It's all in how use of the interface is implemented into the game play. The interface itself is pretty worthless without any compelling reasons to use it in your projects.
Maybe MS is holding off until next year's E3 or some other major trade show, but for an interface that is scheduled for release in less than a year, where are the games? Where are the convincing examples that
a) the technology works seamlessly to the point where it enhances rather than hinders player/game interaction and
b) that this enhanced interaction leads to a more immersive experience allowing the player to feel that they are more actively involved in the game they are playing?
The mistake many developers will make is going the route of gimmicks and translating traditional input controls into gestures that don't really change the games in which they are used since they weren't originally designed from the ground as pantomime controlled games.
And without any physical controls to interact with, pantomime control is precisely what Natal will be.
Developers have to start with an idea that does not work with traditional controls rather than take a traditionally controlled game and "add motion controls."
Regardless, no one has seen nor heard anything since this year's E3, so it's pretty hard to get excited over all the games we haven't heard a thing about. Because without them, Natal is a just a camera.







