Why are FPS gamers against motion controls?

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Eclectic Dreck

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boholikeu said:
Bounding boxes pretty much solve this issue. You might have to configure it so it's comfortable for you (just like you might have to toggle invert mouse, or change mouse sensitivity in PC games), but people who about this aspect of motion controls is a bit like people that can't play a PC FPS because they keep looking at the ground on accident while playing -- they just haven't gotten used to it yet.
Bounding boxes provide a solution to the problem as I pointed out but it is far from the best possible solution. The inherent problem, that you have three types of movement but only two input mechanisms, remains. This problem is all but unsolvable as the only way to reduce the necessary types of movement to two requires the use of a hemispherical game interface, and while such a thing is technically possible the enormous cost makes it impractical to say the least.

boholikeu said:
Again, as I mentioned several times above, it's possible to play a motion controlled game with about as little wrist movement as a mouse. The idea that motion controlled games innately require more movement is simply a myth.
You can argue this until you are blue in the face. You might be able to play a game comfortably with a motion controller but many other people have not mastered this as of yet.

boholikeu said:
the same arguments were used ten years ago against console FPS games, hence my comparison of the backlash against motion controls to the initial backlash against analogue sticks. I have a feeling that as more games come out the negative reaction will dissipate, just as they did for gamepad controlled FPS games.
The same argument still applies to analogue sticks. It has not gone away; instead, people have simply adapted. The mouse still offers a skilled player better speed and greater precision than an analogue stick. This remains a common point PC elitists use when arguing their platform is superior.

Better design and the inclusion of a degree of auto-aim has helped mitigate the problem but it does not eliminate it as the root cause of the issue lies in the control mechanism.

boholikeu said:
Keyboard controls will always be the most complex, but I've seen motion control schemes that have just as many input options as a traditional controller.
If we take the Wiimote as an example, we can see that your argument here has a problem. While the total number of buttons is similar, their placement on the wand ensures that some portion of them are going to remain out of reach. Thus to use all the buttons requires regular shifts of the wand - a difficult prospect when the other hand is holding the nun chuck. This is a problem of ergonomics and again it is inherent in the controller. The obvious solution is to design a game that makes use of only a certain portion of the controller, a move that gives access to a d-pad, the trigger and a pair of buttons. This is still four buttons fewer than the competing gamepads offer.

boholikeu said:
I've found the opposite, but I guess we can just tag this as personal preference.
I tend to prefer text based chat if only because I am not bombarded by the irritating voices that populate FPS games. Voice Chat is my preferred solution when I know the people I'm playing with however.

boholikeu said:
I find it funny that some people claim motion controls aren't accurate enough while others claim that they are too accurate.
I never stated that accuracy was the problem but rather that it was precision. Wii Motion+ and the Playstation Move have more than sufficient accuracy of input but this accuracy can, itself, lead to problems such as the trembling hand syndrome.

boholikeu said:
Either situation can easily be fixed software side though. Either slight auto-aiming or enemy locking (both of which are already utilized in most console games) could solve these problems.
Yes, the problem can be mitigated with software but that does not mean it ceases to exist. When your input solution requires software assistance to function, this is an indication that something is inherently wrong with the device. But, as you said, this is not relegated to just motion controls as most console FPS titles use some amount of auto-aim. By contrast, auto-aim has traditionally been reserved for cheating in PC games.


boholikeu said:
Who knew most game reviewers were liars? =)
A reviewer here and there can be bought, certainly. They are simply human after all. But when you consider the game received middling scores all around, that implies that the problem was with the game itself. You are, of course, free to enjoy the game. I liked Alpha Protocol. That doesn't mean I'm blind to the notion that the game had problems. I recognized them, they just weren't deal breakers for me. As a notable curiosity regarding this very point, the Conduit has a very respectable user score on metacritic that is nearly 20 points higher than the critical scores. We could discuss why the delta is so wide for hours I'm sure but at least it demonstrates you are not alone in enjoying the game!

For my part, I found it to be the second best FPS on the Wii which seems like praise until I point out that I actually didn't care for it much at all. It was mechanically functional which is more than most Wii FPS games accomplish. The actual game part was uninteresting at best.


boholikeu said:
Again, I don't see how motion controls are innately less precise than any of the other control methods. You even see some people here complaining that they are too precise.
The problem with precision is the direct result of having two different motion types bound to the wand. The bounding box is equivalent to an analog stick where the actual aiming is similar to a mouse. In order to transition to a target, the player must aim, then turn, then aim again. By contrast in an FPS on the PC, the aiming and turning functions are one in the same.

This is not to say that it cannot be functional or that a player cannot grow accustomed to it of course. So long as each player is wrestling with the same inherent limitations of their input device, there really isn't a problem when it comes to competitive play, and so long as it is functional for the design there is nothing damning about using it in a single player space either.

boholikeu said:
I play with the controller resting on my leg. It's actually less fatiguing for me than using a mouse for an extended amount of time.
You are one person. I would point out that my post was nothing more than the basic list of reasons why people do not care for motion controls in FPS games. Never once did I assert problems of comfort were universal; indeed, all controllers will induce fatigue given time. It is almost certainly a problem of familiarity that causes this to be a commonly cited problem. People who are perfectly comfortable with a mouse would probably complain about comfort and fatigue if they were suddenly asked to use a trackball.

boholikeu said:
This is actually my whole point. I think people's reactions to motion controls is actually a result of bad games rather than problems inherent to the control method.

Also, most people seem to agree that the Conduit had excellent controls.
Functional is the word I would use. The simple fact that I had to spend 20 minutes tweaking various settings is what keeps it from being excellent in my book. The default control scheme technically works but it introduces hilarious problems. For example, by default the player will have difficulty looking upwards, a problem exacerbated by placing plenty of enemies above the player. The game almost literally ships with the controller set to "broken".

Eclectic Dreck said:
Analogue sticks offer a tradeoff in most games as precision can be gained with lower input sensitivity whereas speed can be gained with higher input sensitivity.
Eclectic Dreck said:
As a result games have thus favored a strange input mechanism where player control is composed of three distinct areas. The first is the position of the character (i.e. walking), the second is the aiming of the weapon itself and the third is controlling where a character is looking. The problem that naturally arises is simple enough: we have three core control types bound to two separate input devices. The motion controller itself performs double duty in this regard and allows a player to point his weapon but as they near the edge of the screen they then begin altering the facing of the character. It is here that we find the sacrifice in either precision or speed.
These two statements seem contradictory. In one case you imply that motion controls don't have the speed/accuracy trade-off that analogue sticks do, yet they clearly do in the "bounding box" control method you outline above. Good motion control games (like the conduit and metroid) allow the user to customize the bounding box, much like good controller games allow you change the stick sensitivity.[/quote]

They are not at all contradictory. My entire post relating to issues of speed and precision pointed out that analog and motion controls require this very same trade off. The last bit simply pointed out why the issue is more obvious with motion controls: you are asking one input to pull double duty.

It is precisely because the player must use one device to turn and aim as discreet functions that most motion shooter problems exist. The unfortunate fact here is that there are only two ways to resolve this inherent problem with the device. The first is to use a hemispherical (or better still fully spherical) screen an interface so that aiming and turning become the same function. This is obviously not a reasonable solution. The second is to remove one type of motion. The latter is reasonable enough to do and the most obvious example is the rail shooter.

It is the rail shooter that demonstrates the fundamental truth of the matter. The motion controller is superior as an aiming device when compared to a joystick. It is only when the motion controller is asked to perform multiple distinct duties that problems arise.

And, on an unrelated note, I believe that it is not the general concept of the controller that is at fault but rather the specific way that these controllers track motion. A mouse is, after all, a motion controller and it manages to avoid the dual motion problem in an incredibly simple way: if you lift the mouse slightly, a motion is no longer registered as a motion thus allowing one to reset the position of the mouse without altering the status or disposition of the character in the game. Were a similar function available with other motion controllers, the inherent problem is resolved.
 

boholikeu

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irishstormtrooper said:
Okay, let's do a little experiment. Stand up and hold your arm straight out. Now keep doing that. It gets tiring after a while, doesn't it? Now, imagine playing a shooter where you have to do that every time you don't want to look off in a random direction. I'm all for motion control in games, but only if it's not a hassle to do nothing.
Okay, let's do a little experiment. Sit down and hold the motion controller with your arm resting on your leg. Now keep doing that, and pivot the controller around with your wrist to aim. Not so tiring anymore, is it? Now it's not as much of a hassle as you thought, you should be all for motion controlled games.

Zachary Amaranth said:
Partially, I'm talking about things like location. However, current systems require movement tracking to aim, which doesn't end up being small, or gyropscopic motions which, while theycan be tiny, require a lot more force to be picked up accurately. Whether they can be is nice and all, but even comparing the "effort" put into a Super Mario Brothers game with motion controls and without.

Could it be more refined? Probably, but even the best shooters on the Wii don't have that level of refinement, and it's unlikely to happen any time soon.
Honestly, sitting five feet away from my TV I can point the wii-remote anywhere on the screen with less wrist movement than it takes to move my mouse all the way across my mousepad. Perhaps you sit closer or have a very big display, but I'd imagine that most people's experiences would be comparable to my own if they actually paid attention to how little movement is required to point to each of the edges of your screen.

Eclectic Dreck said:
boholikeu said:
Bounding boxes pretty much solve this issue. You might have to configure it so it's comfortable for you (just like you might have to toggle invert mouse, or change mouse sensitivity in PC games), but people who about this aspect of motion controls is a bit like people that can't play a PC FPS because they keep looking at the ground on accident while playing -- they just haven't gotten used to it yet.
Bounding boxes provide a solution to the problem as I pointed out but it is far from the best possible solution. The inherent problem, that you have three types of movement but only two input mechanisms, remains. This problem is all but unsolvable as the only way to reduce the necessary types of movement to two requires the use of a hemispherical game interface, and while such a thing is technically possible the enormous cost makes it impractical to say the least.
Can you explain again just why bounding boxes are so impractical? From where I'm sitting they have the best of both worlds.

Thing about it with a mouse/stick sensitivity option you can choose between precision and speed, but you can't really have both. With a bounding box you can configure the edges to be very sensitive (IE they will turn you very fast) and the center to be the opposite (IE you can be very precise without having to worry about doing a 180 on accident). If you really want both precision AND speed, motion controls seem the best way to go.

Eclectic Dreck said:
boholikeu said:
Again, as I mentioned several times above, it's possible to play a motion controlled game with about as little wrist movement as a mouse. The idea that motion controlled games innately require more movement is simply a myth.
You can argue this until you are blue in the face. You might be able to play a game comfortably with a motion controller but many other people have not mastered this as of yet.
It doesn't matter if I'm the only gamer out there to "master" lazy motion controls. If even one person can do it with minimal motion it still proves that motion controls don't require excessive movement. It's simply wrong to say they do when other people clearly show otherwise.

Eclectic Dreck said:
boholikeu said:
Who knew most game reviewers were liars? =)
A reviewer here and there can be bought, certainly. They are simply human after all. But when you consider the game received middling scores all around, that implies that the problem was with the game itself. You are, of course, free to enjoy the game. I liked Alpha Protocol. That doesn't mean I'm blind to the notion that the game had problems. I recognized them, they just weren't deal breakers for me. As a notable curiosity regarding this very point, the Conduit has a very respectable user score on metacritic that is nearly 20 points higher than the critical scores. We could discuss why the delta is so wide for hours I'm sure but at least it demonstrates you are not alone in enjoying the game!
My point was that most people praised the controls for that game, even if they (like me) thought the rest of the game was boring.
 

Eclectic Dreck

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boholikeu said:
Can you explain again just why bounding boxes are so impractical? From where I'm sitting they have the best of both worlds.

Thing about it with a mouse/stick sensitivity option you can choose between precision and speed, but you can't really have both. With a bounding box you can configure the edges to be very sensitive (IE they will turn you very fast) and the center to be the opposite (IE you can be very precise without having to worry about doing a 180 on accident). If you really want both precision AND speed, motion controls seem the best way to go.
I'll do my best.

Consider a target that is just off screen to the left (the direction doesn't matter and was chosen arbitrarily).

In order to engage the target I must transition the controller through the aiming phase - that is the phase where I am pointing the weapon around the screen but not actually altering the character's facing. When I reach the left bounding box the character begins rotating. Eventually the target comes into view. I must then transition the controller to the right, back into the aiming area and then move the controller in the aiming phase to the target.

As discrete phases they work well enough. I would say that the aiming phase is obviously superior to a joystick and arguably superior to a mouse. The turning phase is equivalent to a joystick. The problem lies in the transition between the two.

Using any other control mechanism, the aiming phase and the turning phase are one in the same. The impact of the transition can be overcome in time of course and with a well designed single player game this is sufficient. If playing against other people, so long as everyone has the same hurdle to overcome this problem is again negated.

But just because the problem of transition can be overcome with time and effort does not mean it has been eliminated. The promise of motion gaming is that it will free us from the bonds of mechanical execution, which is one of the great hurdles in the "core" games. Anyone can pick up Street Fighter 4 and participate in a game but a person who has yet to master the interface is playing a totally different game than someone who has. The problem is that this transition increase the complexity of the interface when compared to a joystick or a mouse.

boholikeu said:
It doesn't matter if I'm the only gamer out there to "master" lazy motion controls. If even one person can do it with minimal motion it still proves that motion controls don't require excessive movement. It's simply wrong to say they do when other people clearly show otherwise.
This still avoids my point.

People cite comfort as a key reason why they do not use a motion controller. People would likely have the same problem if they were asked to play Team Fortress 2 using a trackball if they were not accustomed to it. This discomfort can be overcome but it remains a hurdle in the path. You asked why FPS gamers didn't like motion controls and comfort is one of the issues they have cited to you.

If you never exercise, going on a mile long run will suck. If you put enough effort in, eventually you can run a mile without problem. But this does not detract from the fact that the effort is going to involve discomfort.

boholikeu said:
My point was that most people praised the controls for that game, even if they (like me) thought the rest of the game was boring.
I can agree with this. Once configured it offered the best controls in an FPS on the Wii. But that configuration took more time than I've spent configuring the controls in any of the last dozen PC games I've played combined. I can appreciate giving me the tools to make it work for my tastes. Now if they would simply do the same for a game that was worth playing.
 

Geekosaurus

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boholikeu said:
Geekosaurus said:
Because how do you control your movement? Yes, you can jog on the spot to make the person run, but that's hardly the most accurate method of input. It just wont work without an analogue stick of some kind.
Reread my post again. I'm mainly talking about aiming here. Other actions would still be bound to buttons.
But Kinect has no buttons...
 

Alexander Cron

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It is simply just a gimmick. They are currently not precise enough to let me to look into my x12 magnification scope, adjust for bullet drop, lead a moving vehicle, and pull off a perfect headshot.
 

klasbo

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esports.

That's why. Motion controls are too slow and too imprecise. There's a reason almost noone plays CoD on console in the esports scene: the controls are too slow and too imprecise. FPS games belong on the PC (Halo being the only exception: the overall pacing is slower and better suited for consoles than PC), and downgrading (yes, I said it, and most amateur and pro gamers would agree here) one step further to motion controls will destroy competitive FPS esports.

rant: We've had enough hassle with the CoD console ports, even Battlefield has gone down that path with BC2 (BC1 was at least console exclusive). People have been forced to return to good ol' promod, CS, BF2 (last Nations Cup was good fun) and the likes. Black Ops was going to save us after the failure of Medal of Honour (I say this a s a DICE supporter!), and even they failed. We're moving into a console era where the game plays you instead of you playing the game, and with Motion Controls that will only worsen.
/rant

Imagine Curling with magnets... Yea. Interesting.
 

boholikeu

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HSIAMetalKing said:
Because FPS gamers, surprisingly, are terrible at pointing and shooting.
Haha /endthread =)

Eclectic Dreck said:
boholikeu said:
Can you explain again just why bounding boxes are so impractical? From where I'm sitting they have the best of both worlds.

Thing about it with a mouse/stick sensitivity option you can choose between precision and speed, but you can't really have both. With a bounding box you can configure the edges to be very sensitive (IE they will turn you very fast) and the center to be the opposite (IE you can be very precise without having to worry about doing a 180 on accident). If you really want both precision AND speed, motion controls seem the best way to go.
I'll do my best.

Consider a target that is just off screen to the left (the direction doesn't matter and was chosen arbitrarily).

In order to engage the target I must transition the controller through the aiming phase - that is the phase where I am pointing the weapon around the screen but not actually altering the character's facing. When I reach the left bounding box the character begins rotating. Eventually the target comes into view. I must then transition the controller to the right, back into the aiming area and then move the controller in the aiming phase to the target.

As discrete phases they work well enough. I would say that the aiming phase is obviously superior to a joystick and arguably superior to a mouse. The turning phase is equivalent to a joystick. The problem lies in the transition between the two.

Using any other control mechanism, the aiming phase and the turning phase are one in the same. The impact of the transition can be overcome in time of course and with a well designed single player game this is sufficient. If playing against other people, so long as everyone has the same hurdle to overcome this problem is again negated.
So essentially it's impractical because veterans have to relearn the control scheme?

Hm, I suppose that's fair, if somewhat stubborn. However, in the end the player would benefit from the new control method since it allows for both precision and speed at the same time, which neither the mouse or analogue sticks can offer.

Eclectic Dreck said:
But just because the problem of transition can be overcome with time and effort does not mean it has been eliminated. The promise of motion gaming is that it will free us from the bonds of mechanical execution, which is one of the great hurdles in the "core" games. Anyone can pick up Street Fighter 4 and participate in a game but a person who has yet to master the interface is playing a totally different game than someone who has. The problem is that this transition increase the complexity of the interface when compared to a joystick or a mouse.
Current control scheme aren't as transparent as you imply, especially to new gamers. Learning the bounding box control method may be difficult for a newbie, but the other existing FPS controls are just as difficult to master and probably even more abstract. Have you ever seen a non-gamer try to play even the simplest mouse and keyboard shooter? Most fail miserably, and end up looking at the sky or the floor most of the time. In my experience, the bounding box control scheme does free many players from the bonds of mechanical execution, since it's much more intuitive to point and shoot rather than to try and aim with a stick or mouse.

Eclectic Dreck said:
boholikeu said:
It doesn't matter if I'm the only gamer out there to "master" lazy motion controls. If even one person can do it with minimal motion it still proves that motion controls don't require excessive movement. It's simply wrong to say they do when other people clearly show otherwise.
This still avoids my point.

People cite comfort as a key reason why they do not use a motion controller. People would likely have the same problem if they were asked to play Team Fortress 2 using a trackball if they were not accustomed to it. This discomfort can be overcome but it remains a hurdle in the path. You asked why FPS gamers didn't like motion controls and comfort is one of the issues they have cited to you.

If you never exercise, going on a mile long run will suck. If you put enough effort in, eventually you can run a mile without problem. But this does not detract from the fact that the effort is going to involve discomfort.
Ah okay. This pretty much goes along with my earlier point then that many FPS gamers are simply too biased/lazy to actually give motion controls a chance.


Eclectic Dreck said:
boholikeu said:
My point was that most people praised the controls for that game, even if they (like me) thought the rest of the game was boring.
I can agree with this. Once configured it offered the best controls in an FPS on the Wii. But that configuration took more time than I've spent configuring the controls in any of the last dozen PC games I've played combined. I can appreciate giving me the tools to make it work for my tastes. Now if they would simply do the same for a game that was worth playing.
I saw a mod for HL2 a while back that used the bounding box control with the wii remote. I wonder if it works for other steam games as well... If so I'd love to try LFD2 or TF2 with it!

TheRightToArmBears said:
A) Less accuracy
B) More effort
klasbo said:
esports.

That's why. Motion controls are too slow and too imprecise.
Alexander Cron said:
It is simply just a gimmick. They are currently not precise enough to let me to look into my x12 magnification scope, adjust for bullet drop, lead a moving vehicle, and pull off a perfect headshot.
Both these points were already covered a few times in the thread: http://www.escapistmagazine.com/forums/read/9.206841-Why-are-FPS-gamers-against-motion-controls?page=5#9373739

Really, it's simply a myth that motion controls are inherently less accurate and require more effort than conventional methods.


Geekosaurus said:
boholikeu said:
Geekosaurus said:
Because how do you control your movement? Yes, you can jog on the spot to make the person run, but that's hardly the most accurate method of input. It just wont work without an analogue stick of some kind.
Reread my post again. I'm mainly talking about aiming here. Other actions would still be bound to buttons.
But Kinect has no buttons...
I'm not talking about Kinect. I'm talking about motion controls in general, particularly those that allow you to point and shoot.
 

jamesworkshop

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I have seen nothing to suggest that MC are less popular with FPS gamers than what is typically displayed in the wider circles of gamers
 

boholikeu

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jamesworkshop said:
I have seen nothing to suggest that MC are less popular with FPS gamers than what is typically displayed in the wider circles of gamers
True. I guess my point was that "of all gamers, FPS players should be more accepting of motion controls".
 

luckshotpro

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I'm an FPS fan and I can safely say that I enjoy motion controls. One of my favorite games of all time is No More Heroes, and despite some of it's shortcomings, I legitimately had fun with the original Red Steel. One thing that I definitely want to get across though, I like motion controls as an option or addition to traditional gaming, by no means do I want to have motion controls ever replace the traditional controller that I grew up with. So, in conclusion, I don't hate motion controls, I do think that they are a great concept, well worth exploring, but I hate the way they get exploited in gimmicks that nobody likes.
 

Pseudopod

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I know control method is a pretty personal preference, but most of the time I feel keyboard+mouse > motion control > normal console controller for shooters. The exception is rail shooters, where I prefer motion controls. Rail shooters are one of the biggest reasons I like my Wii. The Metroid Prime games are also way more fun to play with motion control. I found the Gamecube controller downright painful for them, and I was never able to play through the first two until they were rereleased with motion control support as part of Trilogy.
 

bpm195

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Think of methods of selecting an object on a screen in general. Mouse wins if it's a popularity contest. If there was an available alternative that's better but less practical for some reason, it would be widely known and available for people willing to pay. This alternative is known as the touch screen.

Motion controls are available for pointing interfaces, but they remain in a niche for people that need to walk around while pointing at the screen. As far as I can tell they aren't making any leaps in popularity.

Considering all these devices are used for fundamentally the same functionality in video games, i think it's a pretty clear indicator of preference.

I've spent probably 50 hours playing various Wii shooters. My aim is substantially less precise with the Wiimote than with my mouse, but I imagine that will eventually resolve itself with practice. with There are two things about it that annoy me and I don't imagine will ever be resolved, and don't occur with the mouse.

1: With my mouse I can face any general direction about as fast as I can think about it. If I want to look left, right, then forward again with my mouse this takes about as much time as it does to do with my head. I can do this faster than I can comprehend what I'm seeing. This is incredibly valuable as I can get a quick view of my surroundings almost instantly. Analog sticks, d-pads, and bounding boxes will never give me this ability.

2: It is substantially harder to keep any sort of motion control steady than it is to keep my mouse steady. I'm able stop moving my mouse entirely with no effort. With a motion controller it takes a fair amount of effort to keep it steady.

With all of that said; I'll gladly choose motion controls over dual analog for FPS.
 

Not G. Ivingname

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With Move and the Wiimote, I don't see much reason not to include support.

Point and shoot, easy as that.

Kinect I can understand if FPS's don't support, since it will be very confusing for players and developers to use. How are you suppose to program "player holding gun" and "how do I shoot gun?"
 

Geekosaurus

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boholikeu said:
I'm not talking about Kinect. I'm talking about motion controls in general, particularly those that allow you to point and shoot.
But Kinect is one of the three major motion control systems that allows you to point and shoot. It's hard to ignore. Unless you're just giving up on Kinect because it has no manual input? That'd be fair enough.