"What should have been" only underscores my point. There simply isn't enough capability to make Skyrim a motion controlled game.
Yeah... it'll have to wait until TES VI (Elsweyr, hopefully) when the Xbox 360's are legacy consoles, and motion-control has been explored more.
Motion controls are overrated and they can't beat what regular controllers can do. If you want to exercise then jog or some other sporting type event, if you want to exercise your mind then play a video game.
Actually, motion control can
exceed Dual-Shock controler performance. A controller has four almost mutually exclusive buttons (Nobody likes pushing A&B at the same time) that are keyed to binary input (Is it pressed or not? Technically, they have anolog input, but actually implementing pressure-sensitive reactions to the buttons is a bad idea), two pairs of mutually exclusive of shift keys (R1&L1, which have room for anologue input, and R2&L2, which don't), eight very fiddly binary-input buttons (The D-pad), and two anologue motion sticks that are each mutually exclusive with one of the keypads.
A keyboard has ~19 binary input buttons readily available (1-5, \=\QTVZ), + 3 "Alternate function" buttons (2 of which are dangerously close to a button that wants nothing better to do than to screw you over at the worst possible time. What moron installed the "System Key" into keyboards in the first place? There's a reason Alt-F4 and Ctrl-Alt-Delete almost impossible to hit by accident), an anologue pointer, a scroller, and 3-5 left-hand buttons (Unless you use a Razer mouse which have up to... 18?), and enough buttons to do anythign you might want to at any given time, but are inconveniently distant to do
everything you want to.
Both controllers and keyboards have rigid input setups, with each keystroke being unique. As well, they both have to follow tradition: WASD to move on keyboard, Left Stick to move, Right stick for camera on Controller, etc.
Motion capture, though, depending on the sensitivity, can accept unlimited input (Tracking anything from virtual keystrokes in the fingers, to unique, wacky gestures, to tracking
the very motion of your eyes), and can be tailored to fit the software, instead of having to force a control scheme onto a setup that may or may not work with what you want to do. It's also fully compatible with traditional control schemes. And then, some even has voice-recognition
on top of video and tactile input.
Comparing Motion control's
potential for input to the Dual-Shock controller is like comparing the Dual-Shock controller with a one-button Atari joystick. And, it's as potentially as intuitive to use as mind bullets.
And it's not about exercize/being active either. It's about directly interfacing with the game, instead of staring at a menu asking "Which key's the "Any" key?"