Half a croissant, on a plate, with a sign in front of it saying '50c'
h a l f b a k e r y
I heartily endorse this product and/or service.

idea: add, search, annotate, link, view, overview, recent, by name, random

meta: news, help, about, links, report a problem

account: browse anonymously, or get an account and write.

user:
pass:
register,


   

Please log in.
Before you can vote, you need to register. Please log in or create an account.

AdLock

In-Game Problems as Advertisement Locks
  (+2, -1)
(+2, -1)
  [vote for,
against]

An AdLock ("Advertisement Lock") would be a fun game element, supported by most 3D-Game Engines, that locks the gamer from moving through a path, if it is not unlocked. An AdLock allows game developers to easily add various problems into a variety of existing games, without having to think of the problems themselves. An AdLock automatically chooses the best problems, just like AdWords with Google Display Networks on a web-page automatically chooses the best ads to show based on context.

Examples of an AdLock:

-- a virtual Rubik's cube
-- a door with a question, and an entry field.

This would allow schools and universities to add homework problems and some more complex problems as barriers in the games that their students like to play. For companies, it would allow to include R&D questions.

Inyuki, Dec 21 2014

[link]






       I'm not clear on the mechanics of this.   

       Are the problems adverts? (If not, what you have is crowd-sourced content, which is already widely practiced.)   

       If so, who creates them - the advertiser themselves?
If not - what you have would probably end up being "This problem sponsored by ***" in exactly one game. (Which is not a bad idea in itself, but not entirely revolutionary.)
But if so, you have two additional problems. It would be hard to get the problems made, and it would be hard to vet them for inappropriate events.
  

       Regardless of any of that, there are issues with integration into arbitrary games. You will end up with lots of lowest-common-denominator puzzles, which would effectively make them all into the same game. And difficulty balancing puzzles is hard, even in individual game crowd-sourced content.
Loris, Dec 22 2014
  
      
[annotate]
  


 

back: main index

business  computer  culture  fashion  food  halfbakery  home  other  product  public  science  sport  vehicle