Nemo, you make it sound like the analog stick had no learning curve. When most people (YES, GENERALIZATION) picked up Mario 64 for the first time, they just RAN AND RAN AND RAN AND RAN, not realizing the benefits of analog sensitivity, and treating it more like an arcade joystick.
The analog stick was "transparent" as you would argue probably because it's use was still limited to "Move here. Move here. Move there." -- character traversal. The Remote goes beyond that, more like it focuses on new avenues of control rather than simple character traversal. Analog sticks are already great for character movement, hence we left the "simple" jobs to the Nunhaku. But the Remote is about new possibilities, and therefore involves a different learning curve.
The simple games will be simple to pickup because Nintendo has done reasonably well with instructions and hand-holding this GC gen compared to the N64 gen. And I'm sure people can follow on-screen instructions. Learning to use the Remote may possibly be easier than "analoging" for the first time. When my friend tried out Ocarina of Time for the first time, she couldn't stay on the little bridge in the middle of Koriki Village without jumping off suddenly. And when she tried archery, she was ALL OVER THE PLACE. Talk about opaque.
The analog stick was sitting on top of 2 previous generations of "push this way to run" gameplay. Yeah it was obvious to seasoned gamers what they had to do. And hence many genres stayed intact, many games that were made were still about moving characters to some location, steering, or aiming (as what happens a large % of the time in actiony games). MANY of the Wii games demo'd at E3 included BEAUTIFUL tutorials before allowing the person to start playing. When I was at Nintendo's booth at E3 2001, HARDLY ANY of the GameCube demos had any bit of instruction whatsoever. They assumed we already had an idea how to play. That was related to the continuation of previous generations' control fundamentals -- and hence the repetoire of mechanics and genres presented were not much different from previous years.
That is in STARK CONTRAST to the mechanics and genres lined up for Wii's launch. It's exciting. What new mechanics did analog gaming help allow for in the past 2 generations? Aiming, and Super Monkey Ball.
I'd like to believe players can follow on-screen directions. I'd like to believe players can "forget about the controls" once the mechanics are pointed out to them.
The Remote already works for traditional games. Racing? We've got ExciteTruck to show us that, and it worked. Traditional gameplay in Zelda? Metroid? Red Steel? NO PROBLEM. Enter the Nunchaku. Push the analog stick, the character walks. BAM -- THAT WAS TRADITIONAL, AND IT WORKS. Need buttons? The Remote has buttons. BAM -- THAT WAS TRADITIONAL TOO, AND IT WORKED. I don't know much more traditional you can get than "Zeruda" with its "push this direction to walk and tap this button to murder things" gameplay, but the Remote+Nunchuck already has it covered.
"Walking slowly" was not transparent, and "steady aiming" was not transparent. More like an accident. The analog was just the latest in the long dynasty of up-down-left-right control gizmos that told your character to where to move. That transparency wasn't a benefit of the analog, we were just conditioned to expect Mario(64) to move when we pushed a particular direction, and we were pleasantly surprised/relieved that fundamental mechanic HAD NOT CHANGED -- but things have been that way ever since PACMAN. Analog sensitivity condirations by the player required considerable adjustment and practice, BUT we were still practicing within the confines of old objectives: push this way to run this way.
Nunchaku and D-pads satisfy traditional gameplay. The Remote satisfies new dimensions of gameplay.
If there was a control method to compare the Remote to, it's the first arcade joysticks. Why? Cuz their intentions were undeniably new.
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AUUUUUUUUUUUUUUUGGGGHH I FELL FOR THE TRAP!!
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I just finished my Wendy's for lunch and I'm at work.