RolStoppable said:
| Purple said:
I think we can all agree the gamepad has been a disaster for Nintendo. It serves a minimal function in most games, adds a huge cost in system production, increases the price of the system for consumers and alienates a huge percentage of the market with its awkward unintuitive design. (Sure, off-TV play is handy, but Vita sales should be a fair indication the market doesn't think it's worth hundreds of dollars for.)
Now Nintendo aren't stupid. They would have known of all of these problems prior to release but they must have had a reason for putting it in place regardless.
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Yes, they had a reason: Third parties.
Instead of thinking of the Gamepad as a way to realize a touchscreen controller, you have to think of it as a way to have a dual analog controller. Simple question: Who wants or needs a dual analog controller?
1) The Wii audience? Obviously not. An important part of the Wii's success is that the dual analog controller was rejected as the standard. There's no good reason why people who were happy about that decision would want a dual analog controller for the follow-up console.
2) Nintendo's developers? When looking at their released and upcoming games, the answer is no. It's not just that they have no real use for the touch or dual screen setup, they don't need a second analog stick either.
3) Third parties? You can bet on it.
So the starting point for the Wii U controller idea was not how to put a touchscreen on a controller, but how to sell a dual analog controller which was required to make third parties consider the system. But from the consumers' perspective, Nintendo knew that they couldn't go straight back to the controller they had rejected as the standard input device, so they had to come up with something to make a dual analog controller more appealing. The Gamepad is the best they could come up with.
"But, but, but... third parties didn't ask for the Gamepad!"
Indeed, they didn't. But it's not like it is a lot of work to write the code to get some tertiary functions displayed on the Gamepad screen, so the Gamepad is far from being a hassle to developers. It's not even close to as much work as making a game playable with an entirely different controller like the Wiimote/Nunchuk setup.
"But, but, but... there's also the lack of processing power. Third parties didn't ask for such a weak console either!"
Indeed, they didn't. But approximately 75% of PS3/360 multiplatform games scheduled to release around or after Wii U launch weren't announced for the Wii U, so anyone with half a brain should be able to realize that controllers, processing power and the like just so happen to be convenient excuses for third parties. This held true in the past, it holds true in the present and it will continue to hold true in the future.
Anyway, the Wii U's mission was to get third parties on board above everything else. That's why such a flawed console was conceived and launched. Nintendo's software choices were flawed, but they pale in comparison with the hardware decisions. There is no Nintendo software that necessitated the creation of the Gamepad; and what's there just tried to desperately make use of it.
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