@Kitler
Yep, I read about that. And of course we all know the "invisible steering wheel" experiments, the more proper ball game and all the other tech demos. But they strike me as either a) games entirely built around the experience of motion control itself or b) experiments where the motion control is basically a less comfortable substitute of buttons/sticks.
I was thinking more along the lines of traditional game genres - (action) adventures, RPGs, shooters, strategy games. That's where I'm interested to see game designers focus on actual new ways to interact with the game, but integrated into a rich game structure.
At this point I've heard them say long enough that there's an endless sea of possibilities.
So is a blank page, let's see how they can draw :)









