Gentlemen, do pardon me for stepping in. I hope you don't mind.
Wii Fit is of course a pivotal game (bar raiser, game changer, whatever). It is not a content-oriented game. The reason someone plays Zelda is to experience the "Legend" -- the content. The reason someone plays Wii Fit is to motivate them to work out (practical purpose). The reason someone plays Wii Sports is that it fosters a fun, social atmosphere.
Wii Fit is probably the strongest argument one could make tha these games aren't content-oriented, I suppose, because you could argue that people don't actually play the game - but that's not true either, because Wii Fit is actually fun, and as a motivator is undoubtdly content-oriented.
Wii Sports is worse in that it is nothign but a game and there is no way in which it ould be rationalized as being anything but content-oriented. People play it in order to have a good time with their friends or even by themselves.
Erik, I think I know what you mean, but "content-oriented" is not it. I think what you mean is something along the lines of "content that appeals to people in the same way Ocarina of Time did" - which isn't the same way that Link to the Past did, natch. Ocarina of Time was something of a bridge game for the Zelda series, too, because it brought in so many new players at the time - myself included.
I don't think that it's an entirely fair assessment to make, because there's no objective way to measure "awe" for a series. More, whose awe are we measuring? Old fans who've been with the series for at least eight or ten years? They are not good barometers - old-time fans were not the ones who were most in awe with Ocarina of Time (many of them didn't like it because it was a game-changer), new players were, and in cases where old players were in aw it was because it totally chcanged the way that we approached the series and everything about it. It had nothing to do with the lore of the series. If it did, Twilight Princess would be hailed as the greatest game of all time. The content that mattered in Ocarina of Time was new content, new ways to interact with the world, and the way in which it was able to bring in a portion of old and new players alike by radically changing the way the game was played.
I hope I am making sense.
The problem isn't that Nintendo is giving us products that are lacking content - th problem is that the content they are giving us in many cases (Animal Crossing, Twilight Princess) is a refinement of content we've already experienced. Majora's Mask and Wind Waker managed to avoid this pitfall by changing the experience of the games in their own ways, but Twilight Princess tripped over its own feet in its retreading of series lore and tropes and failing to do anything new, in spite of the fact that it's technically the most competent game in the series.
We are not high and dry in terms of absolute content experienced. Rather we, the players who have been with Nintendo for tne years or twenty years, are simply craving new content.
Phantom Hourglass, though, does not. That game is a game changer in how it chanegs the way we interact with the world. There's a reason it's so damn big in terms of handheld Zeldas (excluding repeat buyers I'm willing to bet it's bigger than Link's Awakening, or at least as big, and it will soon be bigger than Link to the Past), nd that's because it provides us with new content to experience. Anybdy who's dissatisfied with Phantom Hourglass isn't dissatisfied with it because it fails to present a surprising new experience - most times, complaints are there exactly because it provides a surprising new experience.







