While the lack of a flagship first party Gamepad game is problematic, I'm not quite sure where it became necessary for every game to create new and exciting uses for the Gamepad.
In this and the previous thread people have provided numerous useful and interesting uses for the Gamepad but for some reason or another all of these seem to have been dismissed. I am not going to reiterate those examples here but regardless the one thing that is clear about the WiiU design is that Nintendo wanted the thing to function as a more traditional dual analogue controller as well.
Ironically the opposing criticism was often leveled at Wii games, i.e. that 'waggle controls' were shoe-horned into games where they simply didn't belong to satisfy a popular need. Yet now it seems Nintendo has failed by not forcing Gamepad controls, asymmetric gameplay or whatever features some now deem 'mandatory' requirements, into all their Wii U games.
Miyamoto went on record many times to state he did not believe motion controls needed to be used in all games on the Wii and I'm almost certain he would hold the same position with respect to the Wii U and its Gamepad.
Nintendo may have failed to capture the imagination of the public with the Wii U, but then again few things have had the impact that Wii and Wii Sports did. In the end Nintendoland just wasn't the game they hoped it would be, but lack of instant or popular appeal does not necessarily mean that the Gamepad hasn't or won't add value to both gaming and non-gaming experiences. Having said that, not every game has to.
There will be games on the PS4 and XB1 that won't use the cloud, won't use all 8gigs of GDDR5, they will just be prettier versions of their predecessors and that too will be just fine.







