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WANTED: A game that could help increase traffic in shopping areas

bladyblue Bommerang
Premium Account
Join date: 7 Feb 2005
Posts: 646
03-07-2006 14:13
Something like this would be great to increase foot traffic in malls and shopping areas and tons of fun for those looking for free stuff.

I've been looking around for this but most 'scavenger hunts' aren't automated games. I would like a device that sits in a mall and could be turned on and off by owner or someone on a notecard access list.

When the game is on, avatars could come, touch device to enter event and recieve first clue and move along like that. Each person entered has a set amount of time to complete the game (time can be set at the game's difficluty level - and/or how many items they need to find).

Items are donated by vendors in mall. Locations of clues and prizes are added to the game device in the form of landmarks. Once the player finds a item they are given the next clue. Clues can be notecarded by owner or approved staff person. Once someone completes entire hunt in allotted time they get a cash prize or gift certificate or high priced item.

Owner can set time that game system send report ion activity to his/her e-mail.

If anyone makes this: I'll Beta test it (and give me a considerable discount for finished item please:-)
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Jonas Pierterson
Dark Harlequin
Join date: 27 Dec 2005
Posts: 3,660
03-07-2006 16:29
We could have targets set up where you had to use a watermelon launcher to hit them?
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
03-07-2006 17:07
I could certainly do this. The only problem is that, if the "target" items didn't move - or moved in a predictable, automated way - it wouldn't be long before people just told each other where they were and every visitor walked out with all the prizes.

There has to be a competition aspect in a scavenger hunt or everyone will cooperate and beat it easily. The cyborg suit hunt worked because you still had to pay for the prize, but even then people were apparantly giving out landmarks to the best vendor once it was found.
Jolan Nolan
wannabe
Join date: 12 Feb 2006
Posts: 243
03-08-2006 02:36
How about if there were say, 30 items and the order to activate the specific ones needed was random. And if you activated the wrong ones 3 times, the game would end. When each map is generated, a copy is sent to the Scavenger Host and the team that brings them the final item wins. For automated one though, maybe have each item in the hunt contain an extra scavenger script to check if it is the last item on the list. IF not THEN tries=tries-1 :)

I'm thinking a wearable item that deletes itself when dropped, and keeps track of the timer and targets clicked on. Something like that is in 'The Pot Healers' sim.
If all the players had the same maps, you could just follow someone else with the camera and click from the next room, couldn't you?

- Jolan
bladyblue Bommerang
Premium Account
Join date: 7 Feb 2005
Posts: 646
03-08-2006 08:13
From: Yumi Murakami
I could certainly do this. The only problem is that, if the "target" items didn't move - or moved in a predictable, automated way - it wouldn't be long before people just told each other where they were and every visitor walked out with all the prizes.

There has to be a competition aspect in a scavenger hunt or everyone will cooperate and beat it easily. The cyborg suit hunt worked because you still had to pay for the prize, but even then people were apparantly giving out landmarks to the best vendor once it was found.


Could'nt we Load in a bunch of landmarks with clues attached and have the machine radomly choose the ones to be used in each game?
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bladyblue Bommerang
Premium Account
Join date: 7 Feb 2005
Posts: 646
03-08-2006 08:24
From: Jolan Nolan
How about if there were say, 30 items and the order to activate the specific ones needed was random. And if you activated the wrong ones 3 times, the game would end. When each map is generated, a copy is sent to the Scavenger Host and the team that brings them the final item wins. For automated one though, maybe have each item in the hunt contain an extra scavenger script to check if it is the last item on the list. IF not THEN tries=tries-1 :)

Let them keep whatever the item is that is donated by the vendor but have them also receive a item that they drop in the scavenger hunt 'home' prim that would then genrate the next clue for them.

From: someone
I'm thinking a wearable item that deletes itself when dropped, and keeps track of the timer and targets clicked on. Something like that is in 'The Pot Healers' sim.
If all the players had the same maps, you could just follow someone else with the camera and click from the next room, couldn't you?

I like the 'scavenger hunt bracelet' idea. To solve the 'follow the leader' problem: Each participant receives a random bunch of clues that make up their personalized scavenger hunt game. I think they would have to identify themselves as male or female so they get appropriate prizes. Casino machines use something to make them random. Perhaps spmething like this added to it.
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
03-08-2006 09:22
From: bladyblue Bommerang

I like the 'scavenger hunt bracelet' idea. To solve the 'follow the leader' problem: Each participant receives a random bunch of clues that make up their personalized scavenger hunt game. I think they would have to identify themselves as male or female so they get appropriate prizes. Casino machines use something to make them random. Perhaps spmething like this added to it.


It'd depend a lot on the value of the prizes. If they were valuable enough, people could solve all of the clues in the database, and after that it wouldn't matter which ones were selected as newcomers would just look them up in the solution list. On the other hand this process would get you a lot of traffic.. :)

I don't think making them drop items in the scavenger hunt prim themselves would be such a good idea, since they might have trouble doing that - just let it detect the clicks.