As to the depth of management, I think it's worth bearing a couple of things in mind. The purpose of these livestreams is to give us a broad overview of the new features going into the game in Beta. Frontier don't want to spoil us by showing everything about how they work; they want us to discover it for ourselves.
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I understand but the live stream was called management matters and for a total of 25-30 mins it was about that but then it went on to showing creativity and rides and general gameplay that didn't relate. Seeing how the paths have improved was great but that wasn't what I wanted to watch.
I like they have increased it to 5 levels and they show what it actually means but they seem generic and all the same in principle rather than specific to the worker. And although in real terms it doesn't mean anything different to each one it's the idea of being absorbed into the game from feeling like you are truly training.
I would still want to see staff buildings and for staff to be unavailable whilst training by having to go to the training centre rather just hitting a button and poof it's done. Where is the management in that and not just a facebook game "click button to get to next level gameplay".
Having to make sure that I have enough staff whilst some are being trained and making sure that your park is still running efficiently is something I would want to manage. That is taken away in this game as it was in RCT3 compared to older games.
In other thoughts, from what we have seen, the idea to have the ride attendants training unlocking;
- custom ride sequences at lvl.2
- reduced breakdown using custom ride sequences lvl.3
- custom ride sequences for different queue lengths lvl.4
- Further improvements to reduced breakdown whilst using custom ride sequences lvl.5
Whilst offering the above they can still do the other things but at least training would show some very obvious improvements compared to the subtle ones such as improved happiness which although is good and of course affects gameplay isn't as visually obvious.
In regards to other things:
The security guard idea (although I didn't like the policeman look) is something part of the game and management. Having basic vandalism of items (benches & bins for instance) would allow the security guard to catch them and to have those as actual animations
The gardener, where certain plants/flowers can brown and die but offer greater aesthetic improvements to guest happiness so that people don't circumvent by only using plants that don't die, or it could even just be plants/flowers within 4m of the path so the gardener can access them. He/She can water them then accordingly.
The lack of research (currently known) for improvement of the janitor equipment where he can only empty say 10 bins before having to return to the refuse building to collect new empty trash bags and drop the others off. I don't visually need to see the janitor carry them but just the game play of managing number of bins, amount of litter & janitors is something I would like to do but now I just plop the janitor down and leave them too it.
If a bin doesn't go empty does trash overflow, do flies appear and it smell bad? Will guests start to react to this as it gets worse?
So yeah I get there is a lot in the game which is simulation but this "Management Matters" is not something that comes across really from what they have shown to me at this time. [sad]
I still love the game for what it does but unfortunately and currently at this time it isn't something I will be spending a lot of time with.