Coaster Crazy Coaster Crazy (PC version?)

absolutely right. look at the stuff that has been keeping the RCT community alive, the incredible custom scenery that has been coming out, the CTR Creator that allows players to place ride cars on different tracks or even to create entirely NEW tracks that were not part of the game. the custom flat rides that have been gaining strength, and the Dark Rides, oh man are there some incredible Dark Rides.

none of this stuff will be possible with the game you are releasing.

we want this http://www.youtube.com/watch?v=h5a2qd22Z28&feature=g-user-bul
http://www.youtube.com/watch?v=uVjsj7-spPw
http://www.youtube.com/watch?v=mvGYQO4Jq6k&feature=plcp

THESE are the types of creations that have kept RCT3 alive so long and kept the money coming in. don't decide that you know what we want better than we do, we have made it pretty clear in every RCT related forum out there.it's your business, but it is our money that keeps you in business.

The thing is, it's true when people say that Frontier don't necessarily OWE anyone a product like the one you're describing. It's their right to create something really simple and childish and just hope that it sells if that's what they feel that they need to do.
HOWEVER - what kills me is the way they've been leading on the entire fanbase here who have been waiting for a good coaster/themepark game for ages.
Frontier made a thread specifically asking for input and wishes for a future title from the fans, and for over a year people have excitedly contributed with thousands replies as to what they would like to see in the game, and honestly, I don't think any of those people could ever imagine that the final product would end up being something so simple and cheap looking as "Coaster Crazy".

Another thing that annoys me is the people here that insist on defending the game on the basis that the coaster tools are a little more advanced, and because "it looks fun!!".
First of all, RCT3 was released in 2004 - of course the tools of 2012 are going to be a little more advanced, but honestly, considering that it's been eight years I don't think that the leap from RCT3's building tools to Coaster Crazy is that huge or impressive.
And yes, I admit that there's a possibility that the game might be fun to play for a few minutes, but that still doesn't really mean anything. I don't think anyone was looking forward to this game being the next Angry Birds or Tetris to play fore a few minutes when you're bored waiting for the bus.

Anyway... Rant over. For now.
 
...that's until you try the game and realisr you can recreate almot any out and back voaster in existance with precise accuracy.
 
Hi guys,

We understand that some of you are unsure about Coaster Crazy, but I would ask you to refrain from becoming too partisan in your views about the game until you have had a chance to play it. We're confident that you're going to enjoy it!

As Michael said, the game is about building coasters, and a lot of care has gone into making sure you're given a tremendous amount of flexibility in doing this. The long term plan is to give the same level of attention to other aspects of operating a theme park.

If you have any specific questions about Coaster Crazy I will do my best to provide you with an answer.
 
I'm concerned about the physics. It's hard to tell from the video but I'm hoping they match those of the real world waaay more so than the other aspects of the game. :p

Another thing that annoys me is the people here that insist on defending the game on the basis that the coaster tools are a little more advanced, and because "it looks fun!!".
Oh no! People have opinions! Don't see why you're getting upset over that. Welcome to life, I guess?

First of all, RCT3 was released in 2004 - of course the tools of 2012 are going to be a little more advanced, but honestly, considering that it's been eight years I don't think that the leap from RCT3's building tools to Coaster Crazy is that huge or impressive.
Three actions were performed in a very small section of the video. We don't know what it's fully capable of quite yet. That said I'm taking the wait-and-see approach to this. The art direction is definitely not something I was expecting, but I'm willing to see what the end product is like before passing final judgement.
 
Im really shocked at the reaction to this! Fair enough its not got Insane graphics .etc, but there is more to this game than that. Its a cute little coaster game, appealing to a wide audience and has an awesome coaster building technique.
 
Hi guys,

We understand that some of you are unsure about Coaster Crazy, but I would ask you to refrain from becoming too partisan in your views about the game until you have had a chance to play it. We're confident that you're going to enjoy it!

As Michael said, the game is about building coasters, and a lot of care has gone into making sure you're given a tremendous amount of flexibility in doing this. The long term plan is to give the same level of attention to other aspects of operating a theme park.

If you have any specific questions about Coaster Crazy I will do my best to provide you with an answer.

I have a question: you said that the game is primarily about building coasters - what then do zombies have to do with building coasters? Or people getting up and dancing on the cars for that matter?
What made you decide on the more cartoonish approach?
 

Michael Brookes

Game Director
These are the characters that ride your coasters and they judge them based on th eobjectives set for that particular coaster. If you succeed they show their joy - in the Speed Freak's case by surfing the coaster.

The art style is about something that helps the fun of the characters and the world they exist in. Of course that sits on top of a pretty realistic coaster creation tool, but it is a game. And a game should be fun, no matter how serious it is underneath.

Michael
 
These are the characters that ride your coasters and they judge them based on th eobjectives set for that particular coaster. If you succeed they show their joy - in the Speed Freak's case by surfing the coaster.

The art style is about something that helps the fun of the characters and the world they exist in. Of course that sits on top of a pretty realistic coaster creation tool, but it is a game. And a game should be fun, no matter how serious it is underneath.

Michael

First of all, thanks for answering my questions - I know that I'm a bit of a pain.
Anyway, it is my belief that a game can be fun to play without it necessarily being funny as in humorous, especially when you consider that what is funny to a 12-year old probably isn't as funny to a 26-year old (me).
 

Michael Brookes

Game Director
You make a fair point, but fun isn't the same thing as funny. While there are humorous elements to the game, they are incidental and serve to flavour the character of the game. The point of the game is to make interesting and challenging coasters. The characters and their behaviours are one of the feedback mechanisms the game provides.

Michael
 
You make a fair point, but fun isn't the same thing as funny. While there are humorous elements to the game, they are incidental and serve to flavour the character of the game. The point of the game is to make interesting and challenging coasters. The characters and their behaviours are one of the feedback mechanisms the game provides.

Michael

From what I've seen the humorous elements seem way too distracting for me though, but that's just me.
 
Fair enough - I'm not planning on forcing anyone to playing it - Not yet anyway ;-)

I do suggest you give it a try and then make up your mind though.

Michael

I probably won't seeing as it doesn't have any of the other elements that I liked about the previous games.
Just building a coaster without the context of a simulated park was never very interesting to me. In fact, I would say that it's a rather bold move to release a game that's all about roller coasters and ignore all the other elements that made the previous coaster games special.

But who knows, maybe it will be a success. I suppose there's more of them - that is, people who don't have any expectations, than there are of us RCT-freaks, so I really hope that it will be successful, because as of now, Frontier seems to be the only company that has expressed any kind of interest in producing a real theme park game, which I still hope will come one day.
 
Michael, I see that you say you'll be intending on releasing future titles covering the different aspects of theme parks (such as CTRs etc.) but will you be releasing them as expansion packs to Coaster Crazy or say at the end releasing one single game with all these "packs" include together?

Also do you intend on making the graphics better? Unfortunately this is 2012 and compared to many of the games coming out on consoles everyday this seems to lack graphics the same as RCT3 did even if it is intended to be comic like.
 
Hi Ethan,

At the moment our focus is on getting Coaster Crazy ready for release, so we aren't ready to discuss any of the potential future games that may tie into it currently. One thing at a time! :)

As for the graphics, Coaster Crazy isn't a console game. Our goal is to get it running as smoothly as possible on iOS devices before we look into launching it on other platforms. Compared to other 3D games in the mobile market I believe it stands up very well.
 
I am following the development of this franchise and interested to read the beta feedback to get a better idea of how this game might eventually translate to PC. Is there anywhere I can read about this?
 
Well hello there all,

Finally got in to see what the latest news is and WAM! hit with this! WoW, well hmm my first thought was...


"umm what is this?" it took me about 20 min to figure out this indeed is not the game I am looking for. (yes movie referance moment there)


Then as I went on I read about it being part of a thought in a process of building upon a greater notion. Well I get this , I get the concept I hope it pays off. What you have here looks fun and interesting, I love rollercoaster but I love themeparks so much more so. The graphics don't bother me a bit actually and I could see using those in a theme park type of game in the future. The "Fun factors" as Michael likes too say, is interesting, but I didn't care for it in thrillville.

However, what I see here in the mechanics aspect is definitly something that interest me in how you can build a a coaster. Thou I do worry about going over/under etc. I like the "potential" and "possiblities" this can bring to an actual full theme park game.

Michael and crew, atm this just is not my type of game. I wish you all the luck because I would love to see this come to the full idea of a theme park game in the future.


All my best,

Xnode
 
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funny how quiet it got in here. guess because i didnt brown nose like some of the others...........................
 
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