What Would You Like the Wii U GamePad Used for in Zelda?

DistortedMarch 14th, 2013 by Distorted

The Wii U GamePad is really cool.

That was the first thought I had when a friend of mine unboxed the device and we set about playing on Nintendo Land, passing it around to perform different tasks in the different games’ mini-game environments. The idea of a screen (sometimes hidden from view of the other players) being able to influence the game was a powerful concept, paired with the increased functionality of the device as a whole. While Nintendo Land does show off some of the function and uses of the GamePad, that fourth dimension that the Wii U offers has a lot of possibilities that have yet to be explored.

One of the big questions we ask ourselves is what kind of functionality is the GamePad going to serve us in the upcoming, mysteriously shrouded Zelda Wii U title? With new peripheral hardware at their disposal, Nintendo is keenly aware of the impact that the GamePad can have on any of their heavy-hitter IP’s. They know it as much as anyone; if they want to sell the console, they’ll have to sell the GamePad. How do you want the GamePad to influence the game? Let’s take a look at what we know so far about what can be offered, and what we don’t.

Miyamoto loves his motion controls. In an interview for 2012′s E3 with Entertainment Weekly, Miyamoto restated his satisfaction with the Skyward Sword style of motion controls. He also mentioned that he’s very aware of fans that weren’t so hot about it, and suggested that they’re working to piece together what specifically worked about the game’s controls, and what wasn’t such a clear-cut success. Either way, there exists a significant group that are satisfied with them and would be sad to see them go. I wouldn’t be surprised to see the return of motion controls, but just as a non-mandatory mechanic – after all, one of the large strengths of the Wii U is the ability to play in more ways than ever before. Whether with the GamePad itself, a pro controller, or a Wiimote and Nunchuck for motion controls, Nintendo has a big opportunity to sell the modular value of the console right next to it’s updated hardware, and not force people into using a control scheme they’re not comfortable with, or feel is inferior. What this could mean, however, is a lot of the focus is taken off of the GamePad as a required device for play, which may limit its possibilities.

We’ve seen a tech demo of the GamePad in action once already. This point is probably the most loose one to consider, just because the rule of thumb in the industry is a tech demo isn’t really indicative of a final concept, especially in the case of Zelda. The problem is the tech demo was a cinematic experience, not a gameplay one. Nintendo themselves warned fans against taking what was shown in the demonstration too seriously; we had one for GameCube that ended up looking nothing like The Wind Waker, if you remember.

While the tech demo didn’t give away a whole lot of information, we did see some potential user interface uses of the GamePad that Nintendo was at least thinking about. On the GamePad the camera position is shown, along with basic features of the room the player is currently in. Rupee count and life status were shown as well, elements that seemed to be hidden away from the main field of view. Again, while this is understandable for a demo intended primarily to show the graphical potential of the console, it makes one wonder if it’s a step towards cleaning up the screen – a move we’ve seen Nintendo make already in other Zelda titles. With the ability to keep a lot of the older legacy UI elements like these out of the way of the action, it potentially lets players use the GamePad to control their inventory management and special abilities in a way that doesn’t clutter up the main display. Still, nothing particularly game changing from what they’ve shown.

Dual screen improvements are tried and true. Elements like these in a 3D Zelda world were most noticeably witnessed in the 3DS remake of Ocarina of Time, the overall reception of its implementation being overwhelmingly positive. With a second screen, Nintendo was able to reallocate a lot of the screen space required to house quick-slotted items and player menus directly onto the second display. This was especially important for the 3DS, where Nintendo not only had to sell a classic game on a new platform, but try to reinforce the potential of the 3D technology as a whole. With too many 2D interfaces on the top display, it can start to detract from the immersion of the game, and lead to pop-art style interfaces which adds very little to the actual game experience. While some fans of the game will be quick to say that touch controls were the pinnacle of Zelda’s innovative interfaces (iron boots toggling, anyone?), others argue that Nintendo can go a few steps even further on their next generation console and use the GamePad for something truly unique.

We can’t forget the likelihood of multiplayer. In January, during 2013′s first Nintendo Direct video stream, Eiji Aonuma dropped the bomb that Nintendo’s mission is to seriously rethink the idea that Zelda gamers are meant to play by themselves. This led to a flurry of wild speculation as to how multiplayer interaction could be handled. In particular, it draws the question of what role the GamePad would serve in such a scenario – in a single player adventure, sure, adding UI elements and touch controls to the GamePad seems like a sealed deal. But in a local multiplayer setting with someone sitting next to you, won’t they need to see those same elements that might normally be relocated to the touchscreen? With Nintendo’s word that adding a second GamePad would result in significant performance issues for the console, and the relative difficulty of having more than one around to begin with, it seems unlikely that simply using more than one GamePad will be the solution they go with.

With all these things considered, and especially with the note on multiplayer, we really end up with more questions than answers. How might you see the GamePad differing from someone sitting next to you without one? Would the GamePad player have access to information he needs to cooperatively relay to his friend(s)? Maybe he’s not a player at all, and is some kind of mapper, helper or navigator for the team. Perhaps it won’t even be local multiplayer, and be a pseudo-multiplayer adventure that combines a single player experience with a multiplayer-influenced world, like ZombiiU? To me, the adventure that Link undertakes is a fairly personal one. Even with Four Swords Adventures, I can’t foresee more than one Link running around trying to save the world. If I had to guess, I would say the GamePad player would control Link, while the added members control support characters or creatures that help him along in his quest. Until we know more, though, we’ll never be sure. My sincere hope is that at the end of the day, Nintendo uses the console’s most unique feature in an inventive, original way, whatever that might be.

Let us know in the comments below how you want to see the controller utilized, or any predictions you might have!


Categorized under: Editorials, Wii U, Zelda Wii U
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  • cylordcenturion

    simple use it for inventory, mini-puzzles and archery

  • Jam9t3

    The WII U pad should obviously be used for stuff like quick select from the inventory screen, but in the upcoming game ‘Wind Waker HD’ it should be cleverly used for items where you have to aim, such as the Telescope, the Pictobox, the Hookshot, the Bow, etc. This would make the game much more engaging which keeps the game alive.

    • Nathan

      Personally I wouldn’t like that very much. Doing things like that always feels very gimmicky. Use the Game Pad as a great tool to clear up the game screen and make that part of the game more engaging, by all means. Given, I’m not creative enough to really come up with a good way to use the thing, so I don’t really have a lot of room to talk.

    • Kespino20

      When the remake was announced I thought the pictobox and the gamepad were a match made in heaven.

  • http://www.facebook.com/carlosdfdias Carlos Da Fonseca Dias

    I can see it being used for more then just the inventory and aiming with items.

    If it’s possible in the future of the Wii U, connecting multiple GamePads would led to similar experiences like Four Sword Adventures and the Tingle Tuner for the HD remake of Wind Waker.

    In singleplayer, it would be used like in OoT 3D but in Multiplayer, it acts as a single screen where the TV might display other stuff, like an universal map or a spectator screen for another person using the Wiimote to change cameras, maybe appearing as a fairy in the player screens. Maybe even being able to use beacons or even act as a Tingle Tuner. Players would give rupees to the 5th player so he could aid them, giving them items or buffs.

    I just hope they don’t mess up too much or don’t give enough potential to interesting mechanics.

  • http://www.facebook.com/christian.leduc.967 Christian Leduc

    Use it to display the movement in the map in real-time. It will actually feel like you’re carrying the map. Also, maybe toggle between viewing the map and accessing your items.

    • Nikki

      This would work for me. And toggling between the map and the items is like on SS. But I also like it when the map is small and you can see where you’re going(like on the OOT3D). I’ll be interested to see if all the controls will be used. Again, I’m not too fond of the multiplayer possibility… and I’ve said my piece on that part of it.

  • Meddy Awardey

    I don’t want it to be used for Zelda. Phantom Hourglass and its use of the DS touchscreen left me with a terrible impression.
    I’ve never been one for “fun way to play games” anyway.

    • http://marjimusic.com/nwtb Clockwerk Orange

      it would probably be used more in the way that oot3d did. so not stylus running and slashing and stuff.

      • Meddy Awardey

        “We can do much more with the pad than just showing maps and items.”
        I hope you’re right but, I can almost hear Miyamoto think that out loud.

  • http://www.controlpaddesign.com/ TheMaverickk

    The game pad to me would be perfect for map making; Skyward Sword did away with the compass. Instead the Map item showed you important locations and points of interest.

    I think the Game Pad would be perfect for players making their own maps of dungeons. Maybe not from scratch. Maybe they find a base map to start from, after which it’s up to them to mark things on the map. Like Treasure Chest locations, enemies, secret rooms ect.

    At the end of the day giving the players the ability to share their made maps with the rest of Wii U users. Spot passing the map you made to others to use if they feel they want to. This would be a great way to make experience players feel skilled and helpful to others…. while beginner players can pick up and use other players maps for guidance to find those hard to find secrets and how to solve puzzles.

    Personally think it would be a perfect use for the game pad. That or a sort of Stone Tablet system where you can use the tablet to leave messages on the walls of dungeons and so on to warn other players of dangers and secrets.

    Other then that. Maybe perhaps using the gamepad for aiming the bow and arrow, or other simple things. Personally I still want the Skyward Sword control scheme. It was perfect. I can’t go back to the old stiff controls.

    • ironicnot

      you just read my mind!

    • Distorted

      I think that kind of pseudo-multiplayer you’re describing was along the lines of one of the possibilities I was thinking of as well. Dark Souls and ZombiiU are decent examples of this – players leave predefined hints and messages for other players to find to help them navigate dungeons and complicated areas. I think it could add a neat amount of dimension to the game, especially if they plan to make the dungeons a lot more immersive.

      • http://www.controlpaddesign.com/ TheMaverickk

        My assumption is that when Miyamoto and Aonuma mentioned that they were “rethinking the conventions of Zelda formula and the single player experience” and changing it up that they were referring to that pseudo-multiplayer experience.

        I don’t think they intend to make Zelda actually “multiplayer” but I do believe they want Zelda Adventurers to be in contact with, and interact with each other.

        Nintendo with their level of polish could do this excellently I believe as well. ZombiU to me worked but it lacked a certain amount of execution that would’ve made it more memorable.

        To me this kind of interaction would be similar to how when you were kids on the play ground talking with other kids about the secrets you found, and how to beat bosses and stuff from a certain game you were playing. Like comparing notes on how your adventure is going.

        To me this is the ideal for the next Zelda, and it fits in perfectly with the ideas of the Miiverse.

    • Vink

      So maybe that’s what Eiji Aunoma meant about not playing by yourself (one of the rethinkingc onventions of zelda)

  • SMOSHOHLIC!

    The Wii U screen should be used for the inventory! It would be way easier to change items and you wouldn’t have to stop play.

  • Anonymous

    I can see multiple ways the gamepad can be used. While I agree with the article, here are my thoughts on it.

    Motion Control. You can use two hands to make the movements of any item you’re wielding. Or, if you really want it, you can put the Gamepad on an arm mount with a strap, and have your Gamepad control your shield and miscellaneous items like the Beetle, the Slingshot, and/or the eye of truth. While the gamepad would be strapped to your arm, the touchpad can be used with your right/left hand’s finger, while using a WiiMote+ and nunchuk.

    Multiplayer: The gamepad could be player 1, while players 2-5 share/split the TV and help with other items. Or the gamepad(s) can serve as a Tingle Tuner or secondary character controller (think Makar and Medli from Wind Waker, or Zelda/Guardian from Spirit Tracks).

    Secondary screen only. This can be your main menu. Touching it can/may automatically pause the game. With it, you can view you inventory to use items or set Wiimote item shortcuts. You can also see the map, and scribble on it (like Phantom Hourglass/Spirit Tracks). You can still use this secondary screen to use various items, like the Beetle (tilt the screen to turn the beetle) and the Lens of Truth (look around in 360*, First Person View) without losing the view of the original Link (I don’t want to be attacked by surprise while in control of the Beetle).

    Out of all of these, I prefer Secondary screen and Multiplayer. I love the idea of quick shortcuts, either by dragging your items to Item Slots (think Ocarina of Time 3D, but faster) or by highlighting it with a special frame. If you want an example of Framing, look at the image I edited below.

    • BigHairyFart

      I was thinking the exact same things as you. The only difference is that using the gamepad to switch items will NOT pause the game. I would like to be able to insta-swap while moving, like in Skyward Sword.

      • Anonymous

        Why do you think I said CAN/MAY pause the game? There are some people, like my siblings, who don’t like how they have to waste precious time looking for a certain item when confronted with enemies. They fear taking too long and taking damage or dying before they find it. I like the thrill of quick action, trying to get out a new item before it’s too late. Pausing could be an optional thing, where you could either manually pause with the + button or not by using the touch screen.

  • http://twitter.com/m_graba Marcos Grabauskas

    Honestly, if the gamepad turns out to just be the inventory screen and other basic stuff like that, I’ll be very disappointed. I want it to be used in a totally unexpected way. The gamepad’s potential is huge, and to relegate it to a mere helping hand would suck hard. To me, it has to interfere in the gameplay, to be of crucial use in the adventure. Hell, the gamepad could ultimately change the way we play videogames. Don’t let me down, Nintendo.

  • Nathan

    Anything that clears up the on screen interface will be awesome by me. Having the area map on the GamePad, your item select, etc would be great. I just don’t want to see anything “gimmicky” done with it, like scanning in Arkham City and Zombie U.

    • http://www.controlpaddesign.com/ TheMaverickk

      I liked the scanning in Zombie U, the problem was that it wasn’t more seemless. It kind of interrupted the flow pressing a button to get it up and running.

      Not to mention I simply enjoyed knowing where the zombies were by marking them.

  • Cillendor

    I want to see a hybrid of motion controls with the game pad. It would be rather cumbersome, but perhaps if both the Wiimote analog stick and the Gamepad stick could be used for movement, you could still hold onto the Wiimote while also using the Gamepad. But the Gamepad needs to have a unique function. I love the Lens of Truth idea, but let’s take it a step further.

    How about, when Link is looking through the Lens of Truth or whatever it is in this game, he is looking into another world. It is sort of a mirror of the real world, but the physics of this new world will be different. Where there was a hallway, now there is a wall, but a different wall will open up to a secret passage. And this can happen literally anywhere, so the entire world of Hyrule can have an alternate layout that can only be accessed by holding up the Gamepad. They overlap, but not perfectly.

  • Hyrule’s Hero

    Honestly, I want to use the Wii U pro Controller. It’s much easier to use than the Gamepad or Wii motion plus. I’d rather stick to my Nintendo 64 and play Ocarina of Time and Majora’s Mask. And anyways, why did they make the Wii U pro Controller if it’s completely useless. I think they only used for 2 games or something. BRING THE WII U PRO CONTROLLER TO ZELDA WII U.

    • http://www.controlpaddesign.com/ TheMaverickk

      They made the Wii U pro controller mainly for the dev’s who want to be able to map their games controls easier then using the Wii Remote control set up.

      Some dev’s just want to port their games as is and have them work that way.

      Although I don’t know what your beef with the Gamepad is. As far as I’m concerned it’s a fairly traditional controller for the most part, just with a built in touch screen for an extra interface if needed.

      Still if they get rid of the Motion Plus controls of SS in the next Zelda I’m out…. it trumps the controls of OoT. Going back and playing those titles is so stiff and rigid, and combat is boring comparatively.

      • Hyrule’s Hero

        Gamepad runs out of battery too fast. And plus it’d be to much like Ocarina of Time 3D. The motion controls of SS sucked. The whole game revolves around the Wii Motion Plus. And how are is the combat boring in the older titles? The combat is boring in SS. Do you have a problem with the Wii U pro Controller?

        • http://www.controlpaddesign.com/ TheMaverickk

          I don’t have any problems with the Wii U Pro Controller, there is a place for traditional controls. The thing is going back to old controls would be a step backwards for Zelda.

          The motion controls of SS is what made the game so amazing. I’ve gone back to TP (Wii version) and it’s clunky as hell. Even replaying OoT and MM, although good, the combat is so basic that I don’t care for it.

          Even how you access your inventory was smoother and faster SS.

          If the controls didn’t work in SS, the problem lies in the person playing, not the game.

          • Hyrule’s Hero

            Nah, the game just sucks, that’s why I say the controls suck.

          • http://www.controlpaddesign.com/ TheMaverickk

            Well if SS sucks then most of the Zelda series must suck considering the title doesn’t stray far from it’s predecessors.

            Unless you have some legitimate reason to why the game sucks, aside from the controls, which you claim only suck because the game itself sucks.

          • Gaseous Snake

            I found that motion controls helped make SS more immersive. After Demise, my arms were sore and it felt like I truly had won an epic battle.

  • shadowreaperx

    The GamePad would be useful for inventory and maps and such, but I think they could implement a feature to use it as a shield. Press a shoulder button or trigger and you can position the shield like you can swing your sword, as well as using a Wii Motion Plus controller like in Skyward Sword, but being able to substitute some motion controlled aspects for either the touch screen, or like in OoT3D where you can use the circle pad.

  • oozy the wolf

    it should be a 3d four swords with the gamepad being a fairy that can grab in small places or find an opponents weak point. you should be able to make your own map and test it using the game pad. lastly it should have online play and fairy mini games. we need more four swords

  • HeyListen!

    I honestly don’t think there will be any innovation here, and that’s no problem, becuase I’m completely satisfied with what there is until now. Menus & maps, motion control aiming & bomb throwing and more… The problem is that with the Game Pad the swordwielding gameplay looks like it’ll regress back into a simple button (well and maybe combos). And you can’t (or rather shouldn’t) have a mandatory control scheme of slashing motions on the touchscreen, because the Game Pad is a little heavy to hold with the weaker hand for a longer period of time (like in Nintendo Land: Pikmin Adventure) and it would be pretty uncomfortable to have to switch around between buttons and touchscreen all the time. But I’m open for surprises and I know Nintendo will surprise.
    And about the article: Is the author “Distorted” new? I couldn’t overlook the main theses being highlighted by the bold font. Maybe it’s just me, but I don’t see those around here as often as I should. Great Job!

  • Kablamogroup

    I just thought of something:
    A cool way to do multiplayer in Zelda is to create a unique companion for Link that could be controlled by another player, or by the AI; kind of like your partner in every Resident Evil game since RE5 that provided you with a partner (except maybe for Revelations. I haven’t dabbled too much into that game’s multiplayer capabilities, so I don’t know if you could link two 3DS’ for a two-player campaign or not). Also, this would allow Link’s companion to take a more active role in the game than just providing hints/tips and enemy info.

    • EyeOfSheikah

      Ive thought of this too. Like a dog or something. Or what if the companion also functioned as your mount?

  • Truth

    Personally, I’d like it to be kind of a mix between OT3D and ZombiU, the way that OT3D has easy access to maps, equipment, and tools, but have the puzzles that use similar aspects to ZombiU (such as lockpicking, where the gamepad screen uses the lockpick, or taking down wooden bars from doors, where you have to quickly tap the screen to remove bars)

  • Mateus RP

    what if the second player wasn’t going to help you, but try to defeat you?

    Dungeon Maker. He select the layout, the puzzles (could be predefined ones), the enemies and you try to conquer it?

    Or he simply deployed enemies during your main game, gaining points every time they damage you or kill you?

    • EyeOfSheikah

      I have to say, I never thought of that, that would be amazing. I don’t own a WiiU so I don’t know exactly how it works, but you could probably upload your dungeons to the Miiverse or whatever. Maybe you could even get some cool stuff on your single-player world for completing these dungeons (although there would have to be a daily limit or something so that it wouldn’t get abused). It could even be a bit like the Firefight from Halo: Reach, where the gamepad player is some sort of creature roaming the dungeon in addition to the normal monsters, but being allowed to move from room to room.

  • Benjamin Sigal

    I am not sure if the gamepad can do this, but maybe the wii remote can point to the gamepad, giving the game a way of being able to interact with both screens at once, without having to pick up and put down the gamepad.

    Obviously, this would have some changes to my idea, but… a way, as I said, of using two screens efficiently

  • http://www.facebook.com/devin.henricksen.7 Devin Henricksen

    I like the Idea of it being the start menu, while using the regular pro controler to control link, with the option for remote and nunchuck… I just want options..

  • wafflegoat

    I’d like the item screen to be on the gamepad, however, it would be nice if there was a button that could exit us off the item screen and duplicate what’s on the TV onto the game pad. That probably won’t happen, it would have to be one or the other, but I think it’s a pretty good idea. I have a Wii U and the game pad has far better graphics than the TV. Still, the TV will do. Another idea would be to use it for weapons, like aiming with the bow or hookshot, or defending with the shield. It would then be a more active Zelda game like SS.

  • thelinkman

    I would LOVE to see the gamepad being strapped in your right/left arm, displaying the image of the hylian shield (zoomed in) and the good ol’ Wii remote/nunchuck for: Bow and arrow, sword and that kind of stuff, but the “catch” i that if you were to use an item like the Beetle, you would use the Gamepad as a control (I think they did that with arkham city AE), but you could always opt out, because sometimes it could get annoying. Other than that, I think Link should have the “partner” (like Midna, Navi or Fi) to do some minigames with the gamepad aswel, but, I think that is not enough, they should add something truly EPIC. And that’s when you come in, Miyamoto :P

  • http://www.facebook.com/theodoros.zimo Thodoris Zimo

    i prefer the motion plus control because it is more realistic.I dont like to just press A button to use the sword.Swinging the remote is better because the game becomes more dificult, its better for aiming on the screen.For example you dont need to stop link in ordet to aim (oot 3d)you can move and the same time to continue aiming.(ss)I dont say that the game pad hasn t some advantages but i still prefer remote and motion plus control.

  • Kjetil Berthling

    They could make an online mode where you can make small DIY dungeons and share them online. Another cool thing would be to have a multiplayer mode with original bosses, where you have to cooperate with another player to beat it.

  • Kespino20

    I think I saw this on a monster hunter video but they had the map screen out on the gamepad on a stand and played using the Pro controller. I guess you could do that but with the Wii Remote/Nunchuk instead of the Pro.

  • Brandon Troutman

    NOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  • npatoray24

    i would cry if they made it multiplayer….. noone i know is a zelda nerd like me