Good episode, my thoughts entirely on the subject.
An example of a game that simultaneously got it right and wrong was the Uncharted game on the Vita (that was one of the release titles).
When Nathan was climbing, you could flick up on the rear trackpad to make him progress up the cliff face. Sure, it's not as simple as simply holding up or something like that, but it presented another way of getting Nathan to the top in a method that was actively engaging me (through the upward flicks on the rear trackpad), and was engaging me in a manner that, and this bit is key, felt enjoyably natural.
The bit they got wrong was also in climbing where you could use the touch screen to draw a line through the ledges to tell Nathan where he needed to go. Not only did the game disengage one of my hands from the main controls (something Jim mentioned, and I agree is a cardinal UX sin) but it actually didn't present any real advantage. By the time I've moved my hand and drawn the line, I could have been holding "left" long enough for Nathan to move where I wanted him to go in the first place. Yes, the argument could be made for above, but that found its saving grace in how natural and enjoyable the control method was, this was hugely unnatural, flow breaking, and just plain annoying.
As far as the tech goes itself, I think Sony, Microsoft etc are getting it the wrong way round, or at the very least not acting in a balanced way in this area. They are making input methods and then saying to their devs "right, make a game that incorporates our new input methods, even use our existing IP if you need to". This then leads to the idiotic shoehorning Jim talked about.
You'd think they should be looking at integrating the iterative way, too, by saying "okay, what's the feedback coming in from the devs, what are they wanting to make games do that's new and fresh, what are they wanting in the tech they're building their games on?". And thus design and make input methods around what is being wanted.
Of course, arguments could be made for both sides. The industry didn't know how much touch-screen games could rake in until Apple spearheaded the modern smart phone revival 5 years ago. Yes, tech can lead a "revolutionary" (in quotations because I'm not entirely too sure on that particular word) shift in input paradigms for games and other applications. But the iterative mindset of finding out and responding to what the industry and consumers are looking for can provide just as satisfying results.
Oh wow, you really get into a subject and WHEN SUDDENLY A WILD ESSAY APPEARS. I should go to bed.