gofreak said:
I disagree. A lot can be done, for example, with motion mapping in a game like Zelda. General character movement is trickier (i.e. getting a character from A to B), and that'd require something more a long the lines of what we have now (a stick), but you could do so much more in terms of other actions with motion mapping (as one potential new interface that could be integrated into games). And no, you wouldn't need to give yourself a heart attack exerting yourself in the same way you might want Link to
Can you give a more detailed example as to how motion mapping would significantly increase the experience in a game like Zelda?
If I understand what you're saying correctly, you're talking about motion mapping in the same vein as EyeToy does things right? In which case it really just becomes a matter of random access versus sequential access. And that's what fundamentally input comes down to. Keyboards and mice, EyeToy, voice, all these things are examples of random Access input devices. Whereas trackballs and joysticks are examples of sequential input devices. I hope you know what I'm talking about when I say random vs sequential.
The thing is, both types of input devices can be mapped to the other. So instead of pushing up to continue to move up with a joystick, you could make the joystick's position map directly to onscreen coordinates. The problem with turning a joystick into direct/random access is that most people don't have fine enough motor control to utilize it effectively, so it would only result in frustration.
So now I'll get to my main point. Innovative devices are a false hope. Everything is an isomorphism of each other, and while certain devices may be more convenient and EASIER to use than a controller, ultimately they will not offer a fundamentally different experience to the user. The experience might be more visceral, such as banging on congo drums instead of tapping on the controller, but really you're still just tapping.
And if the actions themselves (meaning banging on the drums, turning that wheel, punching the screen) aren't part of the game's experience then the input device can be any old controller and the controller's design itself in regards to position and button reachability becomes the most important factor.