Management Matters

For those pointing out that the developers can't make the perfect game to suit everyone, I agree. I've said the same thing myself in many threads throughout the forum.

But please don't try to tell those that love management that PC is 'simulation evolved'. It isn't. And that's fine, the game can be whatever the developers choose.

As far as management is concerned, it is not 'simulation evolved', so please stop pushing that and suggesting management players should be happy with what has been presented.
If it was 'simulation evolved' the game would have a lot more aspects of management that games like parkitect, cities skylines or Train Fever have (for example).

I would say PC is 'creativity evolved' or 'Park building evolved' but not simulation.

Again, that's fine, it's the prerogative of the developers to deliver what they please, and it's a great game but please don't be patronizing and suggest we have 'simulation evolved'

Peace
 
What i was aiming for are statistics. And i think Curlyriff is right.
There is not really much they can show yet.

Yesterday i burried another hope. I hoped for a block (like the toilet) where you can build your own administration around and all the staff management can be summon from. (hire, training, salary, etc.)
So one can build at least a very basic backlot.

Exactly wanting this. I have thought this was going to finally be brought to the game effectively. At the moment what is really worrying is that RCTW actually has a lot management I would like, it is just awful and buggy there which is why I was hoping so that PC would bring us their level of ability and detail to these parts of the game.

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unless you start assigning gameplay to it. For instance, staff breaks and shifts. You may need more than one employee to fill the role of a particular character and they work in shifts. Or your janitors only come out when there's something to clean up (or patrol for certain periods). There's definite gameplay to be had, but as producer you have to decide whether that gameplay is worth the effort given all the other priorities. You also need to provide gameplay shortcuts for those people who don't care about micromanagement like this.

There are plenty of shortcuts all over the place if you look for them. For example, you don't *have* to build all your own scenery; that's what the Workshop is for. You don't *have* to build your own ride sequences. You don't *have* to assign your staff work areas; they'll just roam if you don't. There are certain things you *do* have to do, such as keeping staff happy and with a large park that's going to be a fairly time-intensive job. That's the other balance: gameplay has to be such that you don't spend all your time doing just one thing.

You have described in this paragraph exactly what I expected to manage. This isn't micro manage but general management. Micro manage woudl be what mop or broom is the janitor going to use? But for staff to have a tiredness level that depletes over time and have to go on a break and you have to manage your staff is exactly what management is.

If you don't want this then maybe challenge mode could be where you want to play? This requiring finances and as an individual play through but maybe not needing management. Sandbox as usual without any monies etc.

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For those pointing out that the developers can't make the perfect game to suit everyone, I agree. I've said the same thing myself in many threads throughout the forum.

But please don't try to tell those that love management that PC is 'simulation evolved'. It isn't. And that's fine, the game can be whatever the developers choose.

As far as management is concerned, it is not 'simulation evolved', so please stop pushing that and suggesting management players should be happy with what has been presented.
If it was 'simulation evolved' the game would have a lot more aspects of management that games like parkitect, cities skylines or Train Fever have (for example).

I would say PC is 'creativity evolved' or 'Park building evolved' but not simulation.

Again, that's fine, it's the prerogative of the developers to deliver what they please, and it's a great game but please don't be patronizing and suggest we have 'simulation evolved'

Peace

This exactly. Thank you and is the reason I feel I will be playing the games you have stated instead of PC although I love the visuals of the game and the creativity I believe it is very different to what 'simulation evolved' & 'management matters' alluded too for most of us.
 
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.
The live stream wasn't called "management matters". It was called "Beta Content Livestream" and it was the first of two livestreams detailing what's new in the game. It happens that they concentrated more on the management side of things here (and next time they'll concentrate more on rides) but it was clearly intended to show a brief overview rather than a deep dive.

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.
I understand where you're coming from. And I don't disagree that there *could* be more depth, but as I posted earlier, there's a balance. Bear in mind that the developers haven't just tacked management on as an afterthought; it's been in the design from the beginning. If something isn't there, it's either because they didn't feel it added enough to the game (or in some cases, took something away from it), or that the finite resource budget couldn't support it.

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.
I agree that these things would increase the management depth. But they also increase the resource cost (particularly the animation budget) and that has to be balanced. Gardeners are a lovely thing, and it'd be really nice if you needed gardeners to keep your park looking nice, but if you think about what it actually *means* then you'll start to see how prohibitively expensive it is. You need gardener models. They need to be rigged, and a range of animations created (happy, demotivated, etc.). Plants and foliage need to degrade or grow wild, which needs to be added to the simulation, and which needs to be supported by the game logic. It's not enough these days to just switch from a "healthy" to a "dying" sprite. They need to degrade *over time* which is a difficult thing to achieve.

There are some clear gameplay benefits to security guards, particularly around guest and staff happiness. But again, you need a large amount of animation resource. If you want benches to break, you need to model broken benches and the effect that has on guests (i.e. they can't sit on them). It's all just lots of little bits of work that needs to be done, and that steals resource from other things that we might want to see in the game.

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?
We don't know if there's any interaction between research and staff. All I can say about the janitor is that the designers went through many different options for how it would behave and settled on this one. The same goes for *all* aspects of gameplay. It's not like they just do something and go "good enough". They don't. They have to balance gameplay against resource against fun against a range of expectations from the community.

And if a bin isn't emptied, you *will* find trash on the floor, and it *will* negatively affect your guests' views on the park, which will be fed back to you through the management menus.

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.
As I've said, they won't be able to please everyone. You might find that you're one of them. But you might also find that *once you've actually played the game* that it does fulfil your needs. And if not, there's always Parkitect which *does* do a lot of these other things, and has the benefit of being simpler graphically so deeper gameplay is effectively cheaper to add. :)

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But please don't try to tell those that love management that PC is 'simulation evolved'. It isn't. And that's fine, the game can be whatever the developers choose.

As far as management is concerned, it is not 'simulation evolved', so please stop pushing that and suggesting management players should be happy with what has been presented.
If it was 'simulation evolved' the game would have a lot more aspects of management that games like parkitect, cities skylines or Train Fever have (for example).
They haven't called it 'management evolved'. If they did, I'd agree with you.

They called it 'simulation evolved' and you've misinterpreted that. The simulation *is* more advanced than they've ever created. Games of this genre generally don't attempt to simulate individual people and their wants and desires; if you've seen that before, it's more than likely a veneer over a more coarse model.
 
I understand where you're coming from. And I don't disagree that there *could* be more depth, but as I posted earlier, there's a balance. Bear in mind that the developers haven't just tacked management on as an afterthought; it's been in the design from the beginning. If something isn't there, it's either because they didn't feel it added enough to the game (or in some cases, took something away from it), or that the finite resource budget couldn't support it.

What all the manager style players are suggesting I believe though is that it hasn't been balanced and instead management has been removed from the game to allow creativity. Sorry but you appear to be seeing this as balance from one side?

I agree that these things would increase the management depth. But they also increase the resource cost (particularly the animation budget) and that has to be balanced. Gardeners are a lovely thing, and it'd be really nice if you needed gardeners to keep your park looking nice, but if you think about what it actually *means* then you'll start to see how prohibitively expensive it is. You need gardener models. They need to be rigged, and a range of animations created (happy, demotivated, etc.). Plants and foliage need to degrade or grow wild, which needs to be added to the simulation, and which needs to be supported by the game logic. It's not enough these days to just switch from a "healthy" to a "dying" sprite. They need to degrade *over time* which is a difficult thing to achieve.

Why does it require the plants/flowers to degrade and having it go through 3 stages from alive, semi-dead to dead. I am sorry but compared to everything else they have worked on and put into the game then I do not see this as the mammoth task you appear to want to make it.

We don't know if there's any interaction between research and staff. All I can say about the janitor is that the designers went through many different options for how it would behave and settled on this one. The same goes for *all* aspects of gameplay. It's not like they just do something and go "good enough". They don't. They have to balance gameplay against resource against fun against a range of expectations from the community.

And if a bin isn't emptied, you *will* find trash on the floor, and it *will* negatively affect your guests' views on the park, which will be fed back to you through the management menus.

I get that but we have given our feedback that we do not believe it is what we want from management as far back as when they have been introduced. I am sorry but this is no different to the feedback we have given to the design of gameplay so far.


And sorry but 'simulation evolved' to a lot of us meant that management would take a large step forward and so far it has taken two steps back. Yes I expected as much as what Parkitect has and more. I am sorry but you do appear to see this from a completely different view from the others that have been discussing this and seem content with what is shown. And that is fine by all accounts.

We however, who want to play a tycoon game (this is where it has come from) feel it is very much lacking at the moment from what we have seen. I just hope that maybe things are still progressing and by time to release they add more to the management side. I am just [sad] at the moment in what I have seen and would love to seem more because it's the start of something great but again this appears to be why I should have known reading the 'Alpha info' that it was missing a 4th Alpha with management for us to really play and test prior to release.

And I cannot see how in the future they can add this sort of gameplay without re-writing the scenarios so yeah just feeling deflated from what has been shown rather than hyped or excited like I have been up to this point.
 
As I posted in another thread,

"The hard core gamers might find it a bit easy, but consider the non-hard core gamer. Would they find it as easy? You have to remember that Frontier has to make the game appealing to as wide an audience as possible in order to make a profit. As passionate as the developers are, and their passion for the game really shows, they do have to make a profit because Frontier is a business and businesses have to profit to keep operating. It is this wide audience appeal that gives them a mark of success, profit, and inspires and allows them to continue to make games that we all can enjoy."
 
Hi,

Creative builders have everything they could desire from this game.

Managers have a very shallow game. I hope I am wrong but judging by the management focused livestream, I don't think I am.

Bravo !
Sadly, it's my opinion too....
 
xyphic, why so argumentative? No one is throwing a tantrum, just expressing opinions that the game is not what we expected. Most have accepted that Frontier may develop the game as they wish, there's no problem.
Many of us were hoping for more management but we are willing to accept our expectations were wrong (how much the phrase "simulation evolved" contributed to that is debatable) and we will move on, enjoying the game as it is or playing something else.

Lastly, this is one of the few threads focused on management, so just like many have contributed their opinions to the building side of the game in other threads, we may decide to continue making requests or expressing concerns in this one. Why is that an issue you take umbrage with?
 
The main problem that I see is no one really knows how deep the management aspect goes until you actually get your hands on it. Everything posted here and in other places are just speculation.
 
xyphic, why so argumentative? No one is throwing a tantrum, just expressing opinions that the game is not what we expected. Most have accepted that Frontier may develop the game as they wish, there's no problem.
Many of us were hoping for more management but we are willing to accept our expectations were wrong (how much the phrase "simulation evolved" contributed to that is debatable) and we will move on, enjoying the game as it is or playing something else.

Lastly, this is one of the few threads focused on management, so just like many have contributed their opinions to the building side of the game in other threads, we may decide to continue making requests or expressing concerns in this one. Why is that an issue you take umbrage with?
I don't feel that I'm being particularly argumentative. Trying my best to temper the disappointment and stop this thread becoming an echo chamber of disappointment, that's all.

I, like you, want this game to be the best it can be. For that to happen it necessarily has to target the widest demographic possible. I feel that what the general public will want is to be able to create beautiful looking parks (which they can) with enough challenge in the non-sandbox modes to give it some longevity. Most people don't want to spend all their time micromanaging, and while there's a place for it in the game, it has to be done with care.

By all means start threads in the suggestions forum for ideas on how to improve the depth of the management side of the game. Getting those ideas out there and getting discussions going will help drive the game forward after its initial release, as it'll give the developers cues as to what's important to the community. I feel it's very important that features are accessible to all levels of player, and I'll be happy to contribute to those threads with my ideas on how that might be achieved [e.g. worker zones allow you to tailor which entertainers work where, but you don't *have* to manage them in that way and can let them free roam; choice in these matters is important].
 
Fair enough and I don't disagree mostly.

As you say, the game should appeal to a wide range of people. I think it does that well with the building side (there are basic and advanced tools for everything)
All we are saying is we'd like the same for management. Right now all we've seen is 'basic' mode.
 
I know it is Ok if there is a change of ride sequence or something else fancy, really not necessary but nice.
But if something is wished for which has been a basic in some management games over past years and really realistic it is too much...
 
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Yeah exactly what matty b is saying, there are loads of advance tools for creative side of the game. However in management there is just real basic principles of like an ABC of management rather than the full alphabet that we was looking for.

These other parts of management that are missing etc are not difficult in the basic's of understanding but could add some great challenge to the game play compared to what has been shown.
 
Yeah, it's very difficult to balance all the things together to try to please the wider audience.

Personally, I just want to give feedback to help developers know what I was expecting, what I like, like a little bit less, etc. Together, we'll help them to make the best possible game. That's it.

But that's true that for the moment, there's speculation in my opinion about management. But generally speaking, it seems that the management is really basic (too basic for my personal taste). But maybe there's still a lot to go and I understand that they need to make choice to appeal to the majority. I just hope that it will be enough deep for me to really enjoy the game because for the moment, I find it too basic for management and not enough challenging.
 
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I know it is Ok if there is a change of ride sequence or something else fancy, really not necessary but nice.
But if something is wished for which has been a basic in some management games over past years and really realistic it is too much...

Aye people seem to missing this point because it's not something they are really "interested" in compared to creative side of the game.

We have so much super detailed and slightly complex building construction but the basics of management where we might actually have a dedicated building for training people so they can improve in their job and unlock equipment directly linked to their jobs is too much to understand and too complex. Yet children play Battlefield with no problem equipping their soldiers with their armour and weapons and boosts etc just fine.
 
I just try to approach this from both sides since I am not that supercreative when it comes to building parks, nor am I really deeply engrossed in the fine lines of management. I am sort of middle ground in this respect.
 
I just try to approach this from both sides since I am not that supercreative when it comes to building parks, nor am I really deeply engrossed in the fine lines of management. I am sort of middle ground in this respect.

That is fair enough and would like to say sorry that I am probably coming across super aggressive without meaning too. Just want to show what is missing or feel is at least from everything.

I have also added some comments to the other thread about what has been shown and what is missing on the creativity side still etc as although I am into the management for the game I want the best for all the creative people as well. It has always got to be a well rounded game.
 
Aye people seem to missing this point because it's not something they are really "interested" in compared to creative side of the game.

We have so much super detailed and slightly complex building construction but the basics of management where we might actually have a dedicated building for training people so they can improve in their job and unlock equipment directly linked to their jobs is too much to understand and too complex. Yet children play Battlefield with no problem equipping their soldiers with their armour and weapons and boosts etc just fine.

I'd like to postulate that Frontier aren't leaving aspects of management out because we cant handle the complexity. I dont think they are that patronising. I think their goal is to make the game fun, i can can tell you as sure as poop is brown that more people are going to enjoy the level of detail in the managemebt vs all of the unfun chore-like stuff they could have put in. This may disappoint you, but id say its a sacrifice FD are willing to make.
 
they mostly business simulations like Capitalism II.

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!
 
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