This is a really interesting thread and I thought I'd add my own thoughts.
I've been eagerly watching this game since the first video and bought into the Alpha at the first chance - I've had great fun with it so far and surprised myself (mostly through the game's excellent design tools) at my creative talents (when I'm not comparing myself to YouTube celebrities). However, I'm definitely more of a management style player and in terms of the different views being shared in this thread, I'm more on the side of those who feel the management element won't live up to the sheer scale and audacity of the creative features.
When Frontier say simulation evolved I understand where they are coming from - the AI developed for the guest and staff is a significant step up from previous iterations; I think the reason that this is not so impactful on the management element is that the games before it did so well at tricking players that all this AI was happening in real time, when it was otherwise some very smart script routines. So from a simulation perspective, Frontier are hitting it out of the park but in terms of what we the players see, it's to some extent expected.
The concern about the management is so pronounced now because it was implied at the outset that management was at the heart of the game and would be shown towards the end of the development. We are seeing it now, and I think there are a proportion of people who are underwhelmed by what's been shown. There is certainly no obvious evolution on the management perspective (as there clearly has been for the creative and visual elements) - what did we want? It's hard to say, but something new which would drive this genre forward.
Here's an example (which has been mentioned a few times by various people): Clicking a button to get a staff member trained to level 3 just doesn't feel satisfying - having to build an administration block where the training is held (having to hire a trainer, who can perhaps only train 5 people at one time and the requirement to buy the training equipment etc) and seeing your person toddle of and sit in the training room and be trained, whilst a rookie member of staff has to cover their post, not only makes training far more interesting (how do you incorporate the staff building with the park decor; balancing the cost of paying for the trainer and the equipment vs the future skills of your member of staff; whilst the rookie covers perhaps the quality of service reduces so you have to balance the person going for training and the poor service guests will receive whilst they are away) it's also more realistic - this, to me, feels like moving the management element forward.
Another example could be stalls where you can win prizes at skill-based games (most theme parks have these - This American Life [episode 433] once did an entire episode dedicated to the staff at a small US amusement park who worked solely on these types of game stalls - and where a significant amount of money is made), where you have to balance the cost of the prize for the likelihood of winning, with guests getting annoyed if they think they've been cheated. A more highly trained staff member might be better at getting guests to play the game and part with their cash etc.
The creative-centric fans have had over 6 months to discuss with the development team how they can improve that area even more; unfortunately, due to the fact that the management side is being shown so late in the game, those who are more focussed on it have less time to provide some input.
I'm still going to play and love the game, but I have the sad feeling of a slightly missed opportunity.
I can't think of one, but I don't play a ton of games so maybe you can. Do you know of a game the has the creativity and creation power of PC and the management aspects of a game like Cities? Management and Creation are both forms of simulation, but I think they need to almost be two different genres. It's nearly impossible to have one game with both in depth management and amazing creativity since it would take way too much time and maybe even make the game too difficult for the "average" player.
Do you know how overwhelming it would be to have to build each individual building in Cities while simultaneously trying to manage everything that you have to manage in order to have a successful city? Keeping up with new builds, repairs, people moving in and out, etc. That sounds terrible, not fun at all...to me at least.
I can see the benefit of maybe a "hardcore" mode of those who are up to the challenge, but then it goes back to my original point. How much work needs to be done and at what cost for what percent of the players? It just might not add up.
tyczj, just keep in mind the main thrust of the discussion though. We were expecting 'simulation evolved' and it doesn't look like we're getting that.
You do realise that's just marketing speak don't you? I mean I never took that to mean this game was going to revolutionise the simulation genre . How could it.
In the end the simulation and management aspects are as good as RCT3 which is all I care about. And there is probably more going on under the hood than in most simulation games.
Next people will be saying the Frontier lied and have done an NMS on us. We are getting a true sequel to RCT3 , do some aspects of the game worry me? Sure, but management from what I have seen isn't one of them.
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Maybe but it is a marketing term that says "Hey look we have significantly improved what we produced previous and this is next gen/next level so check it out"
At the moment that is not what is being shown. And to say that it is as good as RCT3 which is now a decade old isn't a selling point for me. The management in that game wasn't great and so I haven't played it a lot because I found that shallow too. This was marketed as the next step and finally something that had true simulation i.e. real management & creative abilities that are meaningful.
This however does not appear to be the case.
In your opinion which is fine, but until I actually play it I reserve my opinion.
I'm starting to think the only way folks will be happy w/ the management side if it's like SimCity 4, Menus inside of Menus Inside of Menus inside of Menus...
MENUCEPTION ! Where it's all graphs & charts & numbers & micromanagement 'till your eyeballs fall out of your skull...
You do realise that's just marketing speak don't you? I mean I never took that to mean this game was going to revolutionise the simulation genre . How could it.
In the end the simulation and management aspects are as good as RCT3 which is all I care about. And there is probably more going on under the hood than in most simulation games.
Next people will be saying the Frontier lied and have done an NMS on us. We are getting a true sequel to RCT3 , do some aspects of the game worry me? Sure, but management from what I have seen isn't one of them.
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I'm starting to think the only way folks will be happy w/ the management side if it's like SimCity 4, Menus inside of Menus Inside of Menus inside of Menus...
MENUCEPTION ! Where it's all graphs & charts & numbers & micromanagement 'till your eyeballs fall out of your skull...
If you had read the last couple of pages of this thread 'bad boy', you would realise that the discussion has gone far beyond that phrase. When I use it, it is as a catch-all, succinct way of expressing that I was expecting more.
I will continue to use the phrase with quotation marks so you can spot it each time.
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And if that was the case? What then? All we are doing is expressing an opinion, a love for management games and a desire to see more in PC. Somehow this has become an anathema. Why is that? Your post suggests we are wrong or stupid to desire more management, that's a very intolerant way to be.
If it was "management evolved" then yes, since the management aspect of the game will be (I mean, I guess, we didn't saw everything) the same (or close) to what we saw in RCT3. I would agree with you.I think something we can all agree on is that using the phrase "simulation evolved" may have been a bad idea as it raised the expectations to IMO unrealistic levels for people.
If it was "management evolved" then yes, since the management aspect of the game will be (I mean, I guess, we didn't saw everything) the same (or close) to what we saw in RCT3. I would agree with you.
And I repeat, we have not seen all the features for now, so we can not even be sure ...
For now the "managers" have won a system of rides sequences, and lost (temporarily perhaps, we do not know) the security guards.
But anyway ... since it's "simulation evolved" ... then, it's true.
The guests animations and reactions have evolved
The path tool have evolved
The graphics have evolved
First time that we have a fast pass system
First time that we have a voxel terrain tool
The list is long ...
Many things that help us to make a simulation of a theme park have evolved since the last game of the genre (RCT3).
My opinion.
I think something we can all agree on is that using the phrase "simulation evolved" may have been a bad idea as it raised the expectations to IMO unrealistic levels for people.