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S.T.A.G.E. said:

The casuals did not embrace motion controls because the core rejected them. The casuals don't know what the core is and they buy it for the novelty that it is, especially in America. If you have the American media in the palm of your hands the dollars will soon be in your pocket. The reason people call motion controls casual is in essence because of the fact that the most of the development for such devices haven't been mastered completely for a core experience whether it be with the  Wiimote or the Move has the potential but has very few games to support it. The Kinect is just the worst example with Microsoft selling it far before the tech gets to mature. Microsoft never created it, they bought it so they cannot gauge its value to the core, but as they say in America "bullshit walks".

Primarily, complex controls scare off people, especially todays games which have a thirteen to sixteen button learning curve. Nintendo provided me with the building blocks as a child and I played games with my mother and father and cousins. It's always been Nintendo...my family shies away from my Playstation and they've already asked me if Kinect is in the cards for my Xbox. I played Nintendo until I moved on to new experiences, new characters with in depth stories and reason to immerse myself in them. Nintendo failed to give me this unless we're talking Samus. 

It's just like how Nintendo was considered a toy by the media until Sony and  Microsoft came into the gaming industry. Sony and Microsoft definitely grabbed the older demographic who grew up with Nintendo holding onto mostly gamers from teens to fourties.

I don't think this viewpoint really works. What games did you play as a child? Reason I ask is that all of Super Mario Bros., Tetris, Zelda, Metroid, Kid Icarus, Punch Out!! were all experiences that catered to a younger teenager, and the TV marketing suited that.

The two-button layout of Nintendo stems from most arcade configurations iirc, and it was Nintendo that delivered 4 more buttons, 2 shoulder buttons and x & y on the SNES. The genesis released 4 extra face buttons, so Nintendo was in the game. I don't see how Nintendo is an entry-level console at this point. With the N64, things got more complex, even more complex than the playstation's 1st SNES-esque controller. All the main games on the Nintendo consoles were for older teens, from 1st party to 3rd party. It's only come the SNES that the 1st party games started to be considered less adult due to competition from Sega and Nintendo taking a more vibrant colors direction (it was the strength of the SNES over the Genesis so they were probs trying to take advantage of that).

Nintendo has always been a family console, but never can you say skilled gamers were not playing on the NES. I'm not sure how old you are, but my older brothers and cousins were very serious about their games, and very good at them. Having more buttons may make things more complex at first, but some of the most challenging games only use two buttons (Donkey Kong arcade is considered one of the most difficult games of all time).

Also, Nintendo had all the buttons you expected with the Cube (1 button less but that's not important at all, it was a design choice and they considered that so many buttons were not needed ,a bad choice imho but it has little to do with complexity iiuc). When Nintendo chose to go with the Wii, they ultimately made a choice that would distance them from traditional gaming as a whole. But you can't take that and project back over the history of Nintendo, that's revisionism.

@1st para. I didn't say casuals adopted motion controls because the core didn't. I was saying the core didn't adopt them (from Nintendo) because they were aimed at another audience, and because they were branded Nintendo, an image most traditional non-Nintendo gamers prefer distance themselves from. With that, to say motion controls are casual is a falsehood, imho. If that's not what you meant, it's my bad I misread. But that's what was written, so correct me if I misunderstood.