"Theme Parks" or "Fairgrounds" ???

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Sinceresly, Angelis, all what Ive heard form the game, apart from the (SUPER) disapointing no own music nor texture billboards content, is actually theme park and not fairground (well, its really both). We are going to have custom buildings, we are going to have a path system improved from any other game that looks more like theme park paths, we have tunnels, water rides....
Flatrides has ALWAYS been a huge part in the RCT franchise, premade stalls also, as there are millions of people who dont want to waste time doing their own buildings, but at the same time, it still has the tools for us to build anything we want.
 
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Well, I'll see if my hunch is right or not...

I (REALLY) hope i'm wrong compared to how I identify the current strategy.

And like i said :
To summarize :
I can see "the identity" of the game (and I love it, you did a wonderful job) but I do not understand "the direction"

It's confusing to me to not having a clear vision.
Particularly on this aspect when everything else is amazing.

I think the next Dev Diary will answer (good or bad) to this kind of questions.
 
But the campaign is maybe 30 to (maybe) 100 hours long. It's not why i still play RCT3 for exemple (and personaly, i dont care about the story mode)

I do care a lot about it. It´s this what makes a simulation deep, that means you´ll have to manage well[happy]
 
I do care a lot about it. It´s this what makes a simulation deep, that means you´ll have to manage well[happy]
I'm not saying it's not important, but it's a small % of the game.

You really care about the campaign mode when you are a "management" guy. And this is just one part of the target of the game.

For exemple, RCT3 is still played today because of the "sandbox mode" (which is unlimited), not the "scenario mode" (which is limited).
People like mousketon2, Hethethethscorchio, FFRCT, AC95Productions, etc... (100% random youtubers here) are interested more by the design than management.

That's all I wanted to say.
 
I'm not saying it's not important, but it's a small % of the game.

You really care about the campaign mode when you are a "management" guy. And this is just one part of the target of the game.

For exemple, RCT3 is still played today because of the "sandbox mode" (which is unlimited), not the "scenario mode" (which is limited).
People like mousketon2, Hethethethscorchio, FFRCT, AC95Productions, etc... (100% random youtubers here) are interested more by the design than management.

That's all I wanted to say.
I'm also more interested in the design kind of stuff!
 
I'm more interested in a SIx Flags or Busch Gardens type park, and I hope this is the direction Frontier is looking at.

The rides I have seen so far all point away from that...as they are all heavily themed and would fit into specific "worlds," thus more in line with Disney----very limiting. The coaster builder also appears to be just like the one in previous RCT games 1-2-3- so you won't get to create coasters with modern elements....I hope I'm wrong.

As for the dark rides......those are rides we've never really been able to create. Yes, you can lay out the basic track, but they rely heavily on story telling, animatronics, special effects, etc. We have to wait to see what scenery we are given. Scenery will ultimately decide whether it's more of a "themepark" or "fairground." I'm sure the game will be fun regardless.
 
I would add that i think it's sad that they spend time to create a "thrillrides motion programming system" (which is an interesting bonus, but which, by relativizing, was expected by no one) when they could spend that time to innovate with unique darkrides system.

I cross my fingers so they think about it !

(btw : this motion programming system could be a basis for an animatronics tool)
 
I think we need a not piece by piece coaster editor. We should also have generic themed rides and then rides specifically themed for certain areas. We also should have a sims 4 like builder for making dark rides, restaurants, and entrances.
 
Are there drafts on this forum? I see my messages having "auto-saved" icons but can't find what I was writing before my HDD died 2 hours ago...

Well, I'll try to make a tl;dr version of it:

I agree with Angelis, I think it would be a good choice to focus on being a "theme park" builder rather than a fairground/luna park/whatever. Of course there are way more amusement parks in the world, but when you are dreaming of building a park, are you dreaming of amusement parks? If so, okay, but it's not my case.

And I don't think I'm the only one. Please take a look at TEA's attendance reports, you will see that the themed parks tend to have WAY MORE guests than amusement parks. See below for some of their 2014 figures. Keep in mind that there are "only" 11 Disney parks and FOUR Universal parks... Not all of these being huge (Hong Kong Disneyland, Walt Disney Studios, Universal Singapore). You could also take a look at how much attendance improved after some Universal parks got their extremely themed Harry Potter areas. People want themes, and if they want to visit theme parks, there are good chances that they want to be able to create such parks!
PC should pander to every player loving design stuff. RCT 1-3 (and W) didn't (and will not) get them. Look at how passionate the Minecraft community is: an easy-to-create tool could attract A LOT MORE people than previous parks sims did.

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@Frontier: I am not saying all this to have the features I want in the game. I want PC to be a (huge) success (that's why I'm Coaster Head) which will help bring back tons of (medium/high budget) management games. I think a lot of people want this kind of features.
And I think telling you what "we" want is the best way for you to know what you have to do. If not, why would you need a forum?
Thanks again for giving this opportunity to us!
 
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éParcurien; scenery will decide which of the two it will be- while we have not seen any scenery objects, I doubt they won't include any themed scenery objects as it's been a major part of RCT 1-2-3. The game is still a year away from launch...and scenery objects are most likely on the bottom of the to do list.
This ride alone screams theme park:
Mindbender.jpg
...but it'll only suit one theme.
 
I'm not saying it's not important, but it's a small % of the game.

You really care about the campaign mode when you are a "management" guy. And this is just one part of the target of the game.

For exemple, RCT3 is still played today because of the "sandbox mode" (which is unlimited), not the "scenario mode" (which is limited).
People like mousketon2, Hethethethscorchio, FFRCT, AC95Productions, etc... (100% random youtubers here) are interested more by the design than management.

That's all I wanted to say.


No it´s not what I think. I would play RCT3 cause of its campaign mode. This is NOT just a small %, but totally important to me. Disagree to you Angelis
 
No it´s not what I think. I would play RCT3 cause of its campaign mode. This is NOT just a small %, but totally important to me. Disagree to you Angelis
I love campaign mode too! I never do sandbox mode i'm not a great designer! LOL
 
No it´s not what I think. I would play RCT3 cause of its campaign mode. This is NOT just a small %, but totally important to me. Disagree to you Angelis
We are talking about now, and not the day of release (at that time, the scenario mode was probably played by the overwhelming majority). But I said "Is STILL played".

I dont think that people who bought the game in 2006 for example, still play the campaign mode (or they need cheatscodes because they are zero [big grin])
In contrast, the community that continue to create (or recreate parks) is important.

It's like saying that any "Call of Duty" or "Battlefield" are still played after some year for the solo mode. I'm sure it's a bit the case, but by very few people.

I think your opinion is based on the fact that you like the management part more than design part (which I can understand), but I seriously doubt that it reflects reality.
So yes, maybe I'm wrong. Like when I say that Minecraft is not played for the story about the dragon.
I possesses no statistics, so this is just a guess.

But, let's stop the off-topic [happy]
And back to the "direction" of the game if you agree.
 
I think they're going the right direction. Rollercoasters, Flatrides, Waterrides and Transportrides are much more important than darkrides in the first place...because they are the basics of any theme park...while darkrides are the top of the cake - only a few (compared to all theme parks) have them. I love darkrides in real life but for a game I think the other ones are more important in the first place...not many people who played rct3 built great sandbox parks. The first thing is that a campaign mode is there because most people who buy a management sim do this in first case for the management gameplay - not for designing one ride for hours. Of course the sandbox mode is pretty important for a long life of the game...and darkrides, hotels etc. would (will) be great features but there are so many aspects for a game like this and it's impossible to build everything for release. I love the work of Frontier and they really do an absolutely great job. All the rides, staffs, guests etc. look fantastic, so I think we will get a great game.
 
[...] ...and darkrides, hotels etc. would (will) be great features but there are so many aspects for a game like this and it's impossible to build everything for release. I love the work of Frontier and they really do an absolutely great job. All the rides, staffs, guests etc. look fantastic, so I think we will get a great game.
That 's what I hoped : Innovation.

And to innovate with these games, you have to think about new stuff like darkrides, hotels, sitting restaurants, real shops with shelves, spray roads system, and many other things from the "suggestions & ideas list".

They innovate with the "Ride motion programming system" (which is great), so why not with other things we have never seen and which many people expect.

I'm not saying that the rest (Rollercoasters, Flatrides, Waterrides and Transportrides) are not important, of course, but we already know that. Nothing new.

I think we will get a great game (i'm sure).
But if we hape theses features, that allow us to make any "Theme Park Resort-like", the game could be the best game ever created (at least, for fans of this genre of games.)
 
I think they're going the right direction. Rollercoasters, Flatrides, Waterrides and Transportrides are much more important than darkrides in the first place...because they are the basics of any theme park...while darkrides are the top of the cake - only a few (compared to all theme parks) have them. I love darkrides in real life but for a game I think the other ones are more important in the first place...not many people who played rct3 built great sandbox parks. The first thing is that a campaign mode is there because most people who buy a management sim do this in first case for the management gameplay - not for designing one ride for hours. Of course the sandbox mode is pretty important for a long life of the game...and darkrides, hotels etc. would (will) be great features but there are so many aspects for a game like this and it's impossible to build everything for release. I love the work of Frontier and they really do an absolutely great job. All the rides, staffs, guests etc. look fantastic, so I think we will get a great game.
100% agree!
 
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