That really depends on what the range of motion is that you'll need. Typically designers and character artists try to work around things like tubes from the torso to the arms or legs because the range of motion is so high and its so hard to get them to behave like tubes and not blow your entire rigging budget on the tubes. It's a balance that often leads to the tubes being cut out of the design or the animations being limited.
If this is just for animation fun and the sky is the limit for the number of bones, you might want to set up stretchy bones, where there is a helper at each bone pivot that you can move around and the bones stretch and scale as needed. Depending on what software you're using there are probably scripts to assist in setting up a stretchy bone chain. I know there are a few for max
Jason Labbe has a pretty decent stretchy bone script.
Personally I would do the wires with simulations and if needed assign helpers to the surface of the simulated wires and create a simple blending system similar to an IK/FK switch for arms, so you could blend between the two systems. Using the simulation when it works and animating the helpers when you need something different, like returning to a root pose or the simulation just fubars on a very difficult motion, and its faster to animate around it rather than fix the sim.
You can do this for games also but it depends heavily on the engine and what the priorities of the game are, if you can use floating bones, scale on bones, how many bones do you have to make it work? Do you have to sacrifice finger bones to make tube bones bla bla bla...
It's a similar method to "capturing a cloth simulation" which I outlined here:
http://www.polycount.com/forum/showt...61#post1021761
But honestly most of the time tubes crossing highly active joints like that get nipped at the design stage because of the complexity of the solutions you need to pull them off, especially for games.