How would YOUR GAME use the WiiU Gamepad?

I read all these negative posts about how the gamepad for wiiu is simply home to minigames, maps, and basic info (e.g. inventory, health status, etc.) But how, exactly, do you guys suggest the pad be used? I think the hate for the pad is a little exaggerated around these parts; however, at the same time I really can't think of a truly innovative way to use the second screen.

What do you guys think? Is the second screen truly something that can take off? How would you design a game to take advantage of it? How would you alter current games to take advantage of it?
 
I really liked the way Sly Cooper used the PS Vita as a type of X-Ray goggle. Using the Wii U GamePad along those same lines would be cool.
 
Maybe a canvas curse style thing on the touchscreen that influences a 3D world on the tv? I dunno. Most games are just gonna use it for maps and inventory.
 
Honestly, the things you listed make the most sense, while, honestly, I don't want people to constantly have to look away from the main-screen.

Second-screen is cool in theory, but the unfortunate reality is that the Wii U gamepad is neither multi-touch or actually portable, as it must remain relatively close to the main console. Thus, any second-screen exploration we're doing will remain with phones and tablets for the time being.
 
I really liked the way Sly Cooper used the PS Vita as a type of X-Ray goggle. Using the Wii U GamePad along those same lines would be cool.

But we already sorta do that with visors in Metroid Prime without the benefit of a gamepad. Would requiring the player to hold the gamepad in front of the tv to accomplish the same thing add anything?

I don't know that there's a lot that can be done with it in conventional gameplay, OP. The DS has been around a long time now and truly innovative uses if its second screen were few and far between. We had TWEWY. That was sort of innovative. You can't do simultaneous two screen play with the wii u though because the screens aren't stacked like they are on the DS, and they're at different depths. It makes switching more difficult. I'm satisfied with the Wii U continuing to offload UI elements to the gamepad and allow us to use it for offscreen play. It's not mind blowing but it's enough. Off tv play in particular has been enormously valuable to me.
 
Without saying too much as it's something I do actually want to get made someday (not necessarily on Wii U), as an alternate persistent view.
 
Whatever felt natural.

Trying to come up with the next Wii Sports is the problem.

Nothing wrong with map, item management and communication when you actually play a game that uses it well like Lego City and ZombiU


forcing it on to gameplay styles like Mario Kart will only make things worse
 
I'm already fine with a real time and rich inventory system on the pad for the more complex games. Though for now this kind of thing have been more seen on 3ds.
Pikmin 3 will be good for that while keeping the wiimote, hope for the same setup with Zelda.
 
I would make a game that does not use the TV at all, that would extensively use the d-pad + touchscreen combination as core mechanic. Or I would make an FPS that plays like Metroid Prime Hunter.
 
But we already sorta do that with visors in Metroid Prime without the benefit of a gamepad. Would requiring the player to hold the gamepad in front of the tv to accomplish the same thing add anything?

We actually already had this in Lego City. Its fun.
 
I really don't see why there's such a stigma against using the gamepad for maps and inventory. While I'd be happy to see other uses that are more innovative, the DS and 3DS have already proven to me that uncluttering the main screen by moving those things to a second screen is valuable in and of itself. I love games with little to no HUD (when the game design allows for it) and think that unless I need to see the information out of the corner of my eye at all times, it belongs on a 2nd screen.

Also, I'd love to see it used for x-ray visors or scanning or something, where the TVs display doesn't change but aiming the gamepad at the TV shows you different visual information in addition to/instead of what's there normally.

Edit: I didn't know this was done in Sly and/or Lego City already...?
 
Default options for ALL GAMES:

UI to show up on the pad OPTIONALLY. User's may put the entire UI or only select items.

Personally I like to have my games clear off UI's, but I get people not wanting to look down every time they take a hit, use magic, boost, or whatever.

Gameplay ideas? Not sure yet. Go play Game and Wario. That game is neat.
 
I remember seeing in a Wii U E3 video I think... about connecting the Gamepad to some sort of gun accessory and it was like the screen on the gamepad was like a sniper reticle. Perhaps instead of requiring that, just using the Gamepad and maybe holding ZL/L on a sniper in some FPS or something, looking through the gamepad at the TV would be like a sniper reticle.

As for a personal idea... I'd like to see something like TWEWY, maybe not exactly like it. But just where gameplay can be constantly shifting between both the gameplay and the Gamepad.

I'm sure we'll see some innovative uses for it in time though for sure, and if not, well I at least appreciate it for offscreen gaming and a sort of "Personal TV" ha ha.
 
Easily switch between quests or have contacts in a game like GTA (Yeah, I know) to get quests. Weapon picking too.


OH and PIPBOY obviously.
 
Hockey game. Analog stick to move player. Left triggers for specific moves and stylus acting as the cross.
 
obligatory

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Asynchronous gaming can be cool but you have to make the right game for it
 
I would have the controller be collapsible so it would be regular size for 99% of games. Then if you want to do off screen play, you pull the controller open, reveal the screen and keep playing.

Easy.
 
Surgery Simulator when small precise techniques are needed.

Inspecting crime scene a la Condemned or even Ace Attorney

Loading screen mini-games.

Go down a pipe into the gamepad to play a section.
 
I think the biggest draw of the gamepad outside of off tv play is the possibility of local multiplayer where others can't see what you are doing, like nintendo land stuff.
 
Apply Kid Icarus Uprising's control scheme onto a third person shooter.

The control wasn't suitable for a portable but it would work great in your lap in a matter where you can aim with the stylus without having to look at the Gamepad screen.
 
Best uses of Gamepad's 2nd screen so far:

Nintendo Land (most games)
Zombi U (multiplayer vs mode)
Game & Wario (Fruit/Thief, Gamer, Shield)

We need more!
 
I like the way Dream Club works on the Vita. Maybe in a god game version of it, you can blow into the mic to lift girls' skirts. That could work.

But seriously, I wouldn't use it for a real game, just a large level editor that's free to download and to take inspiration from other level editors on similar hardware (LBPV, Sound Shapes, ModNation RT, Colors! for backgrounds and shit, etc.). You can use the second screen to focus on designing/detailing a specific part of an entire section which would be shown on your TV. It's simple and intuitive.

Real games shouldn't use the gamepad forcefully or without any alternative button inputs.
 
Okay, I'd do Pikmin 3 again but instead of using a button to use the whistle you'd have to blow onto the gamepad's mic. Regardless of chosen control type.

Also, it can be a hat. Someone else work the rest out, as a good hat game is not an easy thing to come up with.

I would have the controller be collapsible so it would be regular size for 99% of games. Then if you want to do off screen play, you pull the controller open, reveal the screen and keep playing.

Easy.

Okay, since it's easy explain in intricate technical detail how you would accomplish this with a reasonable cost of materials for the controller.

I'M WAITING

also if you mention a clam shell design you get a zero
 
Honestly, the things you listed make the most sense, while, honestly, I don't want people to constantly have to look away from the main-screen.

Second-screen is cool in theory, but the unfortunate reality is that the Wii U gamepad is neither multi-touch or actually portable, as it must remain relatively close to the main console. Thus, any second-screen exploration we're doing will remain with phones and tablets for the time being.
Do you want people to have to "constantly" pause the game for item management? Do you want the TV "constantly" cluttered with HUD elements that you rarely need?

The Wii U GamePad is a controller, not a handheld. What a strange complaint that you can't take your controller outside. That's what 3DS and Vita are for.
 
level/music editor to expand on a game

A game like rpg maker would work well, as well.

A new and innovative card game that can be played with just the cards themselves, or battle friends online in a more immersive game that is played by using the physical cards with the NFC reader. Off-screen play as well, of course.

Multi video chat on the gamepad with a party game on the tv(or any other game).


A minigame pack of touch screen classic games like connect four, a game like ink link, ect. to play with miiverse friends.
 
Okay, I'd do Pikmin 3 again but instead of using a button to use the whistle you'd have to blow onto the gamepad's mic. Regardless of chosen control type.

Also, it can be a hat. Someone else work the rest out, as a good hat game is not an easy thing to come up with.



Okay, since it's easy explain in intricate technical detail how you would accomplish this with a reasonable cost of materials for the controller.

I'M WAITING

also if you mention a clam shell design you get a zero

I'm just the Steve jobs in all this. I'll make other people figure it out.
 
Just like the 3DS or DS I suppose. Problem is, glancing 2 inches down to the next screen lends itself much better to gaming then looking down at your hands then up at the tv. I own a wii u so, whatever. I'm along for the ride. Just seems like I'm standing in line for a boring one.
 
Apply Kid Icarus Uprising's control scheme onto a third person shooter.

The control wasn't suitable for a portable but it would work great in your lap in a matter where you can aim with the stylus without having to look at the Gamepad screen.

Oh my god, this!

I'd also accept a new Kid Icarus game....

Kid Icarus was fun because the controls felt so unique, but I could only play one level at a time before my hand got cramped.
 
I'd do a Fatal Frame [come on Nintendo!].

The Game Pad would be used to capture/seal the evil spirits/ghosts out to get you. They wouldn't visible on the TV, so you would have to constantly go back-and-forth between your TV and the Game Pad during gameplay. There would be warnings and such on the TV that something might be getting close [maybe a bell or something that would chime, but wouldn't always occur to keep suspense] in which case you'd hold the Game Pad up and use it to aim your Camera Obscura. Get the spirit/ghost in-frame, snap the shutter, and seal it.

Unfortunately, I doubt we'll ever get another Fatal Frame. It's horrible depressing too, I love the series and feel it could work very well on the Game Pad.
 
I just wish you could play local multplayer with a screen each (one on TV with regular controller, one using the gamepad), that alongside off-screen play would make the Wii U pretty attractive.

Instead we're gonna get maps, maps, maps.

[post edited for my terrible typing, sorry]
 
I'm just the Steve jobs in all this. I'll make other people figure it out.

Then obviously it's not easy.

You get a zero.

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Also I'm repeating myself, but I want another Canvas Curse already. That'll work on the Wii U, so let's go with that.
 
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