How? All of the GamePad's functions that would be available for use would still be kept in tact. The gyro controls, the accellerometer, the touch screen... none of the GamePad's cool features would be restricted just because of motion controls. That's just a bona fide fact, and it's something I've gone over multiple times.
And something you've been wrong about multiple times, too. You neglected to include the Gamepad exclusive features like the microphone, in-built camera, second screen and touch capabilities, as well as the four additional standard buttons and second control stick. All of those are features that the Wiimote and Nunchuck
cannot replicate in any way whatsoever. As for things like the gyro and accelerometer you have to take into account the shape and size of the two controllers. The Gamepad is big, wide, and held with two hands. The Wiimote is small, thin, and held with one hand. The range of actions it would feel natural, or even just comfortable, to perform with these two exceptionally different controllers are, well, exceptionally different. The Gamepad, for instance, would not be good for sword-fighting like the Wiimote would. These are the details you always seem to ignore and it's probably because they undermine your point.
The thing about that is that Nintendo has intentionally included the Wii Motion Plus remotes in their advertising with the Wii U. The system being compatible with the old Wiimote was an intentional selling point, and all of their advertisements in the beginning showed that it could use both, even in tandem. It's not really the same case as with previous systems; they've clearly indicated they want people to use both. It's more about controller diversity than anything else with the Wii U, from what I've seen; GamePad, Wii Motion Plus, Pro Controller. Pikmin 3, also, has been designed to use Wii Motion Plus as its default controller, although it's compatible with other ones.
This point comes up a lot and whenever it does I always find myself thinking the same thing: the Wii U does not support two Gamepads at once. Allow me to explain. To support two Gamepads at once there would have to be a sacrifice in latency and gameplay quality as the Wii U would need to stream all of the information and visuals to two separate devices at the same time. This is why Nintendo decided to leave it at one Gamepad per system. One Gamepad per system with no alternate options would mean local multiplayer would be impossible on the Wii U since it would only ever support the use of a single controller at any time. Mercedes made the point earlier that if Nintendo
really wanted to keep moving forward with Wiimotes then they wouldn't have made the Gamepad. I agree. So how do they get local multiplayer onto the console? Well, they have no choice but to use the Wiimotes. Since they had decided that backwards compatability was important to them, the system already worked with them and they were cheap to make and most people buying Wii U's will probably own at least one already. It was a bit of a no-brainer really.
Saying that the Wii U supports Wiimotes because Nintendo still believes in The Little Oblong That Couldn't seems quite sentamentalist when you consider the more practical need of them for backwards compatability, the need of them to make local multiplayer possible, and the fact that, as Mercedes put it, there is no "Wii Remote 2". The Wiimote is supported by Wii U because Nintendo had no other choice, not because they think there's still any particular good in it.
The point regarding
Pikmin 3 also comes up often and, as it does, so too does the rebuff:
Pikmin 3 spent years being developed exclusively for Wii. That is why it uses the Wiimote as its primary control, because it was designed to. The Gamepad options are the tacked on bit that Nintendo themselves admitted were not preferable to the control scheme they had designed for the Wii versions of the original games
and for what was until recently a Wii exclusive.
Pikmin 3 does not use the Wiimote because Nintendo believe in it but because if it didn't the game would only end up being further delayed as they try to design it around a controller it was never meant to have.
Many other Wii U games, such as New Super Mario Bros. U, Pikmin 3, Super Mario 3D World, Mario Kart 8, Super Smash Bros., and probably Donkey Kong Country: Tropical Freeze (no clue on "X") are all opting for compatibility with all three controllers available for the console. Even Black Ops 2 allowed this, and that's a third party game.
This is also another point I have seen often which, unsurprisingly, isn't convincing at all. To more clearly demonstrate the point I'm going to make I will focus on
Mario Kart. Let's list every single input for a
Mario Kart. You have: Accelerating and selecting menu options (A button); braking/reversing and going back on the menus (B button); item use (L button); drifting and hopping (R button); steering (control stick). That's all you need, four buttons and a stick.
This is why a
Mario Kart game can use multiple control schemes. A GameCube controller, Wii Classic Controller, Wiimote & Nunchuck, and Wiimote on its own all have at least four buttons and a stick with the exception of the Wiimote alone. However, steering is a simple affair consisting of nothing more than left or right and so, due to this simplicity, can be achieved by tilting the controller.
The same applies to a
Smash Bros. title. All you need is A and B for menu navigation and your attacks, a stick (or D-Pad) for directional input, a button for dodging and another for grabbing. That's the full scope of inputs in a game like
Smash Bros. and once again we find that the four controllers available for Wii can accomodate these requirements. Notice also how the Wiimote alone does not use its motion functions because the directional input requires more than two directions and it simply cannot handle it.
Now let's look at those
Mario titles. What does Mario do, exactly? He runs and he jumps. So for a Mario game to use multiple controllers you only need all of them to have directional input and two buttons. You literally do not need anything else and
New Super Mario Bros. U does not use anything else.
Super Mario 3D World will no doubt require a separate button for claw-swipes but all available Wii U compatible controllers have at least three buttons and directional input so they will easily be able to cope.
Pikmin 3 I have already discussed and
Donkey Kong is in the same boat as
Mario because all you need is no more than three buttons and directional input.
This is why you have to keep on telling people these things over and over; because you leave out the crucial details which undermine your point. The examples of games that use multiple controllers are all
incredibly simplistic with regard to player inputs and can therefore accomodate a wider range of controller options.
Let's look at an example you conveniently left out of you little 'point-proving' list: Wii U exclusive
ZombiU. This game supports three controllers: Gamepad, Wiimote & Nunchuck, and Wii U Pro Controller. The Gamepad is the
only option available in the single player portion of the game. The Wiimote and the Pro Controller can
only be used in the game's surprisingly fun multiplayer mode. Want to know what you can do with them? Move around (directional input), aim your weapon (one button), and fire your weapon (another button). Both of those controllers only ever use their sticks and three buttons because you use one to pick stuff up aswell. Now, let's look back at that single player, where only the Gamepad can be used. The Gamepad is used to extraordinary effect in
ZombiU. It displays a map of your surrounidngs, you use it to pick locks and rip down barricades, you use it as a radar to search for zombies, it's a fast and intuitive inventroy, it displays notes and letters you find in the game world, and most importantly of all
it keeps the game going while all of this is happening. True, reading and inventory and map could all be done with buttons and a menu on those other controllers but the game world would pause while you did it, or your view of the television would be severaly blocked. The whole point of why the Gamepad works for a game like
ZombiU is because things do not stop. You have to make sure you are safe before you check your supplies. You have to make sure you are alone before you pick a lock. You have to be extra aware of your surroundings because that second screen is intentionally put to the use of distracting you from them, which leaves you vulnerable and makes the game tense.
Without the Gamepad,
ZombiU would be nothing. To offer that single player with those controllers which
cannot perform those actions of the Gamepad would mean either an option between playing the real game (Gamepad version) or a stripped down, boring game that lost all of what drove the horror (Wiimote/Pro Controller version). The second screen is used as a tool for creating the atmosphere and fright felt throughout the game and it does it excellently. You see, you always think of the Gamepad as a controller in the sense of buttons and inputs and sticks but the Gamepad is so much more. It is something that the Wiimote, the Pro Controller, the keyboard & mouse, the Dualshock, or anything else cannot be. No game available right now demonstrates that as well as
ZombiU and the absence of that game from your list shows me that you either do not know what the Gamepad is all about or you do know and left it off because it goes against what you are trying to say.
New Super Mario Bros. U uses the Gamepad's unique features to display the exact same image on the TV and Gamepad itself. You don't
need it for a game so simple. That's what is key here; games that are designed to make full use of the Gamepad - the way
Zelda should be -
are not the same when you take away that second screen or when you take away that touch interface. A
Zelda which used multiple controllers would be two separate versions of the same game, one which was the real game as intended, and one which was a version that lacked the heart or the intuitivness of the other. It simply is not worth wasting the time to implement them both when people will end up enjoying the Gamepad version more, not because of a distaste for motion controls, but because the game has been designed from the start with the Gamepad in mind. The Gamepad offers game designers so much more than mere buttons and sticks and it offers too many unique functions (which go beyond the phyisical of what's in your hand) to be accurately matched by anything else. A
Zelda could use Gamepad and Wiimote and Pro Controller, oh yes. But that
Zelda would be one which does not take any real advantage of the Gamepad, the way
New Super Mario Bros. U doesn't, the way
Assassin's Creed III doesn't, or the way
Lego City: Undercover doesn't. The Wii U lacks games which truly use the Gamepad to its potential.
ZombiU is the only one I can even name which does. Everything else is just designed with a standard controller in mind and has some arbitrary Gamepad function thrown in for poops-and-s******s.
Zelda should not be one of those.
Zelda should do what
ZombiU does and show us what the Wii U offers that nothing else does.
Zelda cannot do that if it tries to accomodate the Wiimote or Pro Controller in its main game.
This is why no one agrees that
Zelda on Wii U should have multiple control schemes. If we had them then we would not be getting the most out of the Gamepad as a direct result. And let's not get all pretentious and pretend that we don't want that to happen for creative reasons; we all want
Zelda on Wii U to make full and total use of the Gamepad because we bloomin' well paid hard-earned money for one and we did not spend it to use it the way we do in
Mario, which is to say not at all.
Now goodnight, and God bless.