General / Off-Topic PC vs RCTW thoughts (long)

I agree with most everything in this review. The only thing that RCTW has over PC is the UGC and how easy it is to get your own custom scenery into the game. I hope that Frontier makes it as easy.
 
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I basically agree with above mentioned but,RCTW the rides spin way to fast ,time travels way to fast,day and night cycle way to fast.the game needs to slow down ,and this is with game speed at minimal speed.
Unfortunatly some of those are not like the ones in reality or complete fiction.

I am so happy that not only the coasters resemble Originals in PC but Flats too.
 
I apologize if I posted it in the wrong place. I did write the entire thing with the intent to post it here, not at RCTW forums, because I feel like this game has a better foundation and more potential. But it seems a bit silly to look at either one of these games right now without comparing it to the other, so I'd definitely consider this to be feedback about the PC alpha.
that earlier poster wasn't suggesting you should post at RCTW forum, it was referring to the RCTW thread here https://forums.planetcoaster.com/showthread.php/299-RCTWorld-General-Discussion
 
Unfortunatly some of those are not like the ones in reality or complete fiction.

I am so happy that not only the coasters resemble Originals in PC but Flats too.

This is what I really love about PC. The rides even move and sound like their real life counterparts.

What I loved about the RCT games of old - they were packed with so many little touches of realism - sound, track elements, scenery items. So much so that you could sit back and imagine your parks being real. For me, sequels are successful if, each time, they make it that bit closer to being real (without losing the charm). And PC has certainly done that - I've ended several play sessions sulking because I want to drive to the park I just built and experience it for myself.

I can't see that RCTW will ever deliver that for me.
 
It was nicely written review OP, and I do agree with alot of points. I just haven't got the faith in Atari/Nizzorio are going to turn it around. As currently RCTW is no fun to play as someone who enjoys the micro management side I reckon its going to get worse with Parkitect releasing in early access this week, (be intresting to see how it compares against RCTW)

Talk is cheap, it will be intresting to see where the games will stand in 12 months time, I would love RCTW to compete as it give you a different sland on a genre, but I cannot see it happening. As for the mods/UCG I would like them to be more moderated as they tend to break if a game is patched, so unless they are updated by the authors they can be a pain to use. That's why I don't tend to bother with them, but I understand people like them.

I just don't want to invest my little spare time and effort into a falling game. or something I stuggle to compete wth that why I don't bother with Multiplayer/MMO's these days. But everybody is different.
 
Interesting review and comparison between the two games and many valid points. [happy][up]

One thought I got is about the creativity details gameplay vs macro models gameplay. I grew up aswell with games like Bullfrogs Theme Park and Maxis Sim City. For me coming from Theme park World and going over to RCT2 that was the big difference, how much you can work for hours with details in the RCT franchise. It is just such an irony today in the comparison to look at RCTW and not have an obvious expectation of detail creativity gameplay. For me RCT stand for just that kind of gameplay building buildings all day and not the opposite. [rolleyes]

Today, RCTW is the new 'Theme park World' and Planet Coaster is the new 'RCT' indeed in this point of view.
 
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Today, RCTW is the new 'Theme park World' and Planet Coaster is the new 'RCT' indeed in this point of view.

I'd be interested to know what people thought of Theme Park World at the time of its release. I was 13, so too young to really appreciate anything other than the fact it was a game. I'd been very hyped for it after seeing pictures in magazines - mostly for the aspect of being able to ride coasters and build in a free form manner.
 
[...]

Building System - This is less about the actual building system in PC and more about the broader concept, and I'll admit I'm probably in the minority on this subject. In RCTW you're given a limited set of predesigned buildings to work with. In previous RCTs as well as RCTW I love the idea of trying to create the perfect park with a cool looking path system that uses every ride and building. Obviously a "perfect" park is impossible, but because of the limited set of buildings, it seems attainable and you can at least create a park that feels like it's complete.

In PC, the idea that you create all the buildings yourself is a vastly different concept and experience. It makes it more of an art game than a logic game, and art is never finished, only abandoned. For me, it's not what I enjoy about theme park simulation games. To really make it work requires a degree of creativity and patience that I just don't have. Having hard constraints that you have to work with is what makes a lot of games fun (scenarios for example). There's obviously an enormous grey area there (between no constraints and too many), but for me, the level of customizability in PC is almost a different game entirely and takes away from the overall theme park design and simulation aspect. [...]
Not necessarily.

I mean, in the current state of the game, yes, you are completely right. But I think the idea that they have behind the head is that the game works with the "Blueprint sharing system". And instead ti have "a limited set of predesigned buildings to work with", your type of profite (what I call the "managers", in contrast to "designers") will be able to build a potentially unlimited number of "predesigned buildings" (made and shared by the players). Unlimited prefabs restaurants, unlimited prefabs shops, even ... unlimited toilets. And this can work with the trackedrides, darkrides, rollercoasters too.

So yes, for now, it's impossible to share, but at the end, the concept is way better (and not only for "designers").

I say that because, I like the idea that the "designers" creates things for "managers" and I realy hope they are considering to include the "blueprints" from players inside the missions/scenario, and not only the sandbox (by addind a price to any building depending on the number of piece that the building uses for exemple).
 

Brett C

Frontier
Camera - Both are pretty good with some minor (and occasionally somewhat major) issues right now, but nothing gamebreaking. Once edge scrolling is in PC, they'll be about the same.
Regarding this one, our upcoming next phase of alpha will include edge scrolling. :)
 
I'd be interested to know what people thought of Theme Park World at the time of its release. I was 13, so too young to really appreciate anything other than the fact it was a game. I'd been very hyped for it after seeing pictures in magazines - mostly for the aspect of being able to ride coasters and build in a free form manner.
Well I was about 10-11 years old. I'll remember it was a big hype to have a Park simulation game in 3D for the first time. [happy]

Very well said Gysan. Which is why RCTW will never be any competition to Planet Coaster. Planet Coaster will just become the new standard in theme park building.

Simply put, PC is to RCT 3 what Cities Skylines is to Sim City!
Agree. [happy]


Brett always saves the day with the news we want to hear...
Haha, yeah. [up]
 
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Regarding this one, our upcoming next phase of alpha will include edge scrolling. :)

GIF-Happy-joy-scream-excited-Jonah-Hill-screaming-GIF.gif
 
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I think Planet Coaster is way better. At least with the game, your roller coasters will NOT derail (unless/until Frontier adds it in which I hope they don't. I want to create fun coasters without spending hours creating one hoping it won't derail). Graphics look better and so do the peps too. And the rides are more funner. I've seen RCWT on YouTube.
 
I'd be interested to know what people thought of Theme Park World at the time of its release. I was 13, so too young to really appreciate anything other than the fact it was a game. I'd been very hyped for it after seeing pictures in magazines - mostly for the aspect of being able to ride coasters and build in a free form manner.
I played the original Theme Park in 1994 (not Theme Park World from 1999). I hated Theme Park World because it seemed dumbed down from the original, and a lot of the rides were changed. The original is a classic.

By today's standards Theme Park is seriously flawed, but I still love the music and sounds, seeing the bus grow larger to bring more guests, and all the silly rides it had. A tree house ride which was just a tree for guests to climb seemed so dumb when I was a kid but I wish RCT/PC had one [big grin] the bouncy castle, the arcade and other games that guests could actually win prizes at was cool too! The business management system wasn't great, but it was challenging and engaging enough to be very fun for its time.

But the original Theme Park had a very very broken coaster builder LOL. When I was a kid I had a tough time just figuring out how to unlock the coaster, let alone build one. I don't know why it was tough for me, but I eventually figured it out. Basically, any time you made an "uphill" it would act as a chain/lift so there was really nothing else to it, every turn was 90 degrees, and the speed of the coaster was always the same (which was wayyy to fast) and there was no such thing as a "bad" coaster which guests didn't ride. And no matter how big it was, people would only pay so much. So it was dumb to waste your money on making anything more then a small circle. It was more like a fair ground than a huge thrill park.

The game required you too research rides which I thought worked well, and a lot of rides to build and fill your park. It was a lot of fun just building parks, with lakes and trees, flowers would automatically grow and you had the same employees as RCT had. I liked how you could sell your park to move on to the next part of the world, there were different choices to pick where yo uwanted your next park to be at, like in a desert or tropical or snowy locations. I first played it on Sega Genesis first, and some other consoles like PS1 and PC. Each version had slight differences like for some reason the balloon stall was made into a much bigger building, and menus were improved.

I think the PS1 version actually allowed you to ride the rides, but it just played a stupid 10 second video sample of a ride but it didn't look like it was "in your park, that you built" so it was pretty lame, but new for the time back before RCT1 came out. Of course, this is the original Theme Park I'm talking about, and not Theme Park World. Like I said, I didn't like TPW, it was nothing like the original.

I also played Disney's Coaster (released in 1993) which for its timing was a phenomenal game, where you could ride coasters that YOU Design. That game truly was the first ever Coaster game LOL! It too had a sequel called Disney's Coaster Ultimate Ride (in 2002) but I never played that one. But for 1993, the original was something I had a TON of fun playing as a kid at the age of 8 or so, even though its graphics were made up of only black lines on a solid blue back ground C:\Dos\Run Go DOS LOL! [big grin] When I was a kid I always wanted to see those 2 games (Coaster and Theme Park) to get combined and when RCT3 was released, it blew my mind!
 
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@Skywaterbirdx16m Not to mention that anyone who's spent even five minutes looking at the train of a modern steel roller coaster could tell you that derailment isn't physically possible unless you hit strong enough g's to literally bend steel, which would be.... uh.... not something that happens on a roller coaster, let's go with that.
 
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