otherwise wide screeners would have an unfair advantage.
One party will always have an ''unfair advantage'' ( hardly unfair though, anyone can buy a new monitor ??).
Widescreen either cuts the vertical field of view for ws users ( giving them a disadvantage over 4:3) , or expands the horizontal ( giving them an advantage), there is no other way except anamorphic( which gives the same FoV for all users but black bars for ''non standard'' aspect ratio's, usually anyone except 16:9, see Mirror's Edge or Assassins Creed, even 16:10 users have small black bars). Or stretching. Or, for top view games, pixel based where every larger resolution gives a larger FoV regardless of Aspect Ratio.
So the choice is:
Advantage for the one or the other for either aspect ratio's.
Black bars.
Stretching.
Higher res= higher FoV ( Pixel based FoV).
As for the original question, most games are indeed Hor +, and give widescreen users a wider FoV than non WS, even 16:9 has a larger FoV than 16:10.
Just to name a few:
Bioshock ( only after patch 1.1, before than it was vert - actually and cutting the FoV for WS iirc)
Battlefield games ( once patched, bf2 needs v1.5)
Call Of Duty 4
Crysis
CSS/source games
GTA Games.
Doom 3.
Unreal Tourney 2k4.
But afaik it's actually frowned on for games to cut the FoV for WS users and expansing the FoV for ws users is usually accepted as the best solution.
EDIT: AAARGH I didn't notice this was the console forum ( I clicked on new posts), I have no clue about the console versions, but in theory it should be the same as on pc:
Fov expansion or cutting for WS.
Black Bars.
Stretching.
Pixel based ( for Red Alert for example).