Personally, I think that many management options (like stocks management for example) could be add with an option to toggle it on/off. So, people who don't like it could turn this off and the game will auto-manage it like it's right now.
The management of this game isn't just about micro managing your fries stall and deciding whether to add ketchup and how much.
We have a Fries stall? [shocked] with fries and ketchup to add? [shocked]
Sorry Nemmie [mouth shut]
You never miss a thing do you?
[haha][haha]
@Widlanquebec. My post was not aimed at you so I apologise for making you feel bad. That was never my intention.
It seems like people are really worried about the management side of the game. xyphic and Ray Cox have made some excellent points and the three of us are in a very unique situation as we've seen behind the scenes at Frontier and know was is coming. Parkmaker has said some very balanced, objective things also and I have to agree with him.
It looks to me that a lot of people assume that as far as management goes, what we saw last night is it, end of. Well it isn't. The management of this game isn't just about micro managing your fries stall and deciding whether to add ketchup and how much. It's a lot more sophisticated than that. Even how you lay your paths affect the outcome. The challenge is hitting that sweet spot and balancing everything to get the best out of the park. And you can't apply the same tactic to every park as different parks have different markets and therefore, the guests have different priorities. Everything you do has an affect.
Frontier aren't like other themepark game creators. They listen and they are real fans of the genre and they're making a game they'd want to play as well. As I and others have said, more than once, they aren't revealing everything. They want us to discover things when we play.
I'd advise anyone though, if you're not happy with what you see, don't buy it. Let other people take the risk for you and by launch day, there'll be so much information and objective reviews online, that you can make an informed choice.
It looks to me that a lot of people assume that as far as management goes, what we saw last night is it, end of. Well it isn't. The management of this game isn't just about micro managing your fries stall and deciding whether to add ketchup and how much. It's a lot more sophisticated than that. Even how you lay your paths affect the outcome. The challenge is hitting that sweet spot and balancing everything to get the best out of the park. And you can't apply the same tactic to every park as different parks have different markets and therefore, the guests have different priorities. Everything you do has an affect.
Frontier aren't like other themepark game creators. They listen and they are real fans of the genre and they're making a game they'd want to play as well. As I and others have said, more than once, they aren't revealing everything. They want us to discover things when we play.
Flat out not true. Dungeon Keeper, Theme Hospital, SimCity, The Sims.
More recently on the indie side Rimworld, Factorio, Cities Skylines, Stonehearth.
EDIT: And Prison Architect, of course!
Again not Theme park games, especially not as complex as Planet Coaster.
We have a Fries stall? [shocked] with fries and ketchup to add? [shocked]
Sorry Nemmie [mouth shut]
You need a new Community Detective title. [haha]
Again not Theme park games, especially not as complex as Planet Coaster.
I don't actually know. It was just an example. You need a new Community Detective title. [haha]
I get that but designing paths that make different affects and outcomes isn't "Management" at least not in that of "Park Management" that is "Design Management" and yes there is loads of this, I do it every day at work and can do the same again here however "Park Management" is what is missing still in regards to staff. The basic premise is here with training and similar but the detail is missing still. It would have been visible in what we have been shown if it wasn't.
They talk about how they want to make it feel real, be deep in design etc but then have the bare basics on the tools they have shown for the "Park Management"
That of course is just my opinion. But at the moment I will stick to it as at the moment everything shown is saying this and even with what you guys have said with it being deeper then the words and the menus shown in the UI actually say otherwise.
So you want to decide how much salt to put on the fries, ice in the soda, or lemon to put in the lemonade?