The irony for me is that the GamePad's innovation came at the cost of completely ending the wiimote line's. IR aiming (and PS Move in Killzone and Resistance) did feel like a more intuitive upgrade whereas waving the gamepad block around to control one axis simply doesn't. Sure you can train yourself up on anything, but the further away from any real life example a motion control mechanism gets, the bigger a mistake it feels.
Exactly.
I mean, it's a tired argument, ultimately pretty subjective towards personal taste, and I don't want to get too deeply into it all over again. But what fascinates me about the Wii Remote is the philosophy behind controllers being a physical bridge to virtual worlds. They are both the strengths and weaknesses behind what we can and cannot do virtually, and the means in which we let go of reality and allow ourselves to inhabit a virtual environment. Controllers are the communication tools we use to bridge those gaps, and I've always been fascinated by the different types (if experimental and unorthodox) tools techies create and how that changes our virtual interaction.
I think the GamePad is a fine device by its own merits. It feels nice to hold, buttons/sticks are comfortable and satisfying, and the secondary screen even at its most useless and unambitious still adds a little extra something over a standard single screen. It's an inherent improvement in almost all scenarios, a second display to feed data away from the main display for clarity, or provide new data entirely. It's great, and unless you're opposed to the general size from a comfortability standpoint, or a missing feature (which is not the screen's fault put the pad's design as a whole), it's a fantastic controller.
But motion based gyro controls (thinking Wii Remote+ here), with an additional gyro in the controller's other half, alongside IR pointer controls was a proper
difference from a standard control pad which, even considering the added screen, the GamePad ultimately is. For me there's something inherently intriguing and exciting about software built exclusively for the Wii Remote+'s motion control functions and/or IR pointing, because it's potentially an experience not easily
if at all replicable on a control pad, or supplementing like a second screen does. It's an individual, unique method of control in the same way a mouse and keyboard are.
And given a huge part of my love for video games and virtual worlds as a whole comes from the scope of diversity in play, design, hardware, and tools, something like the WiirRemote+ really stood out and, at least for me, helped individualise the Wii as its own very unique ecosystem and platform regardless of its strengths and faults relative to everywhere else. That's a proper innovation. And with the Wii U, GamePad as great as it is, that's what I miss the most.