I liked the additional layer of "you're just not figuring out the objective of the game but what to do with the character you're playing as" but as I grinded the weekly Wario Cup, it became obvious GiT's design has a lot of issues. Beyond some character/games combo just being way too obnoxious, it really does restricts the design of the microgames.
Not all microgames in previous WW involved controlling a character with full motion. Sometimes you might just press a single button to activate a moving claw machine, select an option in a menu, make a static counter go up, whatever! But since now every game has to involve a moving player avatar moving somewhere or executing their main move, that means every game has to be designed to be beaten by not only a traditional player avatar, but 20 of them with varying limitations on their movement and abilities. So to make sure things are still challenging, the developers had to do certain things:
-Complicate or abstract actions that could be directly performed in previous games. Sometimes it was whatever (moving your character to select an answer in a text-based choice instead of just choosing it directly) but in other cases like the rock/paper/scissor game, it was bloody obnoxious.
- Complicate the microgame through "realistic" (read: 2000 flash game-esque) physics, which there was so much of it and I hated it all.
It's entirely anecdotal, but when the game was new I remember reading a lot of reddit posts that went "This game was a bust at parties because learning each character was too confusing". I think that could've been mitigated by having a single character mode but even then, it tells me moving back to the traditional formula was the smart thing to do. I'm not completely opposed to them returning to a character-based setup if they address GiT's issues (in particular, I strongly feel characters like Kat and 9-Volt need more than one button to be less obnoxious) but as it is, nah fam I'm good.