How did this all come about? How did Insomniac put motion-control in the game, and how did the developers decide when to leave it out?
"Ratchet & Clank Future" creative director Brian Allgeier talked with MTV Multiplayer's Stephen Totilo about this last week. Among the things he found interesting was his talk of the problems of mixing motion controls and stick controls for unified bits of gameplay.
A short interview follows. Here's one highlight, regarding focus groups:
"And we found in our focus tests that there were some people that were fans of Sixaxis and some people that were not. So we made sure to give the option to turn it off."