For the record, I really do believe in the potential of PlayStation Move. As many of you know, I was one of the many skeptics but after playing some of the more entertaining Move-oriented titles, I'm definitely a believer. I still think the hardware has a long way to go but I imagine the future is bright. Indeed, I'm looking forward to it.
And I also think it's fantastic that, theoretically, Move could be used with just about any genre in existence. The hardware's diversity is a major highlight and one Sony often talks about; using Move with everything from action games to RPGs to puzzlers to shooters is a huge, exciting benefit. But Move may never conquer one genre: the shooters or more specifically, the FPSs. For too many years, gamers have been playing with either the keyboard/mouse or gamepad setup and we're so conditioned to that style, our skills may be intrinsically tied to our control of choice. One could make the same argument for other genres but because shooter fans are often so very dedicated to the genre, and due to the amount of time spent, I can't see a whole lot of Call of Duty or Halo lovers jumping to the Move.
Here are my three major issues: Move is incredibly sensitive. So ridiculously sensitive in fact, that I envision myself playing Killzone 3 with Move, twitching a finger, and watching the aiming reticule rip across the screen at lightning speed. Secondly, accuracy. After playing Time Crisis: Razing Storm , I realized there's a definite problem on this score; I ended up watching the reticule rather than aiming, because the gun always seemed off-center. Of course, that was a poor game, so maybe better developers will do better, but I think it's worth noting. Thirdly and lastly, movement: I've had the Nav controller hooked into the handle of my gun attachment, and it's a little cumbersome. …and hence, the big over-arching problem: shooters are all about pinpoint precision, in terms of both movement and aiming. Both are absolutely critical.
And although Move is capable of succeeding on both fronts, I'm not sure designers can reign in that sensitivity and make it a fluid, seamless experience. But here's hoping, at any rate.