Nintendo launched the console with a library whose intention it was to appeal to people for whom games, themselves, are a novelty. While that's a good way to go about expanding your market share, it means people who already know how to play are only going to find the controls novel - and the games themselves shallow and uninteresting. We've done it before, and the difference is that now we're doing it with controls that take ten minutes to get the hang of instead of... well, does anyone even know how hard it is to figure out how to use a Dual Shock from scratch? So of course we're not going to be pretty underwhelmed by the launch. Especially when the one title most designed to appeal to us was sort of welded onto the control scheme in the last four months of development.
The problem, for us, is a combination of factors. It's true to some extent that many developers haven't figured out a way to make a really deep game that plays well with the remote, but that doesn't mean that they've forgotten how to make deep games, period. Nintendo wanted the launch to focus on the party-games, because they are crazy enough to risk alienating the early adopters. And you certainly can't forget the launch-window doldrums that happen on every console. It's an exciting time to be a person just starting on a Wii, but a person who already knows how to use a joystick, less so.
The control scheme has not matured, yet. Games with mature design (which is what we want) will have to wait until the developers get familiar with the controllers as well. Fortunately, nobody's more familiar with them at this point than Nintendo's own first-parties, who, with the rate of their releases and development, look like they're trying to lead by example.
Next month we'll be seeing another Nintendo-(first-party-)made game that is mature in design, Super Paper Mario. This, at least, looks like they've done a much better job of adapting it to the remote than they did with Zelda. And not much longer after that, the first deep game designed from the ground up for Wii control, Metroid Prime 3. In the mean time, I'm not sure it's fair to judge a console by its launch lineup.
Since this seems to be the place to complain about Zelda, I'll toss in my two cents. Nintendo's said they don't want to leave the capital-G Gamers behind with the Wii, and, to that end, they've demonstrated (with Smash Bros. Brawl) that they're willing to make games that completely toss aside the remote, understanding that not all games work with any interface. So why, then, wasn't there at least an option to use a Gamecube controller with Zelda, if we preferred? Aiming with the remote was great, but a flick of the wrist to swing the sword does get old after a while, and it'd be nice to be able to change things up whenever I want. I felt that I had completely insufficient information on which to base the decision of which version to get.