surely this is something that could be achieved as a best of both worlds. Most if not all other types of sim games have differing levels of realism
I seem to remember a game (might have been a theme park game - maybe even the original Theme Park) that required the restocking of shops etc. In my opinion it got old and boring really fast and detracted from the game. I'm sure a lot of people really dig it
Not everyone wants an ultra challenging, ultra detailed game all the time. Personally if I put a shop down I don't want to have to take time out of building rides and coasters and designing all the scenery just to have to sped x amount of time restocking shops that I have. that's why I hire staff to do that job for me
Maybe just have different (I'm loathed to use this word...) difficulty levels in game, so at the basic level you don't need to worry about it and at the advanced level you do. Or maybe a check box on gameplay options that will turn on or off the need to restock shops
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I don't think the majority of players want an easy game, easy games get boring. You spend a few days designing a park that looks amazing, then what do you do after that?
what you do after that is re-theme, build new rides that are unlocked through R&D, replace old rides, expand park boundaries, run ad campaigns etc. The objectives that we used to have in previous RTC games were all on the right track and kept you in a park and developing a park for quite a while
One thing I personally don't want to do after spending a few days designing my park is to have to sit there and only have "manage shop stock levels" left to do. I want to monitor what's going on with them of course, but only so I can decide whether the staff member I've hired to manage the shop (inc. restocking etc) is doing a good job, or they need either retraining or the sack