Dollar Bay Demo Path The idea is to develop a "script" of sorts, so that the advance teams can show off the right range of features to the teachers. And everybody is showing approximately the same thing at each demo. As a rule of thumb, a demo should last no more than about 15 minutes, and the idea is not to show every single feature, but enough to make a compelling case. In our case, it is absolutely necessary to show the multi-user elements by having TWO clients operating at the same time (and demonstrate the "speech" function). Here are my first thoughts: 1. try to arrange for a two-machine demo, with machines side by side 2. give them our very nice flyer and speak briefly about the main points, while 3. downloading the zip file (or bring a CD with the client software and copy it to their hard drive) 4. connect to an existing store showing employee, products, etc 5. click on the employee and explain that they are software agents, and the menu is a list of phrases they understand, then select one of the phrases, showing a response 6. show the scoreboard 7. show the ledger 8. on the second machine, show how easy it is to start a new store (note that, for now, students will need to write down their chosen password because the email notification system is not implemented yet). 9. on the second machine, show how to select an avatar 10. on the second machine, show the map, and point out the icons for stores, warehouses, bank (mention the casino, for later) 11. on the second machine, use the map to go to the store on the first machine 12. MONEY SHOT -- show two players in the same store, and then say something (like, "hello") to each other 13. on the second machine, go home and 14. on the second machine, press the "hiring" button, and show how to hire an employee (crucial for sales). 15. on the second machine, go to the map, and enter a warehouse, click on the warehouse guy, and order some products (note the volume discounts) 16. on the second machine, go to the map, enter the bank, and talk to the banker about a loan (no need to actually get one, but okay to do) 17. on the second machine, return to store, drag products around, and click one into the back room 18. on the second machine, press the stock button and show how to change prices on inventory 19. switching to the FIRST machine, press the market research button, and the market targeting button 20. on the first machine, in market research, show the population for neighborhood data, then write down the biggest population group 21. MONEY SHOT -- on the first machine, in market research, show the product demand for the biggest population group That, right there, is a lot to show. Point out there are other features too, like catalog sales, advertising, a collectibles market, seasonal products, atmosphere agents for entertainment (like a fire inspector, a beat cop, etc), a hall of fame, and a "meeting place" we call the casino, where there are slot machines, card games, and so forth (try to solicit their opinion on this last feature). Also, point out there is absolutely NO violence in the game, and that the idea is "learn by doing" with an advantage going to taking an analytical "market targeting" approach. Also point out the stores persist from day to day, and the game has been known to sustain interest for several weeks at a time. Important technical points to cover: 1. it is easiest on PCs, but pretty easy on Macs running OSX (but not OS9, sorry) 2. the server software will either 1) need to be installed LOCALLY (on one of their machines) which allow them to have a private copy of the game, OR, 2) they can use our server, but that means competing with players outside their schools 3. we will provide as much technical support as is needed (either by handing disks to their technical people or by do the installations for them), as they prefer. 4. we will have a technical support team in place to visit and provide help, however it is needed