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DDR is also not a good comparison, because is just jumping, its a lot less tiring than moving your arms with fast and strong movements.
Actually, DDR is likely far more tiring because, in addition to jumping, the game is all about shifting your weight around the pad rapidly so you can hit difficult clusters of arrows. I won't deny that rapidly swinging the Revmote around will make for a good workout, though.
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Originally posted by: Ian Sane
If you're going to rely so much on button presses then it's pretty much a waste of time to even use the remote to make a sword fighting game. The whole reason to have motion control is to have your movement reflected accurately on the screen. Otherwise you're just replacing button presses with gestures.
Subtle movements make sense for aiming but anything else, I think, kind of misses the point. If you're making a boxing game for example there's no point in having subtle wrist movements for punches because if you're going to do that you might as well use buttons which are going to be more accurate. If you're going to use motion control you might as well do it accurately so that your fist is the same fist on the screen.
Ian, you're contradicting yourself here. On one hand, you say that the games appear too tiring if you rapidly moved the Revmote around while standing. On the other, you say that simply using the Revmote to aim is not enough and that the fist on screen should be your fist.
So which do you want?
I don't see any reason why we can't have games from all genres which behave differently. Clearly, one the variables the controller must offer is how much on screen motion should happen when the player moves. When the player moves the Revmote 1cm, the character or point being controlled on screen would move 1 ______, where ______ could be a millimeter, centimeter, meter, kilometer, etc. It's the same principle of adjusting the sensitivity of the touchscreen in Hunters, where you can make it so you need less stylus movement to equate the same amount of in-game motion.
Frankly, Ian, I don't think you'll have to worry because the style of the game will largely reflect the amount of motion required, and being worried that you'll only get one or the other would imply that the Rev will have a severe drought of titles. If anything, the Rev will suffer from the DS's problems where there are too many titles which look like they might bring something new and original to the system and ultimately be worth buying, no doubt giving us a range of games which will use the Revmote in different ways.
Like I said earlier (and much to MJ's amusement

), worrying that all Rev games will require you to expend too much effort is just plain silly. Revmote games which require physical effort will exist right alongside those which don't, and we already have at least one first-hand account of the fact that this is the case.
Developers know that there are people who don't want to move around a lot while they play games. Nintendo knows this, too, which is why the reporter even said that he could rest the Revmote on his leg like a regular controller and just slightly move his wrist and yet it worked perfectly, expending minimal effort in the process.
Again, thinking that games which cater to those who don't want to move won't exist on the Rev is like believing games on the DS will not use the crosspad and buttons because the touchscreen is available, and we all know that this just isn't the case.