| Also, how exactly does the Wiimote tell how a wiimote is oriented in space? Is it purely accelerometer? There are a couple of games -- SMG comes to mind -- that use very fine movements with the wiimote pointed vertically. The IR sensor is no longer line of site and that is coming purely from Wiimote internals. |
Calculations taken from the accelerometer determine the wiimotes orientation when the IR receiver is pointing away from the screen. The problem is that calculation drift causes the wiimotes on-screen representation to gradually lose sync with the physical remote over time until the result is no longer reliable. The wiimotes orientation can be recalibrated on the fly at any moment the IR receiver is again oriented toward the sensor bar, even if only for an instant.
E.g., the "feel" of Wii Sports Baseball is authentic to the point of being able to "waggle" the bat behind your head while waiting for the next pitch. Every time you complete a full swing, the wiimote is recalibrated, as the IR receiver in the wiimote will cross the path of the emitters in the sensor bar at some point during your swing.
In a Star Wars lightsaber game, I think it can be expected that the basic gameplay mechanic will lead the player into doing something with the wiimote that will cause it to cross the path of the sensor bar every few seconds.
1:1 motion can be done without any (or only occassional) IR if the developers choose to do it. Wii Sports Baseball and Golf prove that. WarioWare and Trauma Center do as well.
The real problems in 1:1 motion are, first, accessibility. If devs make the system a perfect 1:1, it will be very unforgiving for inexperienced, less-coordinated players. Second, it will probably feel a little wonky without force feedback and "real world" collisions. e.g. If two people go outside with those plastic toy lightsabers, they can bludgeon each other to their hearts content, and throw up blocks and so on as if in the film. On the Wii, though, you have no force feedback with the controller in your hands. After you swing through, how does the software determine where you end up? Did your swing cut through the opponent? Did you whiff entirely? Were you blocked? If so, we are now immediately no longer 1:1. Once you have "swung through," your body is no longer 1:1 with the images on the screen if the software representation of your combat determines your opponent blocked you.
To me, the problem with Wii 1:1 motion mapping is not technical; it's logistical.