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inverted3reality said:

If you had developers putting 10-30 million $ into game design like you did in the ps2 eras, the wii would have those same titles. With intuitive motion controls in an INTUITIVE game. that is desgined as a GAME first, and then the controls are worked into the game.

You cannot be serious. Many of the best and most defining games in Nintendo's history have been so exactly because they were designed around the hardware on which they were placed, specifically the interfaces, which for consoles means the controls. Ocarina of Time, Super Mario 64, the first Super Mario Bros, Starfox 64, Goldeneye, Eternal Darkness - all of these games were in part masterful exactly because they were designed around the controller.

One can take a game concept based around a controller and make it into something amazing. Phantom Hourglass is amazing because of how it's applied to the hardware. The same is true for Kirby's Canvas Curse. The same will likely be true for Zelda Wii.

You have this idea in your head that controls should be secondary to the design concept of a game, but that does not need to hold true unless yo uare working with controllers that basically have not changed since the last generation, as in the Playstation and Xbox lins. In the case of bigger leaps, like with analog sticks on the N64 and motion/IR controls on the Wii, it can be just as effective (possibly moreso) to take an approach to the controls and say "Okay, what can I do with this?"

The problem is that developers have been failing to do that, save for Nintendo's own efforts. Too many people making games are trying to look at pre-established genres and figuring out how ot make them work on the Wii, when the truth of the matter is that they need to be thinking about how they can be breaking out of those molds.