I think this depends heavily upon what the final product of Wii Music turns out to be.
If it has some kind of challenge mode where the user is offered a game of timing or freestyling which awards points, then it could be fun.
But I've messed around with music simulators like Electroplankton before, and while they're fun for maybe 20 minutes, I'm basically done with the game after that. I just don't see what Wii Music is going to offer after that.
And even the most causal of gamers I know loves getting a high score and trying to beat their old one. Even Wii Sports and Wii Fit offer high scores and personal accolades which a player can then try to surpass later. I can attest to my mother's own attempts to beat her Wii Fit high scores.
If I gave her a game which was neat but offered no sense of purpose, then I doubt it would hold her interest. There are some games that can hold interest regardless of what they may or may not offer the player because they're so fun, but the bottom line is that Wii Music had better be at a "verging-on-carnal-pleasure" level of fun or else I couldn't imagine it being a worthwhile purchase.
"I mean, c'mon, Viva Pinata, a game with massive marketing, didn't sell worth a damn to the "sophisticated" 360 audience, despite near-universal praise--is that a sign that 360 owners are a bunch of casual ignoramuses that can't get their heads around a 'gardening' sim? Of course not. So let's please stop trying to micro-analyze one game out of hundreds and using it as the poster child for why good, non-1st party, games can't sell on Wii. (Everyone frequenting this site knows this is nonsense, and yet some of you just can't let it go because it's the only scab you have left to pick at after all your other "Wii will phail1!!1" straw men arguments have been put to the torch.)" - exindguy on Boom Blocks







