I won't lie, when I imagine the possibilities that Kinect brings to the table in terms of game interactivity I become slightly giddy. I revert back to that child like glee I would have on Saturday mornings watching the Power Rangers (the original) every so often trying to imitate their fighting moves on my mother's tailoring dummy. Add about a decade and a half onto that of games like God of War, Force Unleashed, and the KH series and my list of "stuff I want to fight things with" has grown exponentially.
Imagine, if you would, putting a future installment to the God War series into your Xbox (because in this fantasy its not a Sony exclusive) as the intro rolls and Kratos is put up against his first batch of minions to the slaughter instead of waggling your arm or phallic controller awkwardly you instead make similar sweeping arm movements to deal out the pain or quick strafes to the side to avoid attacks. How about Street Fighter, want to slam a hadouken into the face of your oppent; well then don't just stand there nerd it up and shout "HADOUKEN!!" as you make your attack motions. Let's say Final Fantasy 20 brings us back to the days of turn based combat, well now you can do co-op in battles by wrangling up a few friends to take on the roles of the in-game party.
I suppose we are going to have to put up with the inevitable wave of bowling, tennis, and snowboarding simulations as developers get their bearings with this new technology. With any luck we'll see some forward thinkers attempt to adapt some big name titles. Right now though, the technology seems to be stagnating as it gains its reputation as the "gimmick" hardware; almost like 3D movies and TV's. I don't like seeing that and I don't want to see it be saddled with such a stigma. Microsoft and Sony are attempting to sell their motion control systems in the same light that Nintendo does and I don't feel it is healthy encouragement for the type of game development that would bring the kind of innovation I hope for.
Certainly by marketing to the masses rather than to core gamer audience both systems will garner massive sales. Sales are the proof needed to show the investors that motion controls sell. Yet what happens in the long term? The core audience is driven away because we despise that which seemingly invades our domain of dominance; because we do not want the common person to sully our golden kingdom of plumbers and space marines. Developers who typically create games targeted at the core audience will shy away from development in motion controls and at best produce shoddy ports because their target audience has shown an aversion to motion controls due to their seeming "gimmicky-ness". It is because we have been told that motion controls are not for us. Like hell they're not.
(to bring this string of thought full circle) Talk to any person who considers themselves a member of the core audience and tell them they have a chance to get as close to actually going toe to toe with their favorite villain. Better yet, imagine being able to put yourself in Kratos' position in that final fight with Zeus. I know my adrenaline gets pumping simply thinking about it. Despite how interactive experts say about traditional gaming, it is still very much a spectators experience. We can remove ourselves from the spectators chair and onto the playing field (in a way we already have) lets hope we can apply that to something more epic than bowling or tennis.
On a side note: Imagine what would happen to the obesity rate if some of the more energetic action games got Kinect overhauls that forced the player to (somewhat) copy their character's attacks on screen. I guarantee you it would plummet like...well like a fat kid off a cliff.