Sorry to say it but that's so full of errors and inconsistancies I don't even know where to begin.
For example say the top Wii titles don't rely on motion when very clearly the ease of motion(balance) control was a huge selling feature for all listed except NSMBW and SSBB - which also both use motion control in gameplay (although no one here would use it in Brawl, it's still there) .
There's a lot of other points I'd dispute, but it's not worth the time.
What I do agree with whole-heartedly is Nintendo's focus on easy to pick-up, hard to master.
However, also important to note is Nintendo's complete dedication to finding the 'fun' factor of an idea and then building on that. Whereas most everyone else builds a game around an idea and then tries to insert the fun (usually by apeing existing fun gameplay - Transformers:WoC). Nintendo also does a ton of polish, polish, polish. They may seem simple, but a lot of work goes in to ensure they are fun, and no game goes out until it's ready (except DK Barrel Blast...). It's not uncommon for a game to be in development at Nintendo for a decade, until they find a way to really make it addictively fun. Kirby's Epic Yarn looks to be yet another example of that. So the 3DS's Steel Diver.
The big problem here with this OP is the Kinect games are not yet out for anyone to play and judge if they have depth or not. Or are fun or not. It's true 3rd parties have generally missed this on the Wii and will on Move and Kinect as well. But if MS and Rare does so is another story. I don't think Rare understands the mass market (in the way Nintendo does), but they do understand depth and fun.







