Scenario mode telling a story?

What do you think about the scenario or campaign mode telling a story? I think of a park manager who has to perform tasks. The park even could have some share value. With the money gained from selling a park (completion of a level), he or she could go on with another park by choice (the next park he/she can afford) with its proper tasks?
 
I always loved this idea for a campaign mode in RCT. Other games did that, with NPCs and the like. Theme Park World with the ant and Theme Park for 3DS with the assistants for example. SimCity 3000 had also the assistants that brought life when creating a city. The Movies has the amazing radio station and the game going through different years.

Is not something I would be angry if they didnt add, but if it where there I love the game even more. They can use the characters they created as consultants in the missions menu, and a world map where you put your theme parks around the world, competing with other CPU invented parks with wacky names, winning prizes for best park each year.
 
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I think this is a great idea for the campaign mode, but for me, the scenario mode should ideally be stand alone - same way they were done in RCT3. That way, additional scenarios can be added at whim, without having to worry about how it's going to interact with the main storyline.

From my point of view, strong scenarios, a scenario editor and the ability to share and add additional scenarios is one of the most important things, simply because I can't play sandbox mode (I gave a big long explanation why in the other game's forum, and I can't be bothered to retype it unless people are really interested!
 
And Trhillville was a funny game [yesnod].

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I don't know if a story fits with this sort of game. Simulation building/management games with a story tend to be slogs eventually, since they stop and start a lot so you get the information they want you to hear. Scenario modes just need to be "You've been put in charge of this particular park/bit of land. Build a successful theme park."
 
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I don't know if a story fits with this sort of game. Simulation building/management games with a story tend to be slogs eventually, since they stop and start a lot so you get the information they want you to hear. Scenario modes just need to be "You've been put in charge of this particular park/bit of land. Build a successful theme park."
Yes, you are right. It is the same when you start a game and the introduction is to long!
 
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I don't know if a story fits with this sort of game. Simulation building/management games with a story tend to be slogs eventually, since they stop and start a lot so you get the information they want you to hear. Scenario modes just need to be "You've been put in charge of this particular park/bit of land. Build a successful theme park."

Theme Park for DS, being a remake of the original agme, does exactly that. The only thing they do is add NPCs characters as assitants so everything has more persanility in the management menus. There isnt really a story that interefres with the scenarios.
 
You mentioned the Movies as an example, I can agree that something like that would work, but it's not really a story for the game, just some soundbites to qualify a change in genre interests. I wouldn't want that for PC, with world events affecting theme interests, but a park radio system which has an announcer relaying information is an option at least.
 
You mentioned the Movies as an example, I can agree that something like that would work, but it's not really a story for the game, just some soundbites to qualify a change in genre interests. I wouldn't want that for PC, with world events affecting theme interests, but a park radio system which has an announcer relaying information is an option at least.
But look at the trailer from Planet Coaster. I think that they can make a amazing story and a video with it!
 
You mentioned the Movies as an example, I can agree that something like that would work, but it's not really a story for the game, just some soundbites to qualify a change in genre interests. I wouldn't want that for PC, with world events affecting theme interests, but a park radio system which has an announcer relaying information is an option at least.

Oh no, I just mentioned it as an example, not that I really want that in Planet Coaster.
 
But look at the trailer from Planet Coaster. I think that they can make a amazing story and a video with it!

As a standalone trailer with it's own little story, it works. As a full game, it wouldn't work. The whole point of building a theme park in these games is the freedom to build your own story. Scenarios in RCT3 already try to limit what you're going to build, since some things don't fit in the themes they've assigned to each park. A story would push that one step further, and I can only imagine it would involve the standard "Hey there! To get started, why don't you build this ride over here in the highlighted area?" move that stories in a management/building simulation tend to go with.

A background living world, with highlighted information about whats happening in the park, ala The Movies or Theme Hospital, that would be fine, but a storyline, with dialogue and characters would get tiresome.
 
Oh no, I just mentioned it as an example, not that I really want that in Planet Coaster.
Why? Meaby a story which introduces each level of the campaign. When at the end of the level something happened like a hurricane or something like that and then the next level will be a ruin. Where you need to build a themepark in a ruin!
 
Why? Meaby a story which introduces each level of the campaign. When at the end of the level something happened like a hurricane or something like that and then the next level will be a ruin. Where you need to build a themepark in a ruin!

When at the end of the level something happened like a hurricane or something like that and then the next level will be a ruin. Where you need to build a themepark in a ruin!


something happened like a hurricane

a hurricane


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Why? Meaby a story which introduces each level of the campaign. When at the end of the level something happened like a hurricane or something like that and then the next level will be a ruin. Where you need to build a themepark in a ruin!


Nah, im not seeing that, sorry.
I prefer a less restrictive story mode. So just like normal scenarios, just with a bit more flavour (like assistants in menus giving you the missions, or saying what is wrong, instead of an invisible man right now, etc...).
 
Why? Meaby a story which introduces each level of the campaign. When at the end of the level something happened like a hurricane or something like that and then the next level will be a ruin. Where you need to build a themepark in a ruin!

Thank you Coen for writing. I really appreciate your ideas. I agree that might be all a bit difficult for a theme park simulation. I doesn´t need to be movies, but a way to motivate to go through the whole campaign.

But there are lots of options: you could make a VIP happy with your park as it was in RCT3, or there could be a rebellion of stuff members (they all want more money for example, an easy one, so that you have to raise salary for example) or you have to research a certain attraction and meanwhile keeping your guests happy and so on.

I really like the idea of share value.

Thank you all for participating in this discussion[heart]
 
how about a story about the person who was in the teaser trailer, meeting new friends, and set goals, that make sense to the current situation, unlike other rollercoaster games campaigns, where its just completely random of the campaign.
 
how about a story about the person who was in the teaser trailer, meeting new friends, and set goals, that make sense to the current situation, unlike other rollercoaster games campaigns, where its just completely random of the campaign.

Yes, good idea. Maybe he could get a job offer for management position as he was seeking a job?
 
I think scenarios with a set goal is enough, like in the previous RCT series.
I wouldn't buy a management/sim/strategy game for the story at least.

Say, in games like The Settlers (and especially Settlers 7 where the campaign is very story driven) I feel it's more ok. There's progress because you fight someone. With a sandbox game like RCT and Planet Coaster, adding a story might force the player through things they wouldn't do otherwise because of their individual playing style.

Optionally: make a scenario editor where you as the maker of a scenario can make 'disasters' and 'events' that can be sort of a story for those who want to play such. ?
 
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