Yahtzee Croshaw said:
What this is is the shortest possible connection between intention and in-game action. "Shoot that guy," think you, and lo is that guy shot. Thought → action. That's what technology should be working towards. Standard controllers have a far shorter brain-action delay than motion controls. The movement of our actual, physical bodies is minimized to the tiny finger-jerks it takes to press a button. Thought → tiny movement → action. You can't yet put your mind wholly into the game, but you can channel it through your thumbs while the rest of your body lies as dead and motionless as it would in our hypothetical future Matrix containment tubes. It takes a little while to get used to it, and figure out what buttons apply to what actions, but hey, it took a while for you to learn how to read, too.
I'd counter point that even though the shortest way to swing a sword at someone might be a button-press, it would be infinitely more immersive to swing your arm whilst holding a sword-shaped peripheral, and have your avatar mimic your movements exactly. No amount of experience wiggling a joystick and mashing a couple of buttons is going to make it more realistic or immersive, that's just a barrier between the control interface and your desires.
Take, say, Legend of Zelda: any of the 3D ones. Press A and Link swings his sword horizontally, press it three times and his combo finishes with an upward slash. Lock-on and attack and he'll do a downward jumping attack. Lock-on, press forwards and attack and he'll do a jab. But what if I want to swipe at an enemy's legs? Block with my sword? Back-swing into an enemy's head? There isn't a button for that, just as there's no button for 'spin around to the side of the target and slice him in half' - at least, not without some QTE, and not in Zelda.
The point is, whilst buttons allow you to do things in the game quickly and easily through an abstract control interface, the
potential of motion controlling, especially controller-less motion controlling is that you can do things the developers didn't have to explicitly program, perform animations that they didn't create, and interact with the world in a more natural manner than simply pressing a button and watching things happen on the screen.
After all, isn't the disparity between the button-press and the onscreen action what really rankles about quicktime events?