Frankly, I've yet to see the SIXAXIS motion control implemented in a manner truly beneficial to the gaming experience and I cringe at the thought of trying to control the camera in an FPS with it. Horrible!
I think the general problem with tilt detection of sixaxis is lack of sensible boundaries coupled with slightly slow response times which leads to harmonic motion and takes getting used to.
That said I personally find Warhawk and Motorstorm tilt controls quite fun even though the axis of rotation is different from of a driving wheel. It certainly adds to gaming experience.
Among the occasionally used motion detection examples in games, I find shaking controller to get rid of sticky projectiles and fire in Resistance quite intuitive while NGS's approach is pretty pointless as you need to press a botton to start the Nimpo.
I think that it would be quite interesting for a fps to integrate the motion control functionality into gameplay. This is the way that I think it could work, you would use the motion control simply to control head movement. In other words it would not affect cursor position which would still be controlled with the right analog stick. Now an additional option could be to have it keep the cursor centered on the screen for motion control movements and cursor moves independantly for targeting (kinda like Warhawk beta with motion controls).
Does anyone else think that this may add to the immersion factor and remove that horrible on rails system currently in use?
p.s. Could be optionally turned off of course
I think cursor-controlled, analog stick like tilt sensing may actually beneficial if the sixaxis tilt detection has better range/resoultion and comparable response time.
It may even work like a mouse coupled with a shoulder button.
I am yet to see any useful examples of absolute angle camera controls in third person shooters so I will stay skeptical there. More importantly constant usage of two sticks and motion control at the same time is way difficult. I gave up Warhawk's left analog stick (incidentally which is also absolute-angle) long time ago. Of course I feel the need for quickly looking around for enemies as stick is either slow or way to sensitive for its physically limited range. But if you limit looking around to horizontal 2d-plane, stick may work very well with absolute angles.
So I would like to see an implementation with tilt sensing for camera/cursor, one stick for strafe/forward/backward and remaining stick for occasional actions (such as looking around or realtime weapon select). I like the d-dpad weapon select of Warhawk which is limited to 8 weapons, with the reaming stick it makes 16.