It's like people are deaf... I can only imagine what working for a store like that must be like.
It's often very frustrating, but I don't think any more so than any other retail job. The general public has an almost astounding lack of respect for retail employees (or so it seems). You just find ways to cope.
Easiest way I deal with it is to focus on the customers who are actually there to enjoy themselves. Parents who smile graciously when I help them out, kids who walk out of the store saying "Thank you!" while clutching a new DS game, or the occasional regular who chats up the staff for fifteen minutes about the newest games. That makes the job worth it, even though I occasionally want to take an Xbox and crack it over the head of some of our customers.
I still have yet to forgive people for their inability to put game cases back where they found them.
I lost a retail job I held for 3 years thanks to random crazy women calling in to complain about me, so that particular anecdote hits home. I was a model employee, the regular customers all loved me, but because I was the only guy besides the manager who worked there and I'm the stoic type by nature, people (soccer moms, it was always crazy soccer moms) kept calling our customer feedback line to complain about my "attitude problem". Which I didn't have of course, I was unflinchingly polite and courteous in all my customer interactions, I'm just not gregarious and boundlessly cheerful so whenever there was something else bothering them they would project their issues onto me.
Never mind that I'd have customers asking for my name specifically so they could call and leave positive feedback about me, or telling other patrons all about how helpful I was - when you get X amount of anonymous customer complaints over interval Y, they fire you, whether or not any of the complaints were determined to be actually valid (I'd have to 'review' them with my manager whenever one came in, and the consensus was always that I'd done nothing wrong in my interactions with these customers, not that it mattered).
The best (worst) part is I'd never ever see these complaints coming, because I didn't have customers walking away in a rage or obviously upset (at me anyways, that would happen every so often) - they wouldn't say anything to me, they'd just go home and complain about me to a machine, and then I lost my damn job.
Reading this article kind of dredges up some bad memories. Thank goodness I'm out of the retail business.
Forget petting tigers and swinging swords: The truly important question is which motion controller best replicates smacking someone in the face.
Motion controls are like 3D--they're cute, but little else.
These gimmicks engage only one sense at a time, and not even fully. The problem here is that even if you do fully engage one sense, there's a reason your body has five (or six). A stimulus needs to register on more than one of these to be considered of immediate consequences (either threat or boon). Yes, you can see the storm... but can you hear it? Nope? Then you're good.
Motion controls attempt to engage your sense of touch. Unfortunately for them, all you touch is the controller, and all you feel is the vibration of said controller from time to time. This means that it isn't engaging your whole body. It's engaging that bit of surface area wrapped around the controller... and if there's no controller, even less. You've got the ability to use motion to input information, but you feel no response of any sort. This one-way engagement fails to captivate the senses.
The controller is trying to tell your body, "You're really doing this!" Unfortunately, your other senses, and the only-partly-engaged sense of touch, are getting plenty of (absent) information that tells them, "No, in fact, you're not." 3-D has a similar problem, in that it is at its most effective only when it fills your entire field of view (to include peripheral vision). Otherwise, you've still got other visual information that (thankfully) informs your brain, "This is not really three-dimensional."
Those folks that say, "Motion controls without force feedback are pointless" are correct. But only partly so. Even with incredible force feedback, should that day come, motion controls will not be able to do the job alone. You've got to have a unity of visual, audio, AND tactile information if you want to fool the body enough to immerse the mind. My only hope is that taste and smell can take a pass on this one, unless the future of gaming is in Cooking Mama.