According to Shigeru Miyamoto, the GamePad’s design, especially with the gyro controls, was to create more precision with FPS and shooting type games. We may finally see some of that first hand in Splatoon, but the GamePad has shown some improvements in Call of Duty basic controls so far as well.
Mashable: I definitely noticed with Splatoon [Nintendo’s newly revealed IP] the ability to use the GamePad gyroscopically to move around. It seems like you were designing for the GamePad first.
Shigeru Miyamoto: We’ve been thinking very deeply about how to leverage the GamePad and games that we’ve designed. Maybe there are some people who criticized us and said that we struggled with how to do that but really, what we do is we think deeply about how the GamePad can be used. And so it’s not just about designing game play around the GamePad, but really it’s about designing the complete game play experience and finding the best way that the GamePad fits into that overall experience. We’ve found that we’ve been able to naturally over time come to a point where we’re able to find the best and most natural way for the GamePad to fit into the game play.
And actually, when we first developed the GamePad itself, the reason that we put the gyro controls in there was because, very specifically, we wanted it to be easy to use those types of controls for aiming in those FPS or shooter-styles of games. So that was one of the first things we implemented when we began designing Splatoon.