This is the point however, that many new types of controllers have been introduced and failed. Wiimote is perfect as a pointing device, which is why I find it strange that TVs have not taken the idea up. I'm sure that it's not a patent issue. As for the tilting mechanism, it seems from reviews/previews that Wipeout HD is the first game on the PS3 that its use actually works. Standard control mechanism however?
I'm not sure, maybe we will see it in the future?
No! It makes no sense. Wiimote to me is a less fiddly form of the old VR kits, you just don't need the headset. It's perfectly suited to very narrow gameplay styles such as Wiisports that allow the novice gamer to become immersed in a very inimmersive set of very simple games. You can argue as much as you like, but it's Wiisports and WiiFit that probably take up/will take up the majority of Wii use. These are very simple on the gameplay level, and are driven by the control mechanisms. Good for Nintendo, it sells, just like the DS, Brain Training, Cooking Mama, it's not actually driving that much, it's not pushing the envelope at all. Pro Evo is different is does, but it's a rare title.
For a start, there's no argument that Wiisports is probably still the most played. However, what of all the other tennis games, boxing games and golf games released? They (mostly) all play better than on control pads, and Pro Evo is not unique.
Godfather handles better on the Wii, so does pretty much all the FPS's (starting from COD2), Mario Galaxy is also a wonderful example of a platformer working beautifully with the motion sentive controls, so is the GTA inspired No More Heroes.
Resident Evil 4 is awesome with the control scheme, also (for the beat-em-ups) if you put a little effort into it, Dragon Ball Z is pretty darn nifty with the way you can shoot fireballs and the like with actually thrusting the remote/nunchuck forward.
For driving games, both games like Mario Kart and Need for Speed work well with the remote, again much more enjoyable experiance than a control pad.
Harry potter is also an example of a very good, and fresh control mechanism which really excels on the Wii.
There's plenty more, and like I say some are hit and miss, but for the most part games that are actually re-worked for the Wii, and not just quick conversion with simplistic motion controls, are as fun as and in a lot of cases, better to play than their big-brother rivals.
If, IF, this control mechanism is so great, then we will see it used outside of the Wii. We will see it for TV, we will see it on the PC, but we won't. That's my point. From an HCI perspective it is a gimmick, and a money spinning one, but it's not a longer term solution IMO because it does not work in a universal manner as well as more "standard" control mechanisms across the board. This is why it is a gimmick.
Ahh, see this is where we come a bit closer in line. I'm not claiming it's so "great". In fact, there are plenty of cases where it could even be seen as gimmicky, but only because of poor software by 3rd party developers, and in which case I'd say it's the actual control scheme that's gimmicky, not the controller itself (see Marvel heroes:Ultimate Alliance).
All I'm arguing is that it's not a gimmick from my point of view, because it's not a add-on, it's a new control scheme and one that could and should reignite the way games are made and played. If even a few titles come out of it that are uniquely brilliant and fun to play, rather than the same old button mashing, then I fail to see how that's a bad thing.
If anything, from my own designer point of view, I'd love to get my hands on it and really put it to good use.