Management Matters

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.
 
Also there's a small game called Civilization 5 and another called Civilization 6. Both are currently top 10 most played games and are heavy management games.

There is another small series called Football Manager. Consistently a top seller and currently version 2015 is still in the top 50 most played Steam games being played right now. Versions 2016 and 2017 are above it. That series is probably the most heavily focused on management.

I would go as far as to say that management seems to be more popular in games than creativity.
 
Aye I really do think the people who don't play these games believe they are a minority game scene and they are not. The games people have listed above are iconic for the most part with millions or tens of millions of players over their lifetime.

Management is a massive thing because it gives people control over what they are designing/building/managing and often it's something they are never likely to do such as create and manage a theme park or a city or hospital.
 
@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.
 

Vampiro

Volunteer Moderator
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]
 
@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.

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.
 
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.

I really, really, really really, want to believe you. We are a week from beta. It's hard to imagine there's a ton more management to unveil. I hope I'm wrong.

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.

Ya know, I definitely believe this! However, it does't mean they're perfect and shouldn't be subject to some constructive criticism. I'm pretty sure everyone in this thread agrees that PC is a great achievement, but the management that we've seen is waaaaaaay behind the other aspects. And it's especially disappointing because we saw the amazing stuff first. They didn't talk about the management, didn't let us give feedback and it may bite them in the butt a little bit.

Like all games nowadays though, I expect PC to be supported way after release and I plan to support it after release, too. Even with basic management, it's still an amazing product.
 
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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.
 
Nemmie, have you played games like Civilization or Football Manager or Prison Architect or at least Cities:skylines ? If so, how does PC compare in your knowledged opinion?

The reason I ask is because that is the kind of and depth of management people are talking about in this thread.
 
I have played Dungeon Keeper, Theme Hospital, and am playing Cities Skylines in my opinion there is more management in Planet Coaster than Dungeon Keeper and Theme Hospital, while Cities Skylines is a different type of management style.
 
Again not Theme park games, especially not as complex as Planet Coaster.

That isn't what you said though. And no they are not all as complex "design wise" but are much more complex in "management" which under "management matters" is what we are trying to discuss in the topic.

You seem to keep saying the same thing that because they have made it look lovely and being amazing in creativity that they shouldn't worry about the "management" because that doesn't matter as much. And sorry if I am reading it wrong but it's how it's coming across in your response to it.

You also stated deep management only comes to game such as capitalism II which is what we are replying too and stating that some of the most popular games are deep in management which all the above games are.

RCT1 7 RCT2, Theme Park also offered some aspects of management that are deeper than what we have now or different features to what we have that we liked which currently we so no new version or even a copy of that feature at the moment.

They are the things we wanted to see as "Management" they are the building blocks we hoped that Frontier were building on, instead they have been blown up and discarded into a bin and we are left with what may deeper simulation but shallow feeling management [sad]
 
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.

I'm not talking about path design. The paths were just used as an example. The decision you take is all part of the whole. The path, for example, can directly affect finance and other factors. That's all I'm saying. Again though, you can't make definitive conclusions about the management side of the game, just based on what we saw in the stream. I completely get why you are, but let's just see what comes. I personally don't want to bother with having to individually train every single member of staff as it always felt monotonous and repetitive in RCT3. I hope we get something else here, like a training scheme for staff for example. But I don't know everything. That's why I'm happy to wait.
 
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