There will be two different types of games built for the Rift, games built specifically for a gamepad experience (non motion control) and games built with the Touch controllers in mind. It will be the same for PSVR. If the game requires motion control, they'll use the PS wands. I don't forsee much use in VR for a motion controlled pad, if the devs want you to interact with motion they'll probably reqire the wands. We'll just have to see how it plays out. Saying that, devs are already having to change how games play out for instance Job Simulator will allow 360 controller tracking on the Vive but will have to adjust the game for Rift and PSVR to 180 degree controller tracking because of the forward facing camera (although they've said the Rift will have the option of 360 degree tracking for people who set their cameras up opposite from each other a la Vive).
I think though that the PSVR and Rift will share more multiplat games as both recommend a forward facing camrra setup. Where the Touch will be unique though is games built for two forward facing cameras that allow for fine grain tracking, like the Oculus playbox where you can light a lighter and spark a firework, fine tracking like that requires two forward facing cameras to stop the controllers occluding each other when close together or behind each other. The Touch controllers are also the only motion controllers that actually track your fingers so for instance you can give someone the flip or can track actual finger movement in VR.
At the end of the day though, if a game requires motion control to play, then a Rift owner will need the Touch controller. Simple as that.