I could think of literally a tonne of things, but I am so looking forward to more detailed information on what I can actually do with it and how. I'd really just love to be able to experiment with it, measuring its input data on all axis, measure how precise it is, and test if it goes out of alignment easily or not at all, how I can work with calibration settings and so on.
A few obvious ones:
- in a boxing game, you could use the tilt for controlling the upper body. I would transfer the punching to the new L2 and R2, so you can gauge the strength and speed, but the type of hit would depend on your upper body stance mostly. The left analog stick could make you move around. The right analog stick could be for sideways movement, but maybe that's not really needed in a boxing game as you could assume that you'll always want to face the opponent anyway, so instead you could still add some options to combine the right analog stick to modify the location of your punches. Lots of different options there, but the control of the upper body seems to make the most sense for the motion sensing.
- in an fps game I would not only have turret control be made extremely realistic by having to hold the controller upright in front of you and then move it around as if you were holding the turret handle, but also I would like to see if the motion sensors are precise enough for looking around and aiming (this is where I'd need more technical information), while you use the left analog for running, and the right analog for strafing. Accellerometers would be used for jumping forward, sideward, upward, backward, ducking, etc. Lots of possibilities here again.
- in a racing game you could try to steer using the tilt, and as mentioned, look around your cockpit left and right while doing so with the tilt. I like the shifting idea too though I don't know if it would work.
- in games like loco roco and mercury, I don't think I even need to explain
Tonnes of other stuff. I could spend all day on this, so I'll quit now, and maybe come back later.