I'm naturally skeptical as well, but I'd have to see it in action beforw ruling it out.
Ok, it's Idea Time !!!
We saw a lot of asymmetrical setups where the main screen is the place where the "main" action is occurring, and the secondary screen is relegated for a secondary view.
But imagine a reverse approach, where the heat is happening between your hands, and the TV render an overall angle.
Now, in this perspective, there are two gamedesign philosophies:
1) The TV shows a "spectator mode", not very involving for the player who will be focused on the padlet, but still, it will be an innovation in gaming, where these modes were usually available after a match ended, a level finished. Like a contemplative manner to see the game, for you and your friends sitting next to you.
Examples:
- In
Mirror's Edge 2, you control Faith with the padlet, through the traditional first-person view of the franchise. It's frenetic, the angle of vision is limited, there's a lot of effects like motion blur or speed & wind current/lines to convey the frenzy, the speed, the dynamic, of the action.
And the TV display a third-person view, from a distant camera (enough reactive to switch between smooth travelings and impressive fixed angles depending on the situation), allowing you & your mates to admire the glory and the beauty of a character using parkour movements.
Look at the
Tempest Freerunning Academy video (lol at the Mario Bros walls), imagine witnessing Faith doing that from the outside, while you see her arms and legs on the padlet. I'm sure a lot of people would just chill out in the sofa and contemplate your protagonist evolving in a city background like that.
(btw, the parkour was invented near where i live, french rox ! / and we need more dubstep in video games soundtracks

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2) A less passive use of this main screen spectator mode, implying interaction with it.
Examples:
- In
Mirror's Edge 2 again, imagine the TV handling this overall camera & the padlet used in first-person view. Thanks to the main screen, you distinguish opponents, obstacles, alleys, paths, that you won't be able to see through a human field of view, you have a better appreciation of the situation. And with the subscreen, the gameplay is more focused, you spot & grab holds in the walls, to control very precisely where you want to go, where you wish to land, behind or in front of enemies that you identified in a glimpse on the TV, etc.
There's even a cooperative application, when you're still controlling Faith with the DRC, while your friend is tagging in a "precognition/heighten awareness mode" some ways or opponents in the urban scenery by pointing the TV with the Wii-remote, enabling additional holds, different pathways, and giving you bonus to counter your enemies, on the padlet.
- In the return of a glorious
Quake 5, this reversed asymmetrical gameplay will allow the come back of LAN feelings in your house, each of your friends play in their own little computer, the padlet, their personal view, while the TV is showing the spectator mode. Usually, when a LAN Quake 3 match finished, your friends used to tease each other, making fun or praising their skills, while seeing a replay, allowing a better understanding of its course. "Ohhh bastard, this is how you killed me this time ! This is where you hide !!!!!!". But with the Wii U, the spectator mode is available DURING the match. Think of a tricky and malicious camera that will reveal randomly where your opponents await silently to rocketjump in your face ! Or even better, some items à la mario kart that you get, fixing for 20 seconds the TV camera to one of your opponent, revealing its position, etc. I could see a lot of fun potential with these ideas
