well look at it this way....
The way I see it (the controller); it would be the first step into the future of virtual reality. I really think that if they haven't already implented this type of control for next generation, then it will be undoubtedly be in the generation after.
To be more clear, the controller will have two parts: One side with an analog stick similar to that seen today as well as a D-pad; The other side will have 4 buttons or more and another analog stick similar to the configuration seen on any of today's controller. Now both parts will feature triggers (I mean real triggers like those on the Xbox) to accompany both trigger fingers. Now either a button or yet another trigger should be placed on the back of each part of the controller to be used by the middle finger. Since the middle finger is longer than the trigger finger, the trigger/button should be towards the inside of the handle, as well as being smaller since the middle finger is also weaker. Both handles should feel very easy to hold, and every button/stick should be easily reached and used. Now both handles should have their own method of sending information from the controller to the controller port (obviously neccessary for a two part controller). It also must be wireless; I don't know what that does for the rumble feature, but which ones better: Gyration or rumble feature. Now both parts should be able to hook up to one another and still feel comfertable. The attachment process shouldn't be complicated. Maybe one side fits inside another and locks. Either way it should invovle a one step process. And for disconjoining them, you simply press a button or switch; nothing complicated. Both parts should also include a strap of some sort so you can let go of the controller, but still have it attached to you. If your worried about dropping it, then worry no more, the rest is your fualt. Now this would help out with games solely based on the gyration aspect.
Now each part will be sensitive to the way it is moved around (gyration or whatever). Games don't have to support the feature, but most could use it here and there (even in say, a football game). If you don't yet understand what i'm trying to get at, then maybe a couple of real-life examples. For starters imagine a racing game, where your left hand is one the top of the wheel and your right is on a hand brake/boost. When you make a turn to the left, simply rotate your arm left in a circle. If you want to use the hand brake, you press the right trigger and you can act like your pulling the hand brake then pushing it back down when you excellerate (the trigger on the left part is used for excelleration). If pulling the said handbrake isn't that intuitive in practice, then it could just be pressing the right trigger. And if you didn't want to use any gyration aspects; you can also do that. The whole point is that it adds possiblities, while not constricting others. Even apart from the gyration situation, I myself would still rather use a two piece controller anyday for any game, becuase imagine how comfertable it must be to relax with two hands completely seperate from one another yet still actively in the game.
Another example would be if your playing a football game. Everything would control exactly the same, but some moments could be changed to allow user gyration inputs. Like for instance, you throw to your reciever normally like you would in today's game and as the ball flys through the air, you run to catch. When you catch the ball, YOU actually catch the ball. It isn't simply pressing a button called catch. You actually complete the motion of catching the ball, while pressing catch. Since you and the reciever are aligned (right is the recievers right also), you can easily immitate the catch if the camera view is decent. They can even make a game where all you do is virtually catch a ball. They can even immitate you catching an egg, where you have to move your hand down as you catch it so there isn't enough resistance for the egg to break. Simple things like that could become fun.
Now what about Link? When riding your horse, the concept of the racing game can be borrowed. You rotate your arm left to turn your horse left, you can pull back to make your horse stop, you can pull back faster for your horse to rise up and ney. Now with your free hand you can take hold of Link's sword, and physically deal out blows. Now what if you whip out your bow, you can aim in the direction you want and at the same time control where your horse is going. This seperates the control from Link and his horse. Also a side cam could showing the Link from the opposite side your aiming. If you aim foward it's behind you; if you to the left and upwards, it's behind you and tilted up to show what you are looking at. You may not be able to see where he is going but you can quickly aim forward if you really need to know. Now link is left handed so I don't know how that would work with the controls being meant for a right-handed person but it could be solved somehow. What about just regular fighting? You would actually take control of link's shield and his sword. You can't just pressing shield to block an attack, you have to block the attack yourself and actually in the direction it's coming from. This could help with the octoroks. Now jumping and all that movement, besides the actually arm movements could be put on the button configuration.
More games could come out taking advantage of this type of controller, such as a boxing game or even golf. Anything dealing with your arms and hands could be easily implemented into anygame. Imagine the WarioWare REV, where you one mini-game is where you feed fatty. You see a huge kid with a bunch of food in front of him and your soppose to move your arms as if stuffing your own face. And what about shake the tree, or stir the pudding. I think you get my point.
Now how could you (Spak-Spang) be such against a controller like this.