Author Topic: What Happened to the Wii U GamePad’s Potential?  (Read 19313 times)

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Offline NWR_Neal

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What Happened to the Wii U GamePad’s Potential?
« on: April 14, 2015, 02:22:22 AM »

Neal investigates why Wii U games rarely seem to focus on the system’s exclusive features.

http://www.nintendoworldreport.com/editorial/40073/what-happened-to-the-wii-u-gamepads-potential

In the summer of 2012, I remember feeling excited about the Wii U, giddily anticipating Nintendo’s next console. After experiencing Nintendo Land, Pikmin 3, ZombiU, and much more at various pre-launch events, the wait for November was agonizing. The GamePad, to me, was a new controller filled with potential, especially since it was so fundamentally integrated with the console. When the system launched, I loved the experiences I had in multiplayer with the GamePad in Nintendo Land. I adored how the GamePad was used in Ubisoft’s ZombiU. Then, something happened: The GamePad disappeared.

Now, of course, it’s not like it actually disappeared. The GamePad is still a fundamental part of the console and a wide swath of Wii U owners are still over the moon about off-TV play. But look at how the controller is used in games: outside of rare efforts such as Kirby and the Rainbow Curse, Nintendo barely uses the GamePad as more than a mirror of the TV image in the majority of their games. Rainbow Curse, in a way, was weird because for the first time since Nintendo Land, a first party game used something resembling asynchronous multiplayer. The upcoming game Splatoon uses the GamePad in a seemingly integral way that calls to mind Lego City Undercover, that two-year-old game that featured a necessary interaction between the TV and the GamePad that hasn’t really been expanded upon or repeated since.

At this point, even eShop developers barely use the GamePad in unique ways outside of Knapnok Games’ Affordable Space Adventures, a game that Renegade Kid’s Jools Watsham hopes that “Nintendo helps promote…as much as the game helps to promote the innovative qualities of the Wii U.” Released last week, Affordable Space Adventures is a Wii U exclusive that takes advantage of basically everything the system offers, combining interesting GamePad/TV usage with local multiplayer. Still, that doesn’t stop Knapnok’s Lau Korsgaard from saying that a lot of Wii U exclusive titles don’t “feel like they are ‘fulfilling the potential.’”

“I think the problem (if it is a problem) is deeper rooted in the design of the Wii U,” Korsgaard explained. “The Wii U does a bunch of cool things: It has this GamePad that makes two-screen play possible, it lets you play with your old Wii Remotes, so local multiplayer is easy and cheap, off-screen play makes it possible to continue playing on your GamePad while mom is watching TV. These features are really unique, but also mutually exclusive!”

Korsgaard followed up, giving examples: “If I want to make a game that supports local multiplayer, like Mario Kart, I can't at the same time make the controls depend on a lot of GamePad features. If I want to make a game that lets you continue play if the TV is turned off, like New Super Mario Bros., I can't make the gameplay be dependent on the GamePad either. I think that is why there hasn't been made a single game, even by Nintendo, where everything made sense as it just clicked for the system. You simply can't do everything at the same time.”

He’s absolutely right, even if Korsgaard is one of the few developers who actually uses as much of the system’s potential as possible in each of his games. Before Affordable Space Adventures, he was the mastermind behind Spin the Bottle, which is a crazy eight-player multiplayer game that doesn’t use the TV at all but manages to use the GamePad and Wii Remotes in a wide variety of ways.

Going back to ardent Affordable Space Adventures supporter and noted eShop developer Jools Watsham, he chalks up the lack of interesting GamePad usage to one simple fact: sales. “If you're going to dedicate your time and effort to taking advantage of the unique features of the Wii U, you need for it to pay off in sales if you're going to be able to continue making games for a living,” he detailed.

Watsham, who is currently working on Mutant Mudds Super Challenge for Wii U and 3DS, chalks up big publishers shying away from GamePad-heavy titles because of the lack of profit and porting potential. As for indie developers, it’s more tenable for them to make something compelling with the GamePad, but their scope is limited and an indie developer can’t make something as grand as Nintendo Land.

The bigger mystery for Watsham is why Nintendo shied away from the GamePad themselves. At launch, Nintendo Land was a tour de force of potential for the shiny new controller, but it didn’t stick. “The GamePad is clearly not the revolution that the Wii Remote was,” Watsham mused. “There, I said it.”

Nintendo, historically, has always made their systems around a single vision or concept, usually tying into a Mario game of some kind. The clearest examples, according to Watsham, are Super Mario World and Super Mario 64. The goal with those titles is to “demonstrate and inspire developers to create great things on their new hardware.” Nintendo Land, with the absence of anything resembling it in the past two and a half years, clearly missed that mark.

Because of how much that mark was missed in both acclaim and system sales, there is a clear, inherent risk to any Wii U-heavy game, which is a sentiment that both Yacht Club Games’ David D’Angelo and 13AM Games’ Alex Rushdy share. “Introducing such a bizarre, unique gameplay design element exponentially increases that riskiness in both game quality and financial aspects,” D’Angelo elaborated. “Incorporating such a unique hardware feature also means the Wii U is pretty much the only option for sales. Cutting off other huge sections of the market is very scary.”

D’Angelo and the team at Yacht Club are in the process of bringing their 2014 Wii U and 3DS game Shovel Knight to PlayStation 4, Vita, and Xbox One. Even though Yacht Club might have had other systems on their mind when creating Shovel Knight, they still created a unique feature for the game that couldn’t be replicated on another platform “We felt Miiverse was also a big part of the Wii U experience, so that's how we ended up with the Digger's Diary.”

The Digger’s Diary is a way of letting players post to Miiverse for specific areas of the game in a similar way to how New Super Mario Bros. U did. D’Angelo further explained: “We spent a very large amount of time coming up with this feature. We wanted to create something we thought would be fun and engaging, but at the same time not create something so big and unique that you'd be disappointed if you owned the 3DS or PC versions.”

And because of that last point, Digger’s Diary wasn’t something wholly necessary. As someone who personally played through Shovel Knight on 3DS, I can’t say I felt I was missing anything by not playing it on Wii U. That seems to be par for the course with a lot of Wii U features, as it’s usually as simple as a map on the GamePad’s screen, if that. Essentially, the GamePad has been reduced to being the touch screen on the 3DS.

On the other hand, you have Rushdy and 13AM Games’ current project Runbow, which is an ambitious nine-player competitive platformer that features modes and controls that can only be done on Wii U. As they near the end of development, there are no regrets on their heavy Wii U focus. “I think it's really worth it to put in that extra effort,” he said. “Wii U owners are looking for games that make use of the hardware beyond off-TV play and a lot of people have been really pleased with ColourMaster and its unique use of the GamePad. Heck, even just the fact that the GamePad allows us nine players instead of eight is something that is really cool and only possible on Wii U.”

For eShop developers like 13AM Games and Knapnok Games who want to go the extra mile, that system-specific focus can be worthwhile. “I also believe Nintendo really takes notice when you put in the extra care to make your game a Wii U game, as opposed to a game that is simply appearing on Wii U,” Rushdy explained, about a month after Runbow was a highlight of Nintendo’s own eShop-focused press event during GDC.

But for others, even the carrot of support from Nintendo might not be enough to save the system and its unique ideas. “The Wii U never lived up to its own potential, even from its creators,” Watsham said. “You have to lead [by] example, and Nintendo are the kings of doing this, but they failed to deliver with the Wii U in terms of utilizing their own platform, which has resulted in a self-fulfilling prophecy.”

That doesn’t mean the Wii U is a failure, as the system still has many magnificent games, even if most of them don’t take advantage of the system’s biggest features. Developers have fond memories of Nintendo Land, and Watsham directly called out a slew of games ranging from Super Mario 3D World to ZombiU. D’Angelo even mused over the idea of working on a GamePad-specific game in the future, but the way things are looking, that might not be a reasonable idea.

“It's not like the Wii U has failed gamers in a general sense, but in regards to how well the GamePad has been utilized, overall [it] has unfortunately been somewhat of a failure,” Watsham concluded. “And that is Nintendo's burden to bear.”

So here we are, more than two and a half years past the launch of the Wii U and it is more or less guaranteed the GamePad won’t be a revolution like its motion-controlled predecessor. While we might be able to look forward to a few more bright spots similar to Affordable Space Adventures, the sad reality is that the GamePad will never be anything more than an underachieving peripheral, serving up little innovation or consistently unique experiences outside of off-TV play. For some, that’s likely more than enough, but as Wii U system sales continue to be trumped by competitors, it makes you wonder: what if the GamePad’s potential had been fully realized?

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Offline Adrock

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #1 on: April 14, 2015, 10:32:46 AM »
Quote from: Ian Sane
This thread...

The GamePad as a concept has tons of untapped potential. Like the Wii Remote, it was severely limited by Nintendo not fully committing to it (Motion Plus should have been included from the beginning). Wii U only supports two GamePads and the frame rate is cut in half. Additionally, consumers can't buy an extra easily and even then, no games support two GamePads anyway so in practice, Wii U only really supports one GamePad. Sure, cost was likely the culprit here again, but if Nintendo can't realize the concept's full potential, wait until it can.

The components inside the GamePad aren't terribly advanced, especially by 2015 standards. By the time Wii U's successor launched, Nintendo can probably sell an even better version for $60 at a profit. That puts it in the same price range as every other controller. I hope Nintendo tries again and goes all in. The GamePad doesn't have to change gaming forever, but it can certainly enhance games.

Offline Evan_B

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #2 on: April 14, 2015, 11:43:21 AM »
It's funny, because I've been listening to RFN while reading this article and heir comments on the lack of voice chat in many titles as well as less implementation of Miiverse in a lot of more recent games has been showing through, as well.

I think Nintendo themselves are trying very hard to come up with a title that is just a good game rather than being a big risk with extensive gamepad functionality, mostly because of the system's poor sales. That's a bad sign when even they would rather focus on other aspects, but it's also telling that they came up with an interesting idea that was certainly distinguishing, but lacked some good ideas. However, the one thing that does comfort me is that yes, there are indeed many people who are interested in creating interesting experiences on the Gamepad (like Kickstarter title "Hex Heroes" which is one of the games I'm looking forward to quite eagerly this year) and that the Gamepad has a ton of possibility- there's motion, touch, NFC... a slew of neat features that could possibly be taken advantage of, but I fear the console doesn't have much more life in it for those ideas to arrive. Who knows...

I will say this, though- you want gamepad functionality, look no further than Fatal Frame.
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Offline broodwars

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #3 on: April 14, 2015, 12:20:15 PM »
What happened to the GamePad is that the public rejected it. It's hard to justify all the expense and resources to making gimmicky Gamepad-centric games when the gaming audience isn't even buying the more traditional games. Plus, if Affordable Space Adventures is any indication, I don't know that I want more games that have me constantly taking my fingers off the buttons to do some inane B.S. with the stylus.
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Offline Ian Sane

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #4 on: April 14, 2015, 01:03:26 PM »
I find with this stuff Nintendo puts the cart before the horse.  They come up with a controller feature and then presume this will inspire all these great game ideas.  Even though the Wiimote was quite successful the amount of games that really use it for anything more than mapping a button press to a shake are pretty small.  I would say more that Wii Sports was a successful game than I would say the Wiimote was a successful controller.  Even for amazing games like Super Mario Galaxy the concept was tacked on and unnecessary.

The analog stick is the go-to example of Nintendo introducing an unexpected controller feature that immediately took off and became a standard.  But with that it was like Nintendo was making these 3D N64 games and realized that the d-pad wasn't cutting it for movement so they came up with something else.  They didn't sit down with this analog stick idea and then said "okay so let's see what we can do with this."  That's the difference.  The games they were making created a need for a controller innovation.  They didn't come up with the innovation and hope for it to inspire new ideas.

The Gamepad though also had the problem that the basic concept is essentially the same as the DS.  If the touchscreen was going to inspire all these awesome ideas then surely Nintendo would have thought of them during the DS years.  What was so specific about the Gamepad that was going to make it different this time?

And the problem with all of this is that Nintendo now designs their consoles so that the controller is the whole damn point.  What possible selling point does the Wii U have besides the controller?  All of its other improvements over the Wii are things the competition offered years before.  So you have a controller where Nintendo is hoping inspires cool ideas, even though the exact same concept already failed to do so before, and this controller is the sole selling point for the entire thing.  If the controller fails, the console fails.  And Iwata thought that was going to work?  How does this guy still have his job?

Offline Adrock

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #5 on: April 14, 2015, 01:47:37 PM »
If the touchscreen was going to inspire all these awesome ideas then surely Nintendo would have thought of them during the DS years.
This is faulty, closed-minded thinking. Nintendo released a lot successful touchscreen games on DS. You and I may not have liked them, but a lot of people did. Also, people come up with new ideas and implementations of existing concepts all the time. That isn't just gaming. This goes for everything ever.

Nintendo had awesome ideas and they paid off handsomely. I mean, I sure as hell didn't care about Brain Age and whatnot, but no one can rightly claim those games didn't have an impact. It's silly to think there aren't more ideas just because Nintendo didn't think of it in 2004.
Quote
What possible selling point does the Wii U have besides the controller?
Is this a serious question? All those exclusive Nintendo games.
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How does this guy still have his job?
It's unfair to separate a person's failures and successes. If executives from every company were graded on your scale, all of them would be fired. And you're like the harshest, weirdest critic. According to you, Wii U was supposed to be in bargain bins before the end of last year. No one should listen to you.

Offline Lazers

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #6 on: April 14, 2015, 02:31:59 PM »
What possible selling point does the Wii U have besides the controller?  All of its other improvements over the Wii are things the competition offered years before.  So you have a controller where Nintendo is hoping inspires cool ideas, even though the exact same concept already failed to do so before, and this controller is the sole selling point for the entire thing.  If the controller fails, the console fails.  And Iwata thought that was going to work?  How does this guy still have his job?


People buy video game consoles to play good video games (!), not fidget around with a really nice controller. Most are far more likely to play good games with a mediocre controller than play mediocre games with a good controller, and it becomes a complete non-issue when you consider the Pro Controller is completely viable and compatible with the majority of worthwhile titles. If they made it necessary in almost every capacity to enjoy the system, I'd get all the hate the Gamepad gets, but again, turn it off and go use the Pro Controller if you don't want the Gamepad. It's more of an add-on to me than anything, and as an add-on it's still pretty cool.

Offline Ian Sane

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #7 on: April 14, 2015, 02:39:10 PM »
If the touchscreen was going to inspire all these awesome ideas then surely Nintendo would have thought of them during the DS years.
This is faulty, closed-minded thinking. Nintendo released a lot successful touchscreen games on DS. You and I may not have liked them, but a lot of people did. Also, people come up with new ideas and implementations of existing concepts all the time. That isn't just gaming. This goes for everything ever.

Nintendo had awesome ideas and they paid off handsomely. I mean, I sure as hell didn't care about Brain Age and whatnot, but no one can rightly claim those games didn't have an impact. It's silly to think there aren't more ideas just because Nintendo didn't think of it in 2004.

But what ideas for touchscreen gaming does NINTENDO have?  Not that there aren't other ideas other people could hypothetically think of but Nintendo's best ideas for the thing pretty much peaked with Brain Age.  Nintendo had the very same concept as the Gamepad at their disposal for eight years and yet they were resorting to goofy forced touchscreen usage in Phantom Hourglass.  So after all those years Nintendo will suddenly come up with better ideas just because the concept is now on a console?  We saw Nintendo's potential for the concept already.  They wouldn't be sitting on these awesome ideas.  Did anything Nintendo was doing with the DS touchscreen suggest that a console that revolves entirely around the concept was a goldmine idea?  And clearly they've don't have any great ideas or they would be using them right now.

And still it's the same flawed concept of feature first, ideas second.  "Necessity is the mother of invention" is a saying for a reason.  A need creates the invention.  Doing it the other way around is what failed inventors hawking products on infomercials do.  Nintendo's approach should be to brainstorm game ideas and then if the existing controller conventions fail to accommodate these ideas, come up with solutions.  Their current approach inspires shallow novelty games.

Nintendo was doing this on the Gamecube.  They're all hyped about this Gamecube-GBA connectivity and what do they come up with?  Pac-Man Vs., a game with so little depth that they have to package it in with other games to even sell it as a retail product.  They came up with the feature first, then tried to make games for it and then were dumbstruck when trying to come up with marketable ideas for it.  Why put yourself in that position?  Why create that kind of pressure to "prove" the concept when we know that Nintendo can make conventional games that put everyone else's to shame?  These controller ideas tend to result in lots of glorified tech demos more than meaty games.

Offline Evan_B

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #8 on: April 14, 2015, 03:03:45 PM »
It's a shame, because I can think of a number of Gamepad-based mechanics I'd love to toy around with off the too of my head right now- but with the situation the Wii U is currently in, Nintendo will most assuredly say "better safe than sorry".
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Offline Adrock

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #9 on: April 14, 2015, 03:29:56 PM »
But what ideas for touchscreen gaming does NINTENDO have?
Nintendo has had many ideas for the touchscreen which, once again, have paid off handsomely. You call Phantom Hourglass' controls goofy and forced, but the game sold millions of copies. And it wasn't even a fluke either because Spirit Tracks also sold millions of copies so clearly, some people liked them. Keep in mind that I never really liked touchscreen games. Unlike you, I won't claim they have no merit just because I, personally, don't dig them. The reason these discussions never go anywhere with you is because you can't separate your preference from everyone else's.

And if Nintendo nixed the touchscreen, that means no one can use it. Even if Nintendo ran out of ideas (which it hasn't), why not include it?
Quote
Did anything Nintendo was doing with the DS touchscreen suggest that a console that revolves entirely around the concept was a goldmine idea?
I can't even take this seriously. You keep reducing the GamePad to just its touchscreen.

DS is one of, if not the most successful dedicated gaming platform ever. Nintendo was developing Wii U while DS was dominating so I don't think it's that farfetched to think that Nintendo hoped to find success with a similar collective concept. DS was everything Wii wasn't. It gave developers new tools without sacrificing the old tools.
Quote
Pac-Man Vs., a game with so little depth that they have to package it in with other games to even sell it as a retail product.
Nintendo doesn't own Pac-Man, chief. It had to take the game to Namco who then decided what to do with it. Namco did none of the work so why wouldn't it package Pac-Man Vs. with one of its own games? Jebus, man. You're not even trying...

Offline Ian Sane

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #10 on: April 14, 2015, 05:14:55 PM »
Quote
Did anything Nintendo was doing with the DS touchscreen suggest that a console that revolves entirely around the concept was a goldmine idea?
I can't even take this seriously. You keep reducing the GamePad to just its touchscreen.

Please inform me what the hell else distinct the GamePad offers beyond the touchscreen that makes it different then the Pro Controller.  The Wii U's Gamepad is a normal controller with a big touchscreen in it.  That's it.  What else is it?

So what's the Wii U?  A PS3/X360 equivalent with a touchscreen.  That's its hook.  That's the whole damn selling point.  Everything else was done by someone else a generation ago.  The controller is supposed to be what keeps it relevant.  Yeah the online infrastructure and graphics are all a generation out of date but that's supposed to be okay because the almighty controller with its unique functionality is supposed to make all the difference by offering new gameplay that no one else can.

That was the Wii's whole strategy.  All the out-of-date stuff was acceptable because there are games like Wii Sports that no other videogame system at that point could do.  That's why new videogame systems get made - because they offer something that prior systems couldn't do.  Nintendo has struggled to offer something like that with the Gamepad and the Wii U struggles because that's all it can do differently.

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #11 on: April 14, 2015, 05:34:24 PM »
Weird. I missed the part where a game like Nintendo Land was possible on the DS.
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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #12 on: April 14, 2015, 05:41:35 PM »
I probably spend most of my time with the Wii U in Off-TV play, and honestly there have been times when I didn't buy a game for the system that used the GamePad in significant ways specifically because I wouldn't be able to play it that way.
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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #13 on: April 14, 2015, 06:36:35 PM »
Please inform me what the hell else distinct the GamePad offers beyond the touchscreen that makes it different then the Pro Controller.  The Wii U's Gamepad is a normal controller with a big touchscreen in it.  That's it.  What else is it?
Good God, Lemon. Did you do any homework before you started running your mouth? It has an accelerometer, gyroscope, magnetometer, NFC sensor, camera, and headphone jack. Those are a lot of things the Pro Controller doesn't have, chief.

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #14 on: April 14, 2015, 06:44:02 PM »
Quote from: Ian Sane
This thread...


Bravo.

When I saw the title of this thread, I too pictured Ian Sane's reaction to be something like this.

Finally! After 3 years of whining about the Wii U, the perfect topic is here for me to post in and crap all over the Wii U for the 1,587,294th time!
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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #15 on: April 14, 2015, 07:02:40 PM »
Please inform me what the hell else distinct the GamePad offers beyond the touchscreen that makes it different then the Pro Controller.  The Wii U's Gamepad is a normal controller with a big touchscreen in it.  That's it.  What else is it?
Good God, Lemon. Did you do any homework before you started running your mouth? It has an accelerometer, gyroscope, magnetometer, NFC sensor, camera, and headphone jack. Those are a lot of things the Pro Controller doesn't have, chief.

Don't forget the infrared array that simulates the Wii sensor bar and the TV remote control functionality.

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #16 on: April 14, 2015, 07:06:45 PM »
I feel the GamePad has been put to even less use than the Wiimote was, so it's quite a disappointing controller. Though maybe that's for the best, since I think it's a terrible controller, due to being way too huge and square to be held and used comfortably.

Please inform me what the hell else distinct the GamePad offers beyond the touchscreen that makes it different then the Pro Controller.  The Wii U's Gamepad is a normal controller with a big touchscreen in it.  That's it.  What else is it?
Good God, Lemon. Did you do any homework before you started running your mouth? It has an accelerometer, gyroscope, magnetometer, NFC sensor, camera, and headphone jack. Those are a lot of things the Pro Controller doesn't have, chief.
Don't forget the infrared array that simulates the Wii sensor bar and the TV remote control functionality.
And it has speakers. And it seems to have something else for IR at the top near the headphone jack, not sure if it's an IR camera or emitter.

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #17 on: April 14, 2015, 07:14:50 PM »
I feel the GamePad has been put to even less use than the Wiimote was, so it's quite a disappointing controller. Though maybe that's for the best, since I think it's a terrible controller, due to being way too huge and square to be held and used comfortably.

Please inform me what the hell else distinct the GamePad offers beyond the touchscreen that makes it different then the Pro Controller.  The Wii U's Gamepad is a normal controller with a big touchscreen in it.  That's it.  What else is it?
Good God, Lemon. Did you do any homework before you started running your mouth? It has an accelerometer, gyroscope, magnetometer, NFC sensor, camera, and headphone jack. Those are a lot of things the Pro Controller doesn't have, chief.
Don't forget the infrared array that simulates the Wii sensor bar and the TV remote control functionality.
And it has speakers. And it seems to have something else for IR at the top near the headphone jack, not sure if it's an IR camera or emitter.


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Offline Ian Sane

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #18 on: April 14, 2015, 08:02:04 PM »
Okay I really did forget about a bunch of other things the Gamepad can do.

Weird. I missed the part where a game like Nintendo Land was possible on the DS.

So if Nintendo Land is the big example of "this couldn't be done on any other system" you've narrowed in why the controller has gone nowhere.  Cart before the horse.  Nintendo throws all sorts of doodads into this big monstrosity of a controller and then when tasked with coming up with something for it all they can come up with, as usual, is a mini-game comp.

If anything pointing out all the goofy features the Gamepad has just reminds me of how unfocused the whole thing is.  "Throw everything into the controller and surely we'll come up with something good for it."  That mentality is what Nintendo has to avoid next time.  This whole editorial is about unrealized potential.  What the hell good is potential as a consumer product?  I'll crap on Wii Sports but at least it offers a tangible selling point for motion control.  "This is what we can do!"  The analog stick wasn't potential, it was something with real benefits from day one because of Super Mario 64.  That's what the Gamepad needed to be - something that immediately demonstrates how necessary it is.  Not some tech demo with hypothetical ideas that might materialize in great games later.

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #19 on: April 14, 2015, 08:11:45 PM »
Really though, why would Nintendo want to take design cues from the best-selling game system of all time?
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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #20 on: April 14, 2015, 08:20:43 PM »
Please inform me what the hell else distinct the GamePad offers beyond the touchscreen that makes it different then the Pro Controller.  The Wii U's Gamepad is a normal controller with a big touchscreen in it.  That's it.  What else is it?

Or you know, you could inform yourself for once.


And now, Nintendo World Report is happy to present:

IAN SANE

in

Other Real Life Situations

Today's episode: The Swiss Army Knife!



Hey, Ian. Check out my new Swiss Army Knife!





*Ian Sane looks at it*





Ian: "That's stupid! It's just a knife that can fold itself up. That's its hook. That's the whole damn selling point.  Everything else was done by someone else a generation ago. The folding knife is supposed to be what keeps it relevant. And it's not even a good knife. I can buy a bigger knife like a butcher knife from someone else. It may not fold but it will have a cover I can put over it. There's no reason to make this knife either. It's out-of-date technology. Metal knives were acceptable in the 1900's BCE but now everyone should be using lasers to cut things. Please inform me what the hell else distinct the Swiss Army Knife offers beyond the ability to fold the knife away that makes it different from a normal knife. I mean, *snicker*, are you going to cut a pineapple with that? Ha ha ha! I really nailed this Swiss Knife business."



*Everyone else's reaction*



Whoever said, "Cheaters never win" must've never met Khushrenada.

Offline Khushrenada

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #21 on: April 14, 2015, 08:30:49 PM »
The Wii U's Gamepad is a normal controller with a big touchscreen in it.  That's it.

Translation: It only does one thing. It sucks.

Okay I really did forget about a bunch of other things the Gamepad can do.

If anything pointing out all the goofy features the Gamepad has just reminds me of how unfocused the whole thing is. 

Translation: It does too many things. It sucks.


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Offline Khushrenada

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #22 on: April 14, 2015, 09:10:13 PM »
Man, things are moving faster than I can post to keep up with them. I know the multiple post in a row thing is kind of frowned on but I can't edit talkback posts to add these points in to a previous post and there's just so many things to work with and my creative juices are flowing. Forgive me, NWR mods, for I am weak.


And now, Nintendo World Report is happy to present:

IAN SANE

in

Other Real Life Situations

Today's episode: The Swiss Army Knife! Part 2!



And so that's what else the Swiss Army Knife can do.





*Ian Sane looks at it*





Ian: "Okay I really did forget about a bunch of other things the Swiss Army Knife can do. If anything pointing out all the goofy features the Swiss Army Knife can do just reminds me of how unfocused the whole thing is.  "Throw everything into the device and surely people'll come up with something good for it."  That mentality is what companies have to avoid next time.  This whole discussion is about unrealized potential.  What the hell good is potential as a consumer product?  I'll crap on Slap Chop but at least it offers a tangible selling point for cutting food.  "This is what we can do!"  The steel knife wasn't potential, it was something with real benefits from day one because of war.  That's what a Swiss Army Knife needs to be - something that immediately demonstrates how necessary it is.  Not some mishmash of tools with hypothetical situations that might materialize in real life later. And still it's the same flawed concept of tool first, potential second.  "Necessity is the mother of invention" is a saying for a reason.  A need creates the invention. And clearly people don't have any great needs for these tools or they would be using them right now.



*Everyone else's reaction*



[/quote]
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Offline jarodea

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #23 on: April 14, 2015, 11:19:05 PM »
The interviewees nail it, the loss of off TV play (love the feature btw, 90%+ of my Wii U game time is off TV) and local multiplayer preclude major gamepad features for most games while the lack if sales cuts off the niche gamepad heavy games at the knees.  The only way the gamepad would have had a bigger showing is if Nintendo made a major sustained push for different gamepad friendly genres and created a market for it by brute force.  Nintendo chose a different path.

Really though, why would Nintendo want to take design cues from the best-selling game system of all time?

I wish they would have, but Sony did and is doing quite well right now thank you.  Unless you meant the 2nd best selling system, the DS, in which case they shouldn't since it is a handheld and the Wii U is a home console.

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Re: What Happened to the Wii U GamePad’s Potential?
« Reply #24 on: April 15, 2015, 06:57:26 AM »
The DS passed the PS2, and I don't think there's such a difference between consoles and handhelds that they shouldn't be influenced by each other.
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