When I think of an animator in games being technically competent , to me it has nothing to do with rigging (they should be able to understand how to use the rig and communicate with character TDs though) but it comes down to having technical understanding of how to animate for the game, how that animation gets implemented and what factors beyond the animation are controlling that motion (designer speed variables, programmers stripping out data etc…) they need to have enough tech know how and access to the tools to make the final game animation match what they pictured in maya/expect in game.
If you “just animate” and pass the data off there is a very high chance that it will get munged beyond comprehension by the rest of the well meaning team that has very little understanding of what makes the animation work or not, but guess who gets blamed when it looks/plays back strange- the animator! It helps to know how the data is exported,loaded and controlled in the engine because during playback, being blended, in game is where the “polish” stage for animation really happens and not back in maya.
**sorry this kind of went of topic.
AS for better motion technically, Mumm has it right, it will just be more refinement and interoperability of the tools, AI using HIK solvers to affect characters, better smart blending systems and more artist control like in Havok behavior.
There are some great examples now like Assasins creed and Prince of Persia that show off some very excellent use of this current state of tech.
At the same time there has to be a streamlining of the tools and less starting from scratch ever hard ware rev, if a film had to first make the cameras that it was going to use to shoot the film with, it would be a hell of a lot harder and take longer to shoot a movie…yet games are for the most part building the tools and the "content’ at the same time …laying road and driving on it hoping to not run out of road before you get to the end.
Realtime chracter rigs are interesting , letting animators get exactly what they see in the DCC app but creates its own set of problems but that is all ready being looked at.
The push for more on screen and more characters on screen is a strange goal because all ready there is not time enough to make what we do have screen space for unique and interesting and move away from generic motion and push for more personality and quality acting from the game characters. This requires animation to be involved more than just "make character run 20 feet per sec- export and then see it in game 3 weeks later looking nothing like what was exported.
oh yeah and it still has to be “fun” to play as a game or no amount of amazing animation will save it.