Cueil said:
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That's quite an assumption you're making there, that games should necessarily tend to strictly emulate reality (or some subjective reality) and that "we all" would like it.
That's quite restrictive in my opinion, as games can be made of abstraction as much as simulation. Monopoly works by throwing dice and moving on squares, its essence is not in simulating people walking around a town. In classic,non-action RPGs the damage you inflict does not depend on a timed and precise input about how you swing your sword, but on abstract concepts such as stats, turns, actions etc. In an RTS the essence of game is about coordination and queuing of abstract orders over an expansion of space, very far from what a person experiences with his/her body actions in any simulated physical reality.
And I don't want to get into technicalities about how motion controls are supposed to work when it comes to speed, scope, interaction with virtual objects etc. I'm still not sold on the idea that rejecting abstractions entirely (and controller's buttons are abstractions made physical, as they map an idea to the simplest physical action) does fulfill a real, non-niche need.
@JaggedSac: this also pertains to your comment