Not really into sports or sports games myself so I'm no authority on how they should be made/controlled. It's quite obvious that tennis, golf & baseball would instantly benifit from this new interface. I even theorized (in the past when I talked of dual gyro control, which BTW alot of people though I was crazy then, yet it came to fruition) about a Punch Out! game where you used two of them to "shaddow box" against an on-screen opponant...which would be killer.
However, when it comes to something as popular (and pivotally important) as Madden this new control interface doesn't really seem to fit (these are fears of alot of casuals I've shown the controller to). It's possible though, by rethinking some things:
-tilt control: QB veiw "cone"
-analog: player movement
-D-PAD: jukes, dives, stiff arms (this is cool 'cos you could do these in the opposite dirrection that you're actually running)
-Z1 & Z2: turbo, leaps
-A: change receiver selection (I know Madden isn't set up this way as each button is above each receiver, but this way the QB can use the veiw "cone" more effectivly to fake out defenders following the QB's eyes and then throw it to a receiver they're not looking at to throw them off)
-B: cock arm to throw, once the QB is in this mode the ball won't be released until B is released (making strips, premature releases, fumbles and accidental bad throws more realistic)
-B + tilt control: pump fake by not letting go of the B button or let go of the B button to release after you've done a passiong motion, you flick the controller slightly then that's a short toss, you put an arch on your motion and that's a deeper pass, etc.
Overall this makes the QB possition more realistic 'cos you have to follow the motions just as in real life: move (analog), scan the feild (tilt control), choose receiver (A), cock the arm (B), do a throwing motion (tilt control) then release the ball (release B) all while being able to use more strategic moves (D-PAD) to prevent getting sacked.
Tilt control could also be used for hand motions before the play starts (same thing with baseball) in order to call plays on the fly, do audibles or even call a time out out if you see blitz. Stiff arms can also be more intense with tilt control, when trying to make a catch you can use tilt control to reach out for them better and if you're carrying the ball the possition your holding the remote-controller can simulate how you're carrying the ball...closer to your body and craddled means less likely stripping/fumbling.
Imagine four player multiplayer now. 3 on the couch, QB in chair...pivotal possitioning you see...player 1 sits next to player 2 and player 3 sits next to player 4.
Player 1- QB (goal is to throw the ball without getting sacked)
Player 2- defensive line (goal is to put pressure on the passer and/or sack them)
Player 3- receiver (goal is to get open and catch the ball)
Player 4- outside defenders (goal is to cover receivers and try to pick off passes)
Don't you see? Full contact video games, imagine stripping, interceptions, fumbles, more realistic passes and more realistic catches! I know what you're thinking...it could get violent, but they could code the remote-controllers to know when/if they get to close to one another and thus a foul (pass interface, unneccessary roughness, facemask, roughing the passer, lates hits, etc.) results...awesome IMO.