The problem, as I have said before, is the Wii relies solely on one gimmick - motion sensing. The hardware doesn't do much beyond last generation and as with most gimmicks it is a one trick pony. Once it grows old it grows dust.
i kinda wished it would grow tits..oh well. I ve done some individual wii-mote tests with PC-side applications, and I have concluded that the accuracy of the instrument becomes an issue because it doesn't have a fixed point of reference (i m reffering to accelerometeres mostly) What developers have to realize, is the concept of the fixed axis. A gamer's initial position should be taken into account as point zero and the distance traveled from that position throughout the in-game sequences would roughly determine proper space coords, more close to one-to-one movement. Developers so far have been relying on a relative positioning system, based solely on movement, making the Wiimote feel lost. Other helpful abstraction layers would be the Rod model for colliding objects (eg for a sword/lightsaber fighter) in combination with a fixed axis discipline. The tilting of the axis or the fundamental movement of it could be controlled by the Analogue stick on the nun-chuck. I m slowly reaching a point of frustration that I m seriously considering to code my own little application for the forementioned. The Wiinmote PC application offers graphs that allow one to trully apreciate the function of the accelerometer and test movements to see reaction-times etc. The spectrum is not big or that detailed, but it can be tamed with some patience. I m just sick and tired of relative movement!