Stephen Totilo of Kotako says yes in his coverage of how the new Metroid game mixes things up:
Let's check back in in five years, but I got the sense while playing Other M that I was playing a game from a future. Specifically, this is a future when game designers don't stick with one or two styles of presentation ("This is a third-person fixed camera game" "This is a first-person game"). Metroid: Other M has been constructed as if it was a movie made by a filmmakers bold enough to use all of the different types of cinematic shots needed to best express his or her story and themes. In action, Other M is mostly viewed as a third-person game, with the camera placed in a fixed overhead or sideline position, the better to let you run Samus around a room and shoot enemies. At any time, the player can activate a first-person mode that locks Samus in place but permits more precise targeting and looking (if you're trying to find a hidden passageway, for example). Surprise: sometimes, the game tightens into a behind-the-back Resident Evil 4-style camera, mostly for moments that are more talky and story-driven. At other times it forces the player into a first-person perspective and won't let them out until a condition is met. And at other times, the game is a non-interactive cutscene. The various camera styles blend together marvelously, improving on experiments seen in the spring's God of War III, which also borrowed perspectives from other genres. This is Other M's best accomplishment as it prioritizes the expression of content over the rigid dedication to one or two methods for depicting it.
The whole review is worth reading. The game apparently does suffer from interface issues, but Totilo attributes that to the choice to limit controls to the Wii-mote.
I'd guess two factors restrict heavy use of this sort of technique: 1) each new playable perspective involves a series programming cost in terms of graphics and interface; 2) heavy direct, as I commented in my discussion of Uncharted 2, requires a lot of attention to detail which works best in shorter games.
I suspect this sort of experimentation is going to be easier with older video game systems where the toolkit is well established and you don't have to spend time reinventing each wheel on the tractor-trailer that is a multiple-perspective game. Thus I think this technique may be increasingly popular in the next few years but may drop off when we hit the next generation of consoles.
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