Designer or Tycoon

First post... yay :)

I really look forward to the management part of the game. I love designing a park but I would love some challenge too. Employees salary, marketing, running costs for rides (maybe with maintenance decisions to go on cheap or quality). Let's see if I get to see those.

What I wonder as well is the games currency since I never liked it in RCT that you can build a Silverstar or Goliath for 50.000 something, even though rides can cost millions. Gives it a little more realism and makes you think twice if you put 1.5 million on building a new ride or not.

Anyway I would love a perfect mix of designer and Tycoon.
 
First post... yay :)

I really look forward to the management part of the game. I love designing a park but I would love some challenge too. Employees salary, marketing, running costs for rides (maybe with maintenance decisions to go on cheap or quality). Let's see if I get to see those.

What I wonder as well is the games currency since I never liked it in RCT that you can build a Silverstar or Goliath for 50.000 something, even though rides can cost millions. Gives it a little more realism and makes you think twice if you put 1.5 million on building a new ride or not.

Anyway I would love a perfect mix of designer and Tycoon.

Oh we are going to get it. Every time they talk about the game as a whole and not a specific Alpha release the talk about the management. They did RCT3 and this one is set to be more robust.

As far as the funds go I just want it to be balanced to make it a fun. It doesn't matter to me what units they use. I wouldn't care if the made up their own currency. But I know that comes from the fact I'm a board game hobbiest and I'm used to games using all kinds of currency.
 
First post... yay :)
What I wonder as well is the games currency since I never liked it in RCT that you can build a Silverstar or Goliath for 50.000 something, even though rides can cost millions. Gives it a little more realism and makes you think twice if you put 1.5 million on building a new ride or not.Anyway I would love a perfect mix of designer and Tycoon.

Depending on how the rest of the management is handled, if you had to wait until you had $1M or more to build a ride, you might have to play the game for a week or more before you could afford to build a coaster, for me, that would sap some of the enjoyment out of the game because in addition to just building the coaster, you have to figure in such things as ride operating costs, staff salaries, souvenir costs and profit, and other sundry items. When you run a park not all of the admission price can go towards coaster building. I don't care if the coaster building costs a couple of million or less to build as this is just a game, not an exercise in running an actual business.
 
I prefer it when they use a made up currency like Simoleons in Simcity and The Sims! That way it doesn't feel quite as silly when you look at prices of items :D. I'm also very much looking forward to the management part of the game. I love sandboxes, however I love the game more when you have to manage money in addition to creating the park! I'm hoping they go really in depth with the management in the game. I've seen so many titles dumb the management aspect of sim games in recent times and I'm at a loss as to why. A lot of players grew up playing more in-depth management games as kids and had no problems playing. I'm not against quality of life changes to make certain annoying aspects of park management less of a chore, but I do hope they can at least get to the level of previous RCT1, 2 and 3!

I tried RCTW in the hope I'd get my park management fix however I was sorely disappointed. My advice to Frontier would be to pick up that game, play it and avoid doing pretty much everything they have done!
 
A lot of players grew up playing more in-depth management games as kids and had no problems playing. I'm not against quality of life changes to make certain annoying aspects of park management less of a chore, but I do hope they can at least get to the level of previous RCT1, 2 and 3!

That is exactly what i think. there are way too many games these days without any kind of depth. no matter how bad you play a game, your balance will be plus and youll make profit. i dont want that. of course the currency doesnt matter that much. they main point is that these days games are far away from tycoon/management games. if i want to built coasters, i play NoLimits. If i want to manage a park, offer fun etc with making a profit and create some good revenue, then i want to play RCT/PC/whatever.
 
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That is exactly what i think. there are way too many games these days without any kind of depth. no matter how bad you play a game, your balance will be plus and youll make profit. i dont want that. of course the currency doesnt matter that much. they main point is that these days games are far away from tycoon/management games. if i want to built coasters, i play NoLimits. If i want to manage a park, offer fun etc with making a profit and create some good revenue, then i want to play RCT/PC/whatever.

Most of todays games are designed to win rather than designed to challenge.
 
Have the challenge there, but don't make it so you have to play for an unbelievably long time just to gain one item. The challenge has to be balanced with game play time. I have seen some business management games where the challenge was not balanced with game play time, took long to achieve, and I got bored with the game fairly quick.
 
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100% this shouldnt turn into a pay2win mobile game with 24 hours waitingtime to delete a tree :)

there will be a sandbox mode so i dont see any reason in not creating a more challenging mode too. always bugged me with RCT3 and the golden targets which are too often too easy.
 
Depending on how the rest of the management is handled, if you had to wait until you had $1M or more to build a ride, you might have to play the game for a week or more before you could afford to build a coaster, for me, that would sap some of the enjoyment out of the game because in addition to just building the coaster, you have to figure in such things as ride operating costs, staff salaries, souvenir costs and profit, and other sundry items. When you run a park not all of the admission price can go towards coaster building. I don't care if the coaster building costs a couple of million or less to build as this is just a game, not an exercise in running an actual business.

I think there can be a nice balance, surely? If they were to go with 'realistic' prices, then the right thing to do would be to go with realistic earnings; another component that would off-set issues would be loans, lots of them. Let's face it, most parks are in debt. A thought does come to mind as to how fast you would be able to progress, which you touch upon. Maybe the correct thing to do would give people options on what level of economy they wish to play under? Some thoughts. R.
 
I think there can be a nice balance, surely? If they were to go with 'realistic' prices, then the right thing to do would be to go with realistic earnings; another component that would off-set issues would be loans, lots of them. Let's face it, most parks are in debt. A thought does come to mind as to how fast you would be able to progress, which you touch upon. Maybe the correct thing to do would give people options on what level of economy they wish to play under? Some thoughts. R.


Before Nico tells us about his experience with management games, let me answer :)

i didnt think that far to be honest, especially the debt part. my idea in first place was that the entrancefee of 100 guests shouldnt be enough to build big rides. I know that saving for a big ride would take forever so i ask the old question: why would i start to build a park/city/airline with a budget of only 10.000 anyway? [blah]
 
I enjoy the managing aspects of the game as well. My parks always have free rides and I make money from admission and concessions. IMO it's more realistic and challenging that way since you have to strategically place concessions.
 
Before Nico tells us about his experience with management games, let me answer :)

i didnt think that far to be honest, especially the debt part. my idea in first place was that the entrancefee of 100 guests shouldnt be enough to build big rides. I know that saving for a big ride would take forever so i ask the old question: why would i start to build a park/city/airline with a budget of only 10.000 anyway? [blah]

I completely agree. It is why I have always believed that the best economic simulation games start you off with a loan. It is yours to do as you see fit. You can build a lovely park with several rides, scenery and shops, or blow it all on one big wooden coaster (Those who know their park history should get this reference). You should also be able to scale your loan, choosing whether to go high risk and build big, or favour a slow and steady approach. Choice should always be at the feet of the tycoon. R.
 
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I completely agree. It is why I have always believed that the best economic simulation games start you off with a loan. It is yours to do as you see fit. You can build a lovely park with several rides, scenery and shops, or blow it all on one big wooden coaster (Those who know their park history should get this reference). You should also be able to scale your loan, choosing whether to go high risk and build big, or favour a slow and steady approach. Choice should always be at the feet of the tycoon. R.

always blew my money on one massive ride, always failed hard during year 1. experience is everything [yesnod]
 
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