Gonna break this into two posts since its two distinct thoughts....
- My Take on how to achieve 1:1 -
Ben you are partially correct. The 1:1 motion can be accomplished, the wii-mote is definitely sensitive enough, I think we are in agreement about that much. But the limitations of someone stepping backwards can be gotten around with good coding. It just takes some thinking, a great example is rumble + motion sensing, but they were able to compensate for that interference..
When it boils down to it certain motions don't make sense in the context of sword play and those motions can be isolated and thrown out. Some simple ways to handle this is to note that when someone steps back there is a pattern to that motion with respect to the arm, but just as importantly there is a velocity related to the motion. The pattern and velocity of that motion are not going to be very similar to most sword play moves...or at least not any I can think of off the top of my head. So at that point its a pattern recognition issue. You would recognize that it is a slow(er) pattern and it has the characteristics of a step backwards based on the overall backwards movement but also the jarring stop focused downward on/towards the Y axis from the foot landing (might seem minor to us, but electronics are nice like that).
Mind you this is probably not even the best way to handle it and I'm sure the folks who come up with this stuff are better at it than I am. But in my example its not like they are actually coding these things bit by bit they are basically capturing several samples of someone stepping back and finding the general function created as a result. Then the function can be used with basic pattern recognition software, of which they can choose from a number of different methods, but they don't have to choose right away. They can figure out what kind of resources they are going to be able to devote to this aspect and return to it later in the project. The more system resources they can devote obviously the better it will be, and in general I don't think the calculations are all that hard when properly minimized to fit precisely what is needed. The reason I choose this method as an example is because it is very likely similar to what they are already doing when detecting "good" or "wanted" motions.
But I must say I completely agree that 1:1, while cool, would be a very lame mechanic to be forced to deal with in a game. I would love it for an optional control style as it would allow players to really take their game to the next level and get very good at blocking the attacks of other players and the like. Just think of how many "star wars kids" we would have running around then =P
But it is technically feasible with the amount of data collected by the wiimote and hopefully nobody questions the precision of the data collected because I have played with the PC tools available for interfacing with the wii-mote and I can tell you the sensitivity is pretty good. Minor shifts are registered very clearly.
So just to summarize, it is possible from a technical standpoint. However it is quite difficult from a design standpoint, or at least it is if you want the game to be enjoyable initially by anyone other than those experienced in sword play.
I don't know how much developement it would take to accomplish and it might very well be cost prohibitive but it is something they could do, given the resources, and the time.









