That is what I am talking about. Or at least, offer styles of play that create two different gaming experiences with a single game. Look at Hex Heroes as a great example of that on a small, indie scale. We are talking about allowing people to play together in awesome ways that aren't relegated to simple gimmicks.AppleQueso wrote:ideally games that use the pad should use the pad in such a way that you couldn't simply just replace the functionality with a standard controller
If you think the game pad was made for waggle controls, you don't get it. If you think the gamepad was meant to be a DS for the big screen, you don't get it. If all you want is a toe-the-line environment, you don't get it.
Some people look at the Wii U's success or failure based on a monetary standard. For me, if it doesn't provide what it set out to do, then it really is a failure.