The problem with that is twofold.  First, the Wii doesn't support absolute 3d positioning.  So it can't map an in game object 1:1 with the controller.  From there, it is left looking at your acceleration data and then after the fact matching it to a predetermined set and playing the move.  It becomes a weak substitute for pressing a button.<p>The second one is how to handle tactile feedback.  Ideally, when your sword hits another sword, you'd want the player's sword to stop.  You might be able to vibrate as a cue to stop moving, but hard to say how that would work.  You could work around it by having the on-screen character tween back to the real-life position after a period of time, but it still leaves a lot to be desired.<p>Long way to go before you can sword fight realistically in a game.