I can see indie game developers using Kinect to do realistic motion-capture in games.
I recall seeing this issue pop up in the 'making-of' DVD for Alan Wake by Remedy. When they made their first big game, Max Payne 1, they did the storytelling in the form of a comic due partially to budget constraints. Using a hacked Kinect and cheap PC hardware, game developers could capture a huge range of motions and use video editing software to overlay the required graphics onto the captured motions.
The point of the parent post was using these things in creating games, not as a game interface. That is, to make animation more realistic. Then again, given commercial motion capture systems are in the 5-10k range for pretty good stuff, I don't suppose that's a major concern for a game studio.
I recall seeing this issue pop up in the 'making-of' DVD for Alan Wake by Remedy. When they made their first big game, Max Payne 1, they did the storytelling in the form of a comic due partially to budget constraints. Using a hacked Kinect and cheap PC hardware, game developers could capture a huge range of motions and use video editing software to overlay the required graphics onto the captured motions.