"As far as I’m concerned, the motion control of today is like the 8-bit phase of video games. There are so many limitations."
Well, as far as I'm concerned, both the Wii and 360 seem to be succeeding pretty well with unique motion-based experiences. Just because Sony doesn't know how to innovate anything beyond waiting for the competition to release a product and then carbon copy it and market it as its own doesn't mean the industry is limited... Maybe the reason Sony had such lackluster security was because it didn't have a public example to copy from... But now I'm just beating the dead horse.
On a somewhat related note, I don't see things like this ever taking off mainstream unless they can be conveniently built into handheld controllers. Setting up a motion sensor bar or a Kinect camera is one thing, but having lots of Wii Fit-like biometric devices laying around just to play certain games that are developed to use some and not others just doesn't sound so great. No one is going to invest in a biometric device that supports two titles.
I agree with the sentiments of the last paragraph; "games" like this in most cases aren't really games. Motion sensing still feels like just a gimmick to me, and IMO, Nintendo is really the only one that's integrated it very well into their DS and Wii to give many titles an immersive motion sensing experience. But I guess that can be attributed to the fact that both of those platforms were designed with the motion control in mind, whereas Move and Kinect were adopted much later on.
That being said, the big motion control titles have all but died out and the industry is back to focusing mostly on the traditional format of games. That's because gimmicks alone just don't work. Look at the 3DS.