As we all know google tranlators is a bit <ahem> for this things, but I dont have time this last days becuase of work (you probably havent seen me much in this forums the last 3 days [haha] ) Im going to try to summarise the most important details of the interview, as much of it we already know.
-When asked whats the difference between Planet Coaster and RCT and Theme Park, they emphasize the importance they are going to give to the mix between building tools, terraforming and rides. They have evolved this three systems to work together in a way not surpassed by any game in the genre before. They compare it to real theme parks how terrain, paths, stalls, buildings all blend together beautifully, and how they want to accomplish the same thing. They cant wait to show all of this in the future. (My note: I think this is the most important and exciting paragrah of the whole inteview)
-Both for hardcore or casual but thats becuase they say they dont think theres a separation with park tycoon games (give the example of past games being played by 50% women and 50% males), not because they are going to trimmer depth of the game. You can play it for 8 hours a day, or 30 minutes burts, both are fun.
-Another good part of the interview. Using Cobra as their own engine makes it possible to get Planet Coaster were they want, instead of using precooked programming and elements like a lot of devs need to resort when using engines not made by them. Every time they finish a game, all what have been programmed for Cobra is super useful for the next game, so Cobra has grown each time converting it into a powerful tool. They say the can do things with Cobra that wouldnt be possible with already made engines. Render thousands of characters at the same tiem is an example of it.
-The game (and elite) are super complex. They gave priority to the key gameplay features for player experience. The most difficult tasks are started first, that are whats going to say the cope the game will have. They also really like to start with gameplay features from the beginning so they can feel how the game works from the start. Losing too much time in conceptual ideas in paper, when you put them on the game, sometimes will lead to lots problems.
-They end with the interview saying they have a bunch of amazing surprises we still dont know. (My note: Probably means theres a bucnh of things that probably havent appear in old park tycoon games, and still havent showed yet. Exciting times!)
Thats a summary of the most important things, they also talk about realesing the game at the end of 2016, but we already knew that.