it may not be exactly what we wanted.
What we want "technically possible" to mean: 2-4 players with uMotes all having their own personal view of the action. No major hit on resolution or IQ.
ex. FPS - 4 players, 4 different parts of the same map. No screen cheating by having split screen on the TV.
ex. Football - 2 players, choosing plays and drawing audibles on the fly from the uMote.
What "technically possible" could mean: 2-4 uMotes pushing out the exact same image as each other.
ex. Racing - 4 players, split screen on TV, everyone has a map on the uMote.... the exact same map.
ex. Sidescroller - 4 player (NMSBU), all on the same screen. No need for TV, but you are all on the same screen.
What "technically possible" could mean: 2-4 uMotes are possible, but each uMote needs it's own transmitter if it is to receive it's own personal screen.
ex. Each transmitter would be the equivalent of 1 of the 4 controller ports on the system, and with tech like that, it could become very expensive very quickly.
The fact that Nintendo, the king of local multiplayer, has only been focusing on asymmetrical multi and has completely cast aside symmetrical multi, tells us that they either didn't really plan on using it and didn't think we would ask or that they haven't worked that part out yet. Why is that?-
Is it a limitation in the streaming technology? Look up AMD WirelessTV, Intel's WiDi, and WirelessHD.
If there is a limitation, that is where it is, because we know the GPU has Eyefinity and that is not the problem.
-
Is it solely because uMotes cost more than a Wiimote/chuck/M+ ever did? A full controller never cost Nintendo more than about $25, but they've been selling it for up to $70. So if it means they need to sell a certain amount of systems before the tech prices go down and then they can sell the controller at (what they feel is) a consumer friendly price and maintain a certain profit margin, then fine. Just make sure the hardware is fully capable of supporting all the controllers and you have no complaints in that department. Bundle the second controller with a game like uPlay and and then offer stand-alones on the shelf at a later date.