What I mean is that no matter how good the motion sensing hardware, or how good the game coding, the Square Cube Law means that moving our arms mean moving a lot more mass than just pressing buttons, which just moves the thumbs and fingers, or even wiggling joysticks, which involve smaller motions with the arms and wrists.
So again, no matter how good the controller or game code, there will be some lag compared to traditional controllers, and also a greater risk of repetitive motion injuries.
Now workable motion control gaming is still young (not counting non working controls of course, like Mattel's Power Glove), so this is likely something to learn from. Developers seem to be learning that you can't just swap any button press with a motion, just those that the gamer isn't likely to use as much or as rapidly. But games like Red Steel 2 show that even trying to imitate something like swordplay can't be done like actual swordplay, or even the flashy Hollywood Errol Flynn style swordplay. Plus even prop swords will be heavier than a Wiimote or Move. So only someone really practiced can move that fast in real life, and again, people aren't practiced are more likely to sprain their muscles first.
So though it seems to go against a lot of what is learned in gaming, motion control should actually slow it down. Note that in Wii Sports, Boxing requires the fastest motions, and is also noted as the least accurate and more likely to cause strain.
Or with a swordfighting game, focus on accuracy of movement, in either attacking or parrying, to win the battles. And if someone insists on flailing, do like Anthony Hopkins in The Mask of Zorro and have the opponent just knock the sword out of that knave's hand.
Any other thoughts and ideas for how to make this work?
A flashy-first game is awesome when it comes out. A great-first game is awesome forever.
Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs









