Both of you completely misinterpreted what I'm saying. I was saying that only placing buttons on your controller interface is a terrible idea. My controller interface is functionally, an extension of the main screen, as well as a controller. The characters fly between controller and screen, talking to you personally, and to each other.
The point I was trying to make is that it's VERY important to take advantage of the phone screens. Don't treat it like developers did the Wii U. It's not just a secondary screen for buttons, or a minimap, or an inventory. It's part of the game. It allows people to interact with a console game with their fingers. Make them touch and interact with the world, don't make them touch and interact with buttons, to then, in turn, interact with things on the screen.
In my game, you pull a gelatinous cutie, and it shoots jelly balls at opponents, you fling it and it flies forward, you tap it and it uses collected items. You can talk to it, it can talk to you, it can talk to another jelly, etc. Each player gets their own Jelly, and each Jelly is an individual. That's just one way to make your game more immersive to the players. There are so many different ways.
I'm just saying, most of the games on Airconsole have shoddy controls, because they just made normal games with touch controls. I'm requesting that people put more effort into their design than that. That's all.
Play Cards Against Humanity on there, and you'll see what I mean. The cards are on your phone, and because people can't see them, it adds mystery. It's like if you put poker on there, it'd be the same thing. It's because the phone serves the purpose of being a direct, interactive extension of the individual. Take advantage of it.