"The main problem with point-and-click adventure games like Monkey Island is that the puzzles only ever follow one particular thread of logic; a cooking pot could be used as a crash helmet, for example, but not to hammer in a nail." It is unusual for me to say this, but this article got me to think of uses for things such as Natal and Move, I've always been under the impression that the two were nothing more than gimmicks alluding to something like the much greater like the Holodeck. Taking the above quote into consideration I think I dare say this could be an actual revolution in the adventure game genre, or even games in general. Crazy? I think so. But imagine the things that could be lying around in a game world, this harkens (thought that was a word) back to when I would wander around the rooms of Portal looking for the possible uses of the items lying backstage. I would try to jump on the water bottles just to peek up a ledge to place a portal in an area just out of reach of conventional portal-placing methods. Now imagine if we could take something like those everyday items or that stupid paint game Natal and Move have been showing off and instituting such a feel into a Half-Life 3 or an adventure-type game such as Alone in The Dark and being able to use the items lying around (with in-game physics) that is realistically possible such as nailing in something without a hammer or even leaving messages for someone in a multi-player puzzle game, this could successfully recreate the Ratman feel in newer games without us HAVING to solve the puzzle the way our predecessors have, madman scribbles everywhere and vague references to items that may not even exist anymore. Using human spatial ingenuity and creating multiple threads of logic in a game, admittedly level design would have to up itself a great many notches, is a very fascinating prospect.