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Here are some as I think of them:
1. decorations. The people in this game love decorations. They'll visit a place next to a tree over a place out in the open. Make sure your shops and rides are decorated out to the ying-yang.
2. closeness. Obviously, people don't want to walk further than they have to. They might even wait a little longer in line rather than walk a few more meters. Your shops should be close to popular rides.
3. kind of food. Well, there's just no accounting for taste.
4. on the way to somewhere else. People might pass by a shop on the way to a Great Ride, because, well heck, they're just not hungry yet. But by the time they get to the Great Ride, now they're hungry.
By "aligned", you mean next to each other? That's probably not going to work. I expect that the people only see the first one, then head for it. The ability to "think" out the fact that there are 3 identical shops may not have been programmed in to the game.
Which is a shame really. I am forever getting notifications that the shops are too busy. It would be nice to double-up the shops to handle the extra customers. Oh well, I guess I'll just have to keep raising the prices until things balance out.
Sounds like your situation is you have a food court with only one entry point, so only the first shops are getting visitors. If your food court get's traffic from multiple directions you might be able to set up duplicate shops that catch the customers from the different directions.
You might have pretzels in the Second Floor Food Court, then the same brand pretzels at the opposite end on the First Floor outside the Movie Theater, but never side-by-side.
This may just be an instance where you take some pointers from the Real World!
Makes sense, even though I didn't suspect people to be that blind.
I shall think about that, thank you.
Thank you for both answers. I replaced the duplicates by other kind of shops, and it resolved somewhat the problem. I now just need to disperse the shops a bit to easen up the workers.