Now this is something I've been thinking about for a while now while pondering MS' big push for "controller-less gaming" with Natal. Surely it's really going to take a big redesign of the current NXE UI to ensure smooth controller-less Natal operation AS WELL AS standard controller operation. Since I'm not an OS UI designer I cannot even fathom how you'd get something that works excellently for both.
I'm not sure there's much you'd have to change. The UI is already somewhat geared to a controllerless control scheme. Panels are large, and natural side to side motions are used to move within categories while up and down motions are used to navigate between categories.
The biggest question mark would be what type of motions will they end up using for media playback. Motions? Motions + Voice? Motion OR Voice?
Assuming that's the case, then the only other alternative would be to use Natal for Natal games and pick up a controller for controller-centric titles and/or NXE navigation... if that's the case then what's the point as you'd still have to pick up a controller sooner than later anyways.
There's no reason against and many reasons for using Natal in addition to the standard X360 controller. And has been speculated quite often, certain games could benefit greatly from the use of Natal + X360 controller (pad or steering wheel or whatever). It's not a simple black and white Natal ONLY or X360 controller ONLY. The fact that Natal is hands free allows it to easily be used with any other controller imaginable.
Ultimately, I just can't see the appeal of any Natal application beyond it's dedicated software, because unless you're a person who will only play exclusive Natal software on your Xbox360 then you'd be juggling the controller and your hands backwards and forwards, standing up and sitting down so much that it'd be rediculous. NXE navigation with a controller is quick and easy enough, hence why i can't see any significant Natal application being any more than "novel for 5 mins, and then you get tired, turn-off Natal and pick up your controller".
Which is the epitome of no-imagination. Then again I shouldn't be surprised considering how much naysaying there was in regards to the Wii motion controls prior to its launch.
That said, what you just related is definitely true when applied to past X360 titles, as MS has recently stated they aren't focused on shoe-horning Natal support into past titles. Nothing would prevent a 3rd part dev from patching it in if they wished, but again I doubt that will happen, so it stands that Natal will probably be mostly useless with existing titles.
However, nothing prevents devs of standard genre games from patching in support for Natal in future titles if they saw some form of benefit. Whether it is gimmicky or not. I would argue that something as simple as head tracking in a FPS/Racing game would be incredibly useful and far from gimmicky. Especially in a Racing game where you can more naturally adjust your view as you are driving. Or for an FPS, being able to perhaps look over, under, or around objects rather than just having a static lean left/right button combo. Perhaps increased adoption of some form of voice control/recognition if a headset isn't required everytime you play a game.
And then you always have the potential for the gimmicky stuff. Generic hand signals in an FPS. Casting a spell using gestures. Turning the page of a book in an RPG or Adventure game. Throwing an object (bonus if Natal can interpret the velocity of arm movement and adjust speed of object in game accordingly). Etc. Gimmicky to the max, and nothing that couldn't be done with a controller. But gimmicks can be fun and draw in additional consumers who may be intrigued enough to purchase a title.
Regards,
SB