That isn't what I meant, Ian Sane.
That kind of control would be unbelievably unintuitive! Not what I'm invisioning.
Gyroscopic control detects tilt. In that sense, it's like a Tilt'n'Tumble. It's just much more advanced, precise, and can be used in different configurations for more dimensions of control.
You still hit the button to swing your sword. The gyroscopic control would more likely be used to control movement or camera.
I think you can invision how the control could act as a steering wheel or joystick with gyroscopes, so let me pose this: image you're playing Zelda. To walk forward, instead of using an analog stick (which we're all used to but non-gamers and newly acquired gamers have a hard time picking up) you just tilt the controller slightly away from you. Not anything drastic - you feel the controller push back at you as you move it forward. If there's a wall, the feedback will be harder. You want to turn, so you tilt the left or right side slightly downard - it's simple, intuitive, like riding a bike.
I guess I should probably be more clear about what a gyroscope is. A gyroscope is a device that utilizes the laws of classical mechanics to stay stable. It spins around, and the faster it spins, the more it resists to you tilting it. If you do tilt it, it is sensable in the change in speed of the gyroscope. Gyroscopes can be used in different configurations (it could be just one, or it could be one on the left and one on the right, it could be 4, I'm no expert, so I don't know which one would be optimal) to have the capability to register various types of motion and to be able to exert certain types of feedback.
So there you have it, Ian Sane. It's more like riding a bike than swinging a sword - subtle movements control motion on-screen, and action on-screen controls the force the gyroscope exerts on the controller which is the force the controller exerts on your hands. You must have seen small children try to tilt the controller to get the character to move, twisting it, turning it - that's the way we tend to think. Analog sticks are great, if you're used to them - but gyroscopic control is more accessable to non-gamers while being a possibly more functional variety of control and definitely more capable of adding another dimension to the gamer's experience.