General / Off-Topic PC vs RCTW thoughts (long)

I've played almost 150 hours of RCTW so far and about 5-10 messing around in PC, and wanted to share my thoughts.

Look/Feel/Graphics - The general aura of PC is much more defined and that makes it feel like its own little world. It has a personality. RCTW feels lifeless and bland in comparison. PC graphics and attention to detail are also far superior. Overall, PC is much more beautiful to look at and feels more alive.

User Interface - RCTW wins easily so far. In RCTW everything is simple, intuitive, fast, and smooth, and it has a much more connected overall design. It just feels more professional. The UI in PC feels a bit thrown together, buttons and sliders are very small and difficult to work with. It requires more attention and concentration than RCTW.

Camera - Both are pretty good with some minor (and occasionally somewhat major) issues right now, but nothing gamebreaking. Once edge scrolling is in PC, they'll be about the same.

Undo - It's difficult to overstate how huge of a feature this is PC. Even a single undo/redo step in RCTW would be an immense addition.

Global Grid - PC desperately needs a global grid. In RCTW it's easy to place paths/rides/objects in patterns, although the entrances and exits of rides/buildings do not line up with the grid, which can be extremely frustrating. Not to mention the fact that the park entrance and boundary doesn't even line up. But in PC it's essentially impossible to create symmetrical layouts right now and that takes away a huge element of park design.

Terrain - PC wins by several orders of magnitude (based on preview videos). RCTW is much more restrictive. Not being able to build tunnels is a major disadvantage and editing terrain is a slow and tedious process. RCTW is also very glitchy at times, with spikes and unnatural terrain appearing next to objects not built on flat ground.

Park Guests - PC wins by a ridiculous amount, it's not even close. RCTW people just look and act awful and PC guests are incredibly detailed and dynamic.

Park Management - Way too early to tell, but looks like PC will win this one, even if only based on the fact that the guests are so much better, and that makes the player actually care about park management. However, the additional variables in PC regarding custom buildings and such will require the simulation to be more complex, which is much harder to test and debug. It also provides more opportunity for emergent behavior, which is awesome, but I expect the RCTW simulation to be more consistent in the end. The employee system in RCTW isn't very well thought out so far and leaves a lot to be desired. Both games appear to have a lot more coming in this category though.

Flat Rides - PC quality, both graphical and mechanical, is obviously much higher. After seeing the rides in PC I can't find many redeemable qualities of RCTW rides. Too early to judge content and variety though. One of the biggest annoyances in RCTW is not being able to place the entrances and exits. Hopefully both games will include some level of customization in both the design and features of flat rides.

Coaster Builder - RCTW by a lot at this point. Being able to fine tune the yaw and pitch (RCTW only so far) is vital with the node system. So is deleting and rebuilding sections of track (PC only so far). The menu along with the keyboard/mouse wheel controls for adjusting nodes in RCTW are fantastic, and the piece-by-piece option is extremely useful as well. There are some minor things that could be improved upon but overall it is a top notch system. Smoothing is not in RCTW, but it isn't really needed. On the other hand, scalable special track sections will be in PC, which is huge. If PC adds yaw/pitch and piece-by-piece, and cleans up the UI and controls, it will be much better than RCTW because of the scalable track sections and the ability to delete/rebuild sections of track. And vice versa.

Paths - This is a big one. The path systems in both games have some pretty significant downfalls right now. RCTW has some major issues with connecting paths, the restrictions are far too great. Deleting a section of path can force you into a situation where you have to delete and entire section of the park to replace it, which is ridiculous. The system is also very glitchy and laggy so far. However, clicking the start and end point and dragging out paths of any length is a much better method than PC's piece-by-piece system. Path building in PC is incredibly annoying and slow. The path jumps all over the place and connecting buildings and queues is endlessly frustrating. Both games could use some serious improvement in this area. And hopefully both games provide a way to change the path texture without deleting/rebuilding.

Scenery - Too early to judge content, quality is good in both games. The main issue here is placement. In RCTW, the snapping is extremely useful, but the restrictions on scenery placement are very inconsistent and frustrating. In PC you can place stuff pretty much anywhere which is great. Both games need a better way to place lamps/bins/benches though. Since these are essentially non-optional scenery items, there should be a better system in place for lining paths consistently.

Building System - This is less about the actual building system in PC and more about the broader concept, and I'll admit I'm probably in the minority on this subject. In RCTW you're given a limited set of predesigned buildings to work with. In previous RCTs as well as RCTW I love the idea of trying to create the perfect park with a cool looking path system that uses every ride and building. Obviously a "perfect" park is impossible, but because of the limited set of buildings, it seems attainable and you can at least create a park that feels like it's complete.

In PC, the idea that you create all the buildings yourself is a vastly different concept and experience. It makes it more of an art game than a logic game, and art is never finished, only abandoned. For me, it's not what I enjoy about theme park simulation games. To really make it work requires a degree of creativity and patience that I just don't have. Having hard constraints that you have to work with is what makes a lot of games fun (scenarios for example). There's obviously an enormous grey area there (between no constraints and too many), but for me, the level of customizability in PC is almost a different game entirely and takes away from the overall theme park design and simulation aspect.

That being said, it's incredible what Frontier has done with the building system and especially cool for all the people out there who are good at creating things with it. It boggles my mind to think what they could have done if all that dev time was spent on other aspects of the game. The fact that PC is on track to be a better game even *without* the building system is a huge testament to the excellent work they've done.

But I still think it's important to consider the negatives of what is essentially mandatory "start from scratch" customization in PC. In RCTW, you don't have to worry about starting from scratch. Everything looks good from day one and you can get to the meat of the game right away: park design, coaster building, and management. In the third PC live stream they talked a lot about "nested complexity", but the start from scratch system has no simple outer nest. It's immediately complex. This makes it almost impossible for me to enjoy the game because I have to constantly choose between creating and abandoning. I think PC would benefit from predesigned buildings that allow the player to play the game without having to be an architect. In RCTW, I build a bathroom in one click and I'm done, mission accomplished. In PC, I build a bathroom and have to move on feeling like I've failed if I don't spend time decorating it.

Conclusion - In my opinion, PC has a far superior foundation to build on. It feels like a project that had better management and vision from day one. There are some really great things about RCTW that PC lacks so far. The problem is, the things that are NOT great in RCTW are too far past the point of no return. It's too late to redo the terrain system, the peeps, and probably the paths too. Most of RCTW's problems are deeply integrated features of the game, whereas most of PC's problems consist of lacking features and polish. The latter is obviously much easier to improve upon. At this point I'm still not sure if that means I'll enjoy PC more. But if Frontier can get up to RCTW's level with the coaster builder, add a global grid to appease the perfectionists, and provide a way to play the game using only predesigned buildings (making scenery an embellishment as opposed to a mandatory core function), it won't even be a contest. If RCTW can pull off a few minor miracles with the peeps, the graphics, the path system, and if they provide a ton of predesigned content, it will end up being a great product as well.

All in all, both games are on track to be freaking awesome and it's an exciting time for people who spent hundreds of hours of their childhoods playing RCT 1/2/3.

Thanks a million to the devs and artists from a fellow dev and artist.
 

Vampiro

Volunteer Moderator
finally a nice comparisson between the 2 games without bashing one of them.

I think i agree for the most part. even tough i can only judge RCTW by the first beta and after that i just watched video's.
It's a good read, and at the end of the day, im glad to be in "camp Frontier"
 
Nice post to read... I don't buy RCTW, but it's nice to have a comparison without bashing.

PC seems to have a better vision and with really a lot better guests. But the lack of information about management part makes me anxious. But, they can still surprise me. Let's hope they put as much effort in management part than in visual and building parts.
 
Yes that was a good comparison of both games and although I have never played RCTW, I can't compare on the coaster builder as such, but I do like PC coaster builder and find it easy to build with, considering it isn't really in full releases yet.

As far as the buildings go, I have to say that I don't like the pre-built Toilets and stalls in RCTW, they look far to chunky and I just don't like their style with the large icons stuck on top. But I agree, that they are ready built for those who just prefer to get a park up and running, without having to design their own buildings.

Even if RCTW does continue to full development, I have no intentions of buying it myself, as the whole look and style of the game, just doesn't please me at all. I much prefer the crispness and style of PC. The guests, rides, coasters and building sets, are all very well detailed and this gives the look of the game, more of a realistic look. There is still a lot we haven't seen yet in PC, but I have faith that Frontier, will continue to make this a very likeable and playable game, by the time it is fully developed. That is my own opinion.
 
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Some great comments there, glad you guys enjoyed the review. As soon as I posted I realized I forgot to cover sound. I usually play with the TV on, or while I'm eating, or listening to music, so sound isn't a huge deal to me and honestly I haven't paid enough attention on that front to give a valid opinion.

"what it has in simplicity, it just lacks in the fun form" ... that is a good point. RCTW doesn't have nearly as playful of a feel as it used to, which is very disappointing. I think that applies to a large majority of sequels and remakes made today. Video game development used to have a lot more constraints (memory, processing, resolution, etc) which inherently required a much higher percentage of thought and effort to be put into feeling and fun factor, as opposed to graphics, physics, simulation, content. Frontier appears to have created an incredibly detailed game without sacrificing too much fun and feel, which is fantastic.

I think what it boils down to for me is that I prefer the macro design aspects of creating an entire park. A ton of people obviously prefer the micro design aspect of creating detailed buildings and scenery. I grew up playing SimCity, Theme Hospital, RCT1, and the like, which gave you what they gave you and the creativity came from the macro design and management, so that's what I'm into. Part of what makes games fun for me is the limited possibilities, you have to do the best you can with the tools you're given. Like say I think a certain required building in the game is ugly or too big. The solution to that "problem" isn't necessarily letting me make the building look however I want. The fun comes from me having to find a way to integrate that big ugly building into the park, another level of fun comes from the fact that the entire community has the same feeling about the big ugly building, and that adds to the game's personality. That might sound a bit ridiculous, but assuming the core functionality is beautiful then the personality of a game is what really gives it a soul and makes it an experience.

It's still too early to tell if PC will satisfy from a macro point of view, but the rest of the game is solid enough already that it wouldn't take any huge changes to make it so. RCTW clearly already quenches my thirst for macro design, and I'm really hoping Nvizzio can pull together the rest of the game to make it a complete experience. Like I said though, it's going to be much easier for PC to add features on top of a rock solid foundation than it is for RCTW to fix a lot of the core functionality.
 
Very enjoyable to read. Well done.

A point to bring up however, to your comment Vaaaan about having to build everything in PC. That remains to be seen. We don't know what they are going to have in the shop tab. From the pictures it will have the buildings that look like food. Pre built themed stuff. So your final comparison could drastically change on this point.

We do know that alpha 1 was about us playing with the piece by piece building and paths.

But with what has been released so far that was pretty fair. But with PC being 3 steps behind in the devopment timeline. (stage 1 alpha vs EA) Some of your observations could drastically change. (For better or worse)
 
I don't think both games can be compared at the moment.

One seems in Beta and the other is an early Alpha going into the next phase.
When both are in the same state it is time draw the final stroke.
 
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I was going to say nearly exactly what Chip, I mean Dale, and Periocus said.

It's anybodies game right now. RCTW could still roll out a complete makeover on the Peeps. They could redo the audio as well, to make it not sound like it was recorded in a gymnasium. PC could have Yaw in its coaster builder (big plus in RCTW's favor for now, excellent tool).

I immediately fell in love with PC's Peeps, and was instantly put off by RCTW's . Like Plaster mentioned, looking back to the joy you got from the poorly defined Peeps in RCT1/2, they were still expressive, and you worked hard to please them. Peeps are an integral part of the formula for success for these titles.

Great post Vaaaaaaaan. I hope we'll be around to exchange reviews when both games are finished, and have a look back to our initial thoughts during development.
 
What people doing reviews tend to forget for example is that PC has not released the coasterbuilder or shops yet.

It would be the same as if i would judge RCTW modular building (or piece by piece as they call it) based on the UGC Versions.
 
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I have to add that i do not mean to be rude towards Vaaan, because expressing thoughts is always good.

Only wanted to state to keep some things in mind.
 
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I don't think both games can be compared at the moment.

One seems in Beta and the other is an early Alpha going into the next phase.
When both are in the same state it is time draw the final stroke.

Thank you for bringing up this glaring omission of game development state. This debate/discussion is never-ending...
 
There is definitely still a lot that could change, but I do think they're both far enough along in the process (and we've gotten enough info from devs) to make some strong assumptions about the final products. But yes, it's definitely like comparing half finished paintings right now. They're at different stages in development, but they were also developed in completely different ways. PC is looking awesome and has the potential to dive bomb, and RCTW is looking pretty rugged but has the potential to shine. The purpose of writing this wasn't to argue which game is "better", especially right now, I just wanted to put all my thoughts into writing about specific categories of gameplay. If anything, now I can finally stop thinking about it all so much, lol.

I saw one of the devs on RCTW forum imply strongly that they're completely redoing the path system based on feedback about it being absolute sh*t right now. That's huge because that affects several other categories of gameplay as well. Frontier is definitely still tweaking the current path system, but there aren't any issues gamebreaking enough to warrant a rewrite. If Nvizzio can fix the path system and continue to improve on other aspects, building parks in RCTW will be a delight. The better the core functionality and user interface, the easier it is to overlook flaws in a game. The opposite is also true, the sketchier the core functionality and interface gets, the harder it is to care about the good parts of a game.

I've gotten real deep into following some high profile game releases in the past, and forums tend to be littered with feature requests and fantasies about what people want in the game. It's easy to get caught up in what could be instead of examining reality. The early access on both of these games (which are obviously in direct competition) provides a very rare and unique opportunity for users and developers to compare features, and ideally steal from each other to make both games better.

Personally I'd prefer if there was only one game with twice the dev power, but that's not the case so we can only hope that both games are excellent and that they end up comparable in most categories so we can choose what to play based on personal preference instead of choosing the path of least frustration.
 
I apologize if I posted it in the wrong place. I did write the entire thing with the intent to post it here, not at RCTW forums, because I feel like this game has a better foundation and more potential. But it seems a bit silly to look at either one of these games right now without comparing it to the other, so I'd definitely consider this to be feedback about the PC alpha.
 
I basically agree with above mentioned but,RCTW the rides spin way to fast ,time travels way to fast,day and night cycle way to fast.the game needs to slow down ,and this is with game speed at minimal speed.
 

WingardiumLevicoaster

Volunteer Moderator
Good comparison. I do agree with most points. At first I would have agreed with you on the roller coaster editor but after using Planet Coasters more, I have come to absolutely love it. It has great potential but just requires a little practice.
 
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