Here's my two cents on the subject:
If Skyward Sword used a dual analogue as a controller, it would be a better game. This is a belief I would defend to the bitter end.
Now, for all the people blaming my dissatisfaction with the controls on my own supposed inability to play the game 'right', let me ask you this;
What do motion controls add to the game? What do they add to the experience that you could not get with a standard controller?
It can't be immersion, because, let's face it, the whole action of flicking your wrist in quick sharp movements with zero feedback does not resemble sword-play in any way, shape or form. No, as far as I'm concerned, this only serves to emphasise the disconnect between player and game. With a standard controller, all actions are mapped to either buttons or very minor, precise movements of the thumbs/fingers. The player doesn't notice the disconnect as much because it's not as pronounced. When you're flicking your wrist in thin air, the disconnect becomes considerably more apparent.
So, that's immersion out the window. So maybe the motion controls add precision? Well, I'll be the first one to say they do
not. Once again, the lack of user feedback hurts the experience here. When flying the bird, for example, when the player tries to dive, they can never be sure when they've reached an angle with their wii-mote that results in maximum dive. Thus, they can stray out of the bounding box and run into various issues as the wii-mote recalibrates. This was a particularly annoying issue for me, but let's just give the defenders the benefit of the doubt here and assume they never, ever had these issues and I'm just 'doing it wrong'. Even if the player does not run into calibration issues, the motion controls are still wildly more imprecise than analogue sticks for anything other than aiming with the bow/sling. Controlling the beetle is floaty and, again, the lack of feedback, coupled with the beetle's slow turning speed results in a situation where the player is not quite certain where exactly they're directing it to go, a problem that simply would not be there with an analogue stick.
As far as I'm concerned, the motion controls add NOTHING to the experience, other than an arbitrary, contrived control method that only serves to pull the player out of the experience with immersion-breaking, exaggerated player movements(more exaggerated than moving an analogue stick, I mean) and a demand to learn to accomodate the various technical issues with the method with no clear advantage.
I don't 'hate' motion controls. I don't think the dual analogue setup is the ultimate control method. I do believe, however, that the motion controls in Skyward Sword add nothing to the game and could've been removed in favour of a dual analogue setup with no downsides. Hell, we'd even have camera controls
So, Skyward Sword, motion control defenders, let's hear it from your side; why does Skyward Sword
need motion controls? What do they add to the game? Why is such a control setup superior to dual analogue? Let's not just stand on either side of a line just shouting 'for' or 'against'. I've made my case against the game's control scheme, let's hear the argument for it.