It wasn't all that long ago that the release of a portable Apple product was met with questions on how email would work, what the 'cloud' was and whether you could hack into your ex's photos. Even a 'TV Out' function was a revolution. Simpler devices, simper times.
Today, amongst other less engaging interactions, we want to know what kind of games we're going to play and how they're going to work. Email, online storage and hacking? We know about that, already. How am I going to pass the time on the tube, at the office or on the toilet? That's the query the Apple Watch needs to answer to convince some that it's worth strapping £500's worth of crack-happy screen to your wrist.
Making a game for a watch is no easy task, one that has not been attempted before with any degree of success or thought. The phone is the closest comparison we presently have in this regard, and it's not difficult to see how a game successful on iPhone etc wouldn't work in the realm of the wrist strap.
For starters, you've two hands free to interact with a phone. A watch allows you only the one. The screen is also much smaller and the watch must serve that most basic of functions at all times: communicating to you the time of day. "Within such a framework, the game most fit," Yoda might say, possibly.