Clearly no-one's expecting or wanting true 1:1 input>output. Otherwise those Jedi games would suddenly suck, because no-one is a trained Jedi with Jedi's reflexes. What's wanted by some is a closer correlation between their actions and the actions of the game. In the tennis example, instead of just moving the wiimote and the player character performing either a forehand or backhand based on ball/player position, the next step up would be for the player to decide forehand or backhand and time it, with the game taking the player's choice and applying it to a virtual tennis player who has a formidable stroke and can hit straight. Likewise sword fighting, you want a slash to be a slash, a thrust to be a thrust. The sword doesn't necessarily have to go exactly where the player is swinging as that may well be very off, but at the same time you don't want it doing chops when you're trying to parry. And in boxing, you want the hand to hit high or low based on whether you're hitting straight or downwards, instead of being fairly random as you swing your arms around because the actual system for controlling the hands is so unintuitive.