Beat Saber is a great example
- it asks you to do something tiring, but it’s super fun and you have immediate feedback so the effort is worth it.
Games can ask players to do almost anything as long as they’re having fun in return - but that means that the more outlandish things you ask them to do, the more fun they must have.
This is true, but not in a a way that maps directly to the gesture. For example, reloading in Pavlov is not fun in isolation. It’s a relatively tedious process that mirrors reloading in real life. It is rewarding to successfully reload while you’re taking fire and then proceed to kill your enemy. As a result, reloading gesture > reloading button, even though you need to memorize a different reloading action for each gun (it becomes muscle memory).
Games can ask players to do almost anything as long as they’re having fun in return - but that means that the more outlandish things you ask them to do, the more fun they must have.