Regarding the gamepad, I'm actually glad to hear we won't have to be looking back and forth from it to the TV. The games that use the gamepad best are those that make light use of it, and don't expect you to constantly be staring at it. To use an example, Xenoblade X, a game BotW is frequently being compared to, has a map affixed to the gamepad screen, that lets you quickly tap around to see and use quick travel points or manage a probe network. Or you can just put the whole game on the gamepad with the lower right button. I think a map system like that would work well for BotW. But anything else is too much. Kinda silly that it took Nintendo until the end of the console's life for them to realize that.
Yeah, it took them the entire console generation to realize the dual screen DS and 3DS only work is because the screens are close to each other and held at the same distance away from the players face. You can keep track of the other screen with your peripheral vision. This isn't possible with the Wii U's gamepad, especially if you just want to press the physical buttons and rest the gamepad in your lap or something (Mostly because of how retardedly heavy it is).
Also no one wants to swap between looking at their $2,000+ TV and a $100 gamepad display lol, it defeats the purpose of playing the game on the high quality TV!
It was also clear when the Wii U launched that Nintendo had no clue how taxing a second display would be on the hardware they chose to use (Remember they wanted to have support for 2 gamepads?). Often when a game used the gamepad display in addition to the TV it was wise to display simple things on the gamepad (like a map or inventory) due to performance issues. Most games that had fancy 3D graphics on both displays used simplistic stylish graphics or had an internal rendering resolution below 720p.
Edited by Nicholas Steel, 17 June 2016 - 04:27 AM.