The Planet Coaster meta-game, lessons from Banished

The forums here and at Steam are littered with threads bemoaning the current state of PC's management, particularly criticism of the arbitrary and “unfun” mechanic of ride aging introduced with the last patch. I see no point in rehashing all the arguments about either the tacked on feel of management or the aging mechanic here, rather I want to discuss the PC meta-game, and what can be learned and hopefully incorporated from another, ostensibly quite dissimilar game, Banished.

For those who don't know it, Banished is a survival game, remarkable in that it is entirely crafted by a single, lone, unique developer. One person created this entire game, folks. That in itself is extraordinary, but the game does not look or play like a basement project; it is handsome and highly polished, plays beautifully, and is extremely well-balanced and a challenge to master. Inevitably, it has also spawned numerous imitators, as its creator has crafted a simple but organic and compelling meta-game.

What is the game? In short, you start on an empty map with a a small band of young families and, depending on the difficulty level, a varying amount of food, necessities and perhaps shelter to get them started. The peeps must then build a self-sustaining settlement in the wilderness, with only, eventually, a trader which comes periodically by boat to offer various resources at high cost.

Primary resources – trees, iron ore and stone – lie scattered on the map and are to be collected and transformed into tools and structures. There is nothing to unlock; even the most complex building can be built from the outset, but of course that is impossible; to build a chapel or a market, first you must build basic housing and establish food and materials production.

By default, children will begin work by age 10 or so, but schooling them until 17 increases their capacities and effectiveness, so at a crucial early point you must forsake a growing workforce for nearly a decade. Some buildings like a chapel or tavern are resource-intensive to build but bring needed happiness to the settlement; a hospital is also a huge early investment but it will also save a young settlement from epidemic devastation. Food is assured first by hunting and gathering, and later by trading resources for seeds and livestock, thus establishing agriculture and animal husbandry, just as with civilization itself.

Eventually, if all goes well and the peeps survive the harsh winters, occasional epidemics and tornadoes, and food is gathered efficiently, the settlement begins to thrive. The population ramps up and it can become a challenge to employ everyone; at this point, the settlement can quickly collapse from famine or disease or both, as growth outstrips capacities. You must learn to manage population so as not to fall victim to success and end up with an empty settlement after several hours of gameplay.

That in a nutshell is Banished. It has been so successful and widely imitated because its meta-game is clear, simple, organic, challenging and compelling. It has no gimmicks, no obviously arbitrary game mechanics, and success or failure is largely determined by careful strategic planning for managed growth.

Someone on the forum recently remarked sarcastically that PC is simply too happy; there was no sex or death in the game, and this was why so many people had become frustrated with it. In a way that is quite true; what PC lacks is an organic connection between growth and risk. Right now, there is no risk; only arbitrary impediments to the amassing of vast fortunes. And once the fortune is assured, nothing threatens that income and so the game is effectively over.

And there is a very real question of just what exactly one is supposed to be managing, and how those decisions impact the success of your park. Many here say it's the peeps, but I think in many ways, there is far too much focus on the peeps and not enough on the staff – the idea that one is managing the peeps, ultimately, and not the park. In actuality, the peeps are equivalent to the resources in Banished, and should be viewed as such. One is exploiting them, mining them if you will, but not managing them. The staff is where the challenge of the game should lie, comparable to the population of Banished.

First off, in PC staff is entirely expendable. They come and go, complain and leave, shut shops when fed up and just walk off. And it simply doesn't matter; you just hire another trainee and reopen the shop with even less overhead than before. No. No. No. This mechanic is fundamentally flawed and I believe staff should never be fired, ever. Staff should act like your population does in Banished, and it is what you are trying to grow, educate and keep happy, because it is the means to your success.

Conceptually, PC should be moved from a highly free-market economy to a highly socialist country with stringent labor laws. If too unhappy, poorly paid or under-trained, the staff should not quit but rather go on strike, closing portions or the whole of your park and threatening you with bankruptcy. If you hire too many staff or you train them too much too early on, you must pay them in any event and your income suffers, so you had better manage them judiciously. Likewise, shops once plopped can only be moved, or removed by paying a penalty and relocating the employee. And staff will also take three-month paid maternity leave or paid sick leave from time to time. Right there, staff becomes meaningful and important, and managing them becomes integral to success.

Likewise, where is adversity in the game? Banished, a game with one lone developer, has fully modeled seasons where winter forcefully impacts gameplay and must be planned for and endured; why aren't seasonal highs and lows also modeled in PC? Winter should hurt on the deciduous map and be a boon on the tropical map. Guests should ebb and flow, and you can try to lure them with discounts and promotions.

Further, advertising should be meaningful. If you market to families, for example, certainly you are doing it for a reason. You've built things like carousels and Ferris wheels and teacups, and it goes without saying that the peeps should then favor such family-oriented rides – something they manifestly do not do at the moment. They will also need more restrooms and benches for the toddlers and crave family passes for the savings. They should not all rush to log flumes and coasters as they do now, with the rest of the peeps. Currently, none of this matters hardly at all.

And where are disasters? Here I do not mean giant meteors or Godzilla attacks, or even floods or tornadoes. In keeping with the integration of staff with meaningful management, poor or neglected maintenance should lead to broken rides which do progressively more than strand customers; the breakdowns should become serious enough to actually injure guests and severely impact park reputation. They can rise to be severe enough to close the entire park for outside inspection, with a corresponding income and reputation collapse.

Food shop trainees left without training can and should cause guest complaints and lower park reputation, and also cause real damage from food poisoning from ignorance, which would also bring strong hits to income and reputation and warrant a week's closure as health inspectors examine all food stalls. You didn't bother to plop a (very expensive) first aid station, hoping to save some money early on? Sorry, with the first outbreak of food poisoning, it quickly spreads through the guests and your park is fined and closed by the board of health for a few weeks. Tough luck.

Scrap research. You can build it all from the get-go, but you have to be able to afford it and have the infrastructure to run it successfully. High income-generating rides such as coasters and flumes should just cost much much more, and may even require investment funds be set up to pay for them.They age naturally and require periodic refurbishment, which takes time to carry out and costs a fair penny, but boosts reliability and appeal higher, though never as high as when new. Eventually the refurbishment cycle ends and the rides either achieve heirloom status or are forgotten by the crowd and must be replaced. You never know which will occur.

So, you overcome these hurdles and your park is humming along, but at a certain point it should not simply keep generating money but rather it eventually becomes too crowded, too popular, and guests start to leave and reputation drops from degrading ambiance, overcrowding, and lengthy queue lines. Your unfireable staff strikes from overwork (happens all the time in the socialist paradise where I live). Like the perverse death spiral in Banished, a reversal of fortune is caused by quick over-expansion. You need to revamp, expand, enlarge and beautify to keep up.

I think there is much to learn from this elegant little game that can be borrowed and adapted to enrich the overall gameplay of PC – and most of all, to integrate the game with the simulation.
 
^tl;dr
Place more emphasize on employee management. Don't fire staff, allow staff to strike.
Get more challenges as the game processes: bad press, forced (temporary) closure of rides/shops/sections of the park

My response
Refreshing take on the simulation. More emphasis on the staff instead of the peeps and I agree. Employee managment is quite easy, there is no problem in firing anyone and when a shopworker quits the only downside is I have to manually open the shop again (what a nuisance). So yes, I would love to see more negative effects worked into the game.
I disagree with the, you're not allowed to fire an employee, idea though. That is quite harsh and can actually be annoying (for instance if you think a certain employee isn't up to par). Instead, I would implement some kind of penalty in firing staff. 2 months fee or something to give to the employee, something that hurts you in the short term making the firing process a more thought-out principle. Furthermore, firing multiple employees in a short time could lead to negative press, reducing visitation numbers etc.

I also support the idea of having more random events. It removes the boring aspect of pressing fast forward and wait for cash. I state random events, but I believe you actually mean more negative feedback loops. I'm all for that too. However, negative feedback loops are hard. I haven't played Banished yet, but I assume you have neither direct control over population growth as well as food gathering (you assing workers, families expand when they propsper). Hence the increase in pop leads to more need for food, which leads to famine, which leads to death of farmers (and others) which leads to more femine... and so on. That is a perfect example of a negative feedback loop that is out of our direct control. That is what we need in this game, but that is hard. Currently it is quite easy to create an equilibrium. When we don't add anything to the park, it basically comes down (currently) to employee management (they control shops, repair rides etc). If we can keep them happy in the current budget than any of the feedback ideas you mention won't trigger.
If anything, the only idea I have for a negative feedback that prevents one from being idle is a declining park rating over time. No new innovations means visitors get bored causing less visitors to arrive at the park which could trigger monetary problems. But other than that, I can't come up with a loop that makes sense and cause problems.

So yeah, thanks for the idea. Definitely worth the read for the dev's

Ps. It would be fun to brainstorm about what negative feedback loops could work, if you ever start one, let me know :)
 
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Lot's of nice ideas here. Particularly those around managing staff being by reference to a set of labour laws - maximum working hours forcing the need for shift management should also come out of that. I definitely agree that much more should be made of the seasonal nature of the theme park business. Making a park in the tropics have to deal with hurricane season would be an interesting counterpoint to winter in the deciduous or alpine biomes.
 
I think a lot can be taken from this post, it's nicely constructed and contains a lot of nice examples.

I hope the devs will read it! :)
 
Off the mark, your citizens in banished are your rides in a theme park simulator and not the literal employees. The rides harvest materials and turn them into money. They break down i.e. Get sick and need maintenance. They have the unique stats and specialization as well.
 
Some really good suggestions in here for sure. Another thing I think would add another dimension to specifically staff would be to require you to create some sort of staff area in your park. You have to make access roads for staff only, make a staff building that could be upgraded in order to increase happiness, and maybe even things like employee vehicles could be thrown in too.

On another note I would also like to see a materials management system be implemented. Maybe you need to build a warehouse, manage store stocks, decide on differently-tiered quality of brands from which you could set prizes in the stores from, etc.

I think that a huge thing to mention with this though is that if you add all of these things then you'll end up with an insane amount of new ways to create challenges for the player. For instance the earlier campaigns would be simple where you don't have to worry about these things so much, then you gradually introduce the different systems as you progress in the career mode, and in the later chapters you would need to manage everything properly. That's how you create deep and challenging management scenarios, not just lower the rate at which a park makes money...

I really hope Frontier will take a long look at this aspect of the game and do a complete rework that includes a lot of these aspects mentioned in this thread.
 
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The forums here and at Steam are littered with threads bemoaning the current state of PC's management, particularly criticism of the arbitrary and “unfun” mechanic of ride aging introduced with the last patch. I see no point in rehashing all the arguments about either the tacked on feel of management or the aging mechanic here, rather I want to discuss the PC meta-game, and what can be learned and hopefully incorporated from another, ostensibly quite dissimilar game, Banished.

For those who don't know it, Banished is a survival game, remarkable in that it is entirely crafted by a single, lone, unique developer. One person created this entire game, folks. That in itself is extraordinary, but the game does not look or play like a basement project; it is handsome and highly polished, plays beautifully, and is extremely well-balanced and a challenge to master. Inevitably, it has also spawned numerous imitators, as its creator has crafted a simple but organic and compelling meta-game.

What is the game? In short, you start on an empty map with a a small band of young families and, depending on the difficulty level, a varying amount of food, necessities and perhaps shelter to get them started. The peeps must then build a self-sustaining settlement in the wilderness, with only, eventually, a trader which comes periodically by boat to offer various resources at high cost.

Primary resources – trees, iron ore and stone – lie scattered on the map and are to be collected and transformed into tools and structures. There is nothing to unlock; even the most complex building can be built from the outset, but of course that is impossible; to build a chapel or a market, first you must build basic housing and establish food and materials production.

By default, children will begin work by age 10 or so, but schooling them until 17 increases their capacities and effectiveness, so at a crucial early point you must forsake a growing workforce for nearly a decade. Some buildings like a chapel or tavern are resource-intensive to build but bring needed happiness to the settlement; a hospital is also a huge early investment but it will also save a young settlement from epidemic devastation. Food is assured first by hunting and gathering, and later by trading resources for seeds and livestock, thus establishing agriculture and animal husbandry, just as with civilization itself.

Eventually, if all goes well and the peeps survive the harsh winters, occasional epidemics and tornadoes, and food is gathered efficiently, the settlement begins to thrive. The population ramps up and it can become a challenge to employ everyone; at this point, the settlement can quickly collapse from famine or disease or both, as growth outstrips capacities. You must learn to manage population so as not to fall victim to success and end up with an empty settlement after several hours of gameplay.

That in a nutshell is Banished. It has been so successful and widely imitated because its meta-game is clear, simple, organic, challenging and compelling. It has no gimmicks, no obviously arbitrary game mechanics, and success or failure is largely determined by careful strategic planning for managed growth.

Someone on the forum recently remarked sarcastically that PC is simply too happy; there was no sex or death in the game, and this was why so many people had become frustrated with it. In a way that is quite true; what PC lacks is an organic connection between growth and risk. Right now, there is no risk; only arbitrary impediments to the amassing of vast fortunes. And once the fortune is assured, nothing threatens that income and so the game is effectively over.

And there is a very real question of just what exactly one is supposed to be managing, and how those decisions impact the success of your park. Many here say it's the peeps, but I think in many ways, there is far too much focus on the peeps and not enough on the staff – the idea that one is managing the peeps, ultimately, and not the park. In actuality, the peeps are equivalent to the resources in Banished, and should be viewed as such. One is exploiting them, mining them if you will, but not managing them. The staff is where the challenge of the game should lie, comparable to the population of Banished.

First off, in PC staff is entirely expendable. They come and go, complain and leave, shut shops when fed up and just walk off. And it simply doesn't matter; you just hire another trainee and reopen the shop with even less overhead than before. No. No. No. This mechanic is fundamentally flawed and I believe staff should never be fired, ever. Staff should act like your population does in Banished, and it is what you are trying to grow, educate and keep happy, because it is the means to your success.

Conceptually, PC should be moved from a highly free-market economy to a highly socialist country with stringent labor laws. If too unhappy, poorly paid or under-trained, the staff should not quit but rather go on strike, closing portions or the whole of your park and threatening you with bankruptcy. If you hire too many staff or you train them too much too early on, you must pay them in any event and your income suffers, so you had better manage them judiciously. Likewise, shops once plopped can only be moved, or removed by paying a penalty and relocating the employee. And staff will also take three-month paid maternity leave or paid sick leave from time to time. Right there, staff becomes meaningful and important, and managing them becomes integral to success.

Likewise, where is adversity in the game? Banished, a game with one lone developer, has fully modeled seasons where winter forcefully impacts gameplay and must be planned for and endured; why aren't seasonal highs and lows also modeled in PC? Winter should hurt on the deciduous map and be a boon on the tropical map. Guests should ebb and flow, and you can try to lure them with discounts and promotions.

Further, advertising should be meaningful. If you market to families, for example, certainly you are doing it for a reason. You've built things like carousels and Ferris wheels and teacups, and it goes without saying that the peeps should then favor such family-oriented rides – something they manifestly do not do at the moment. They will also need more restrooms and benches for the toddlers and crave family passes for the savings. They should not all rush to log flumes and coasters as they do now, with the rest of the peeps. Currently, none of this matters hardly at all.

And where are disasters? Here I do not mean giant meteors or Godzilla attacks, or even floods or tornadoes. In keeping with the integration of staff with meaningful management, poor or neglected maintenance should lead to broken rides which do progressively more than strand customers; the breakdowns should become serious enough to actually injure guests and severely impact park reputation. They can rise to be severe enough to close the entire park for outside inspection, with a corresponding income and reputation collapse.

Food shop trainees left without training can and should cause guest complaints and lower park reputation, and also cause real damage from food poisoning from ignorance, which would also bring strong hits to income and reputation and warrant a week's closure as health inspectors examine all food stalls. You didn't bother to plop a (very expensive) first aid station, hoping to save some money early on? Sorry, with the first outbreak of food poisoning, it quickly spreads through the guests and your park is fined and closed by the board of health for a few weeks. Tough luck.

Scrap research. You can build it all from the get-go, but you have to be able to afford it and have the infrastructure to run it successfully. High income-generating rides such as coasters and flumes should just cost much much more, and may even require investment funds be set up to pay for them.They age naturally and require periodic refurbishment, which takes time to carry out and costs a fair penny, but boosts reliability and appeal higher, though never as high as when new. Eventually the refurbishment cycle ends and the rides either achieve heirloom status or are forgotten by the crowd and must be replaced. You never know which will occur.

So, you overcome these hurdles and your park is humming along, but at a certain point it should not simply keep generating money but rather it eventually becomes too crowded, too popular, and guests start to leave and reputation drops from degrading ambiance, overcrowding, and lengthy queue lines. Your unfireable staff strikes from overwork (happens all the time in the socialist paradise where I live). Like the perverse death spiral in Banished, a reversal of fortune is caused by quick over-expansion. You need to revamp, expand, enlarge and beautify to keep up.

I think there is much to learn from this elegant little game that can be borrowed and adapted to enrich the overall gameplay of PC – and most of all, to integrate the game with the simulation.

This is the best critical analysis of this game I've seen on this forum. Not only that but you have vision to back up your grievances, and you know the ins and outs of what you're describing well enough to be clear on what you think is missing rather than moaning about what you didn't get.

I think with these changes, a couple of which I had thought of in a more simplistic way, Planet Coaster would benefit massively. Frontier - PLEASE READ THIS! This is exactly what we need!!
 
I think with these changes, a couple of which I had thought of in a more simplistic way, Planet Coaster would benefit massively. Frontier - PLEASE READ THIS! This is exactly what we need!!

I agree with this wholeheartedly!!

I also, ironically, just bought Banished because of this post. lol looks fun!
 
I agree with almost all of this. minus the lack of research & not being able to fire employees. You should be empowered to do what you want. But your actions may not benefit you. Well written, well articulated and without insults A++

I'll elaborate on what I mean:

Staff:
Firing staff should be allowed. Right now not keeping staff happy just means you need hire some one new. Your booth should be able to run the same regardless. I think employee happiness and training should go hand in hand when it comes to throughput. Lets say this scale has a meter with divided tier segments. Lets say tier 1 can be maximized by employee happiness alone. however the more your park grows, the more people wait in line. the less effective your stall becomes at tier 1. Each tier handles a max amount of guests . you unlock newer tiers through training. But your staff will only train if they are happy! I say this is how deep it should go max. Any further it becomes a choir. The movies went a little far here with needing to balance Stars and Staff. You Stars could get sick, and mental illness. It became too much. Other people have mentioned unions. I think that goes a step to far. I dont think it adds anything meaningful to the gameplay. And inventory should be a thing in this game as well..

Guests:
We need more variety in needs. And have those needs better diagramed with in the UI. Each stall/ride should only be satisfy a subset of tastes. Forcing a park builder to diversify. This can be expanded to themeing just as much as it can be ride/stall content. This should flow more into the advertising as well.

Advertising:
This needs to have a direct connecting to Guest Demographic and needs. Being able to curtail specific Ads for people with specific tastes can dampen some complications that may come from adding all this into the management game. I think it also help if you can advertise specific rides like you could in previous RCT Games.

Weather:
I think this is a big miss from the game. ❤︎❤︎❤︎❤︎ even an rain overlay would have gone a long way for me. But if they add weather they should have it effect management. Temperature should come into play. Guests should avoid certain rides if the temperature isn't over a certain threshold. These rides should hurt more monitarily if they run in seasons or days that do no business. Maybe even go so far to have rides break down more often if not shutdown during in climate weather.

Disasters Destruction & Death:
(Should totally be a Metallica Album Name)
While disasters are fun to think about, I think they have no place in a game like Planet Coaster. Every part of the game oozes from creativity and asks you build. No matter what mode. And I dont mind that aspect. It adds a dimension to Planet Coaster that sets it apart from RCTW and Parkitect. To have random disaster come into to destroy your hard work would hurt the game. I do believe this game needs to being back death and injuries though. Those should have a direct and drastic effect on park reputation. If people die on your ride, its rep and the parks rep should tank. People should start fleeing the park immediately when a coaster flies into a crowd.
 
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Refreshing take on the simulation. More emphasis on the staff instead of the peeps and I agree. Employee managment is quite easy, there is no problem in firing anyone and when a shopworker quits the only downside is I have to manually open the shop again (what a nuisance). So yes, I would love to see more negative effects worked into the game.
I disagree with the, you're not allowed to fire an employee, idea though. That is quite harsh and can actually be annoying (for instance if you think a certain employee isn't up to par). Instead, I would implement some kind of penalty in firing staff. 2 months fee or something to give to the employee, something that hurts you in the short term making the firing process a more thought-out principle. Furthermore, firing multiple employees in a short time could lead to negative press, reducing visitation numbers etc.

I also support the idea of having more random events. It removes the boring aspect of pressing fast forward and wait for cash. I state random events, but I believe you actually mean more negative feedback loops. I'm all for that too. However, negative feedback loops are hard. I haven't played Banished yet, but I assume you have neither direct control over population growth as well as food gathering (you assing workers, families expand when they propsper). Hence the increase in pop leads to more need for food, which leads to famine, which leads to death of farmers (and others) which leads to more femine... and so on. That is a perfect example of a negative feedback loop that is out of our direct control. That is what we need in this game, but that is hard. Currently it is quite easy to create an equilibrium. When we don't add anything to the park, it basically comes down (currently) to employee management (they control shops, repair rides etc). If we can keep them happy in the current budget than any of the feedback ideas you mention won't trigger.
If anything, the only idea I have for a negative feedback that prevents one from being idle is a declining park rating over time. No new innovations means visitors get bored causing less visitors to arrive at the park which could trigger monetary problems. But other than that, I can't come up with a loop that makes sense and cause problems.

So yeah, thanks for the idea. Definitely worth the read for the dev's

Ps. It would be fun to brainstorm about what negative feedback loops could work, if you ever start one, let me know :)

Thanks Dutcher and thanks everyone who has responded with such supportive commentary. I'm very glad that you all appreciate my analysis and suggestions. [happy]

As you'd said at first, tldr -- it's a very long post so I did not want to belabor it, but yes, inherent in my examples, if unstated, was that Banish excels at creating hard choices which can lead to negative consequences. They're not really random events but unintended consequences, and these decision trees are not extraneous but integral to the game and impact outcome profoundly. Also, there's a high base cost to everything in game so that you often just play into a frustrating equilibrium. You can't get ahead because everything is marginally under-performing, and so your settlement limps along. Part of the idea of elevating staff is to provide the drag necessary to reach that level of challenge -- stasis -- which is very rare for any game to achieve.

This thread is a good a place as any to brainstorm feedback loops and decision trees --positive and negative -- so have at it.

A few examples from Banished: No hospital? Instead you scrape up resources to buy some sheep and build a pasture that year? A peep catches scarlet fever and your settlement is wiped out. Build the first fishing dock too far away? The peeps die because it takes too long to get the fish to the settlement before winter. Didn't build the blacksmith swiftly enough? Production collapses from lack of tools. No tools, it takes 3 times as long to build the smithy. Food production drops as well. No tools, no food, peeps die, game ends. There is an elegant interconnected logic to all these loops; they're harsh but fair. Decisions have consequences; many involve sacrifice for future gain. Risk taking can pay off or kill off your settlement.

I think the natural for PC is to construct them primarily through staff, as I tried to point out with a few examples. Don't hire janitors? Rats appear in the trash, one bites little Johnny who hugged it thinking it was a pet while mom looked the other way, and you get sued and bad press. Don't have an expensive, trained doctor on duty in your first aid station to deal with it, but just a trainee? That's gonna cost you, too. On the bright side, Mrs Foote had a heart attack on the teacups, but the quick response of your highly paid and trained staff saved her life and you receive glowing press reports.

Staff can also be expanded with more dealing with ride operators as well as with physical facilities; a back office, machinist's shop and so on. A nursery/greenhouse that reduces scenery costs but is pretty darned big and ugly. Ditto a warehouse for food prep. Anchor all this in a bit of physical reality that must be dissimulated in your otherwise pristine park. Or not, but then you don't get the financial benefits that accrue.

Also, things like resources are also currently arbitrary and abstract, just numbers on spreadsheets. The vendors should be concessions/franchises for the most part, having performance goals to meet. You don't sell enough milk shakes? CC will raise their rates and lower your margins, but will offer discounts and a free bouncy cow for a year if their brand is a wild success in your park.
 
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Managing should be tweaking, decision making, and knowing that sometimes decisions might lead to troubles, while others might bring you a step further.

Challenge mode should bring challenges, diverse and logical ones, just like the examples you gave above (with the perfect connection the Banished, which does it so wonderful).

Don't want the challenges? You have sandbox or easy mode. But for the other modes, we should have to think about all the things that can go wrong, and not just "let it run until you have the money you need"
 
I also definitely agree with the OP.

The current way to manage staff is a little off. Especially since they implemented the work load to staff and relate that to happiness. It doesnt work. If you give them too much work they are unhappy and too little produces the same result. Who would quit for not having too much work? Maybe some but if u want a park thats really clean ur going to have to content with rehiring janitors
 
I'd be nice if a dev came by and just said "thx for posting, we read it!" wink wink, nudge, nudge...


And it funny how people buy another game, just because the challenge is mentioned, it really shows the lack of challenge in PC, imo :)
 
I agree the game is lacking depth over the long run.
In it's current state, the game is pretty much over within on hour of building a new park. Anything after than it purely creating the park of your dreams.
There is a clear lack of late gameplay features that force you to do things differently. But I disagree on the method.
Staff is not fun to manage. A park is all about satisfying guests. The complexity should arise from them, not from overdoing the staff management. We're playing Planet Coaster, not Staff Manager Simulator 2017.

The negative feedback loops should focus on the guests : for example having too many guests in an area would make guests extremely unhappy, forcing us to build larger areas, to spreading people more around the park. The first tiny paths you have to build at the beginning of the game would become too small for the crowds of a larger park, and the player must choose between either demolishing their and rebuilding their current entance (and possibly the rides if they build them too close to the entrance, or build completely new roads to divert the flow of guests to a brand new entrance.
Unfortunately, the flow of guests in and guests out in the current game is insufficient to cause these problems.

Good coasters should fall victim to their own success with queues getting extremely long creating sharp decreases in ticket sales of the neighbouring rides and shops. This negative fedback loop is in the game, but it's completely broken.
Players would have to be clever to build higher capacity rides, (which would bring more money but also significantly increase the ride popularity due to less waiting and still be overloaded in the end).
Unfortunately, due to the "queue is too long" bug (but it's barely 2-4 minutes wait ???) and "queue is full" bug (but it's almost completely empty ???), these situations never happen. There are no lost sales and there is no backlash from the guests.

Disasters Destruction & Death:
(Should totally be a Metallica Album Name)
While disasters are fun to think about, I think they have no place in a game like Planet Coaster. Every part of the game oozes from creativity and asks you build. No matter what mode. And I dont mind that aspect. It adds a dimension to Planet Coaster that sets it apart from RCTW and Parkitect. To have random disaster come into to destroy your hard work would hurt the game. I do believe this game needs to being back death and injuries though. Those should have a direct and drastic effect on park reputation. If people die on your ride, its rep and the parks rep should tank. People should start fleeing the park immediately when a coaster flies into a crowd.

RCT 1 had disasters : there was variety in the coaster failures, most of the time it was just safety circuit breaker, guests would stay in line and become angry while waiting longer, but sometimes it was a mechanical failure that caused the coaster to behave in an erratic way. The most dreaded failure was the brakes failure : trains would not stop and could result in a crash with dead guests.
The deaths would tarnish the ride's reputation for quite a long time.

Planet coaster currently has one single type of ride failure : the ride closes everybody goes out and a minute later, the mechanic arrives and the ride restarts as if it was new.
I find it very lacking.

The current way to manage staff is a little off. Especially since they implemented the work load to staff and relate that to happiness. It doesnt work. If you give them too much work they are unhappy and too little produces the same result. Who would quit for not having too much work? Maybe some but if u want a park thats really clean ur going to have to content with rehiring janitors

Lack of work is a serious source of work pain. One horrible way bosses can sack an employee is by forcing the employee to come to work and give them nothing to do.
It is considered a form of bad treatment of employees and is illegal in most modern countries.
I find it very clever for Frontier to have added this negative feedback loop in the game.
 
And it funny how people buy another game, just because the challenge is mentioned, it really shows the lack of challenge in PC, imo :)

Not necessarily. I bought it because it sounded like a fun game, and I like games.

It's also fun to compare and contrast management games.
I'm enjoying Banished, but it doesn't have staying power for me. There's a lot of waiting. There's a lot of shuffling around of resources (population).
It's hard to compare the two games, myself. Theme park games never have you grow your own food, or create and supply your own power supply and fuel. If a theme park game went down this route, it would lose a lot, and no longer be about the park and the peeps.
 
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