Monday, 28 May 2012

White Kunckle Ride: RollerCoaster Tycoon




Like F-Zero last week, RollerCoaster Tycoon (RCT) is a game series I have spent many, many hours playing; and a new RCT game is on the horizon for the 3DS. If it ever gets released that is. It has already had its release date slip, but that seems to be the fashion for most games these days. Details on the game are still a bit scarce and this got me thinking. If I could design the new game, what would I include from the previous titles?

The first and second games were incredibly similar in design; both also had expansions adding more content. The main gameplay is creating a park full of rides and attractions with a set objective. This could be attracting a certain number of guests, or selling a certain amount ride tickets and merchandise.

The aesthetic of the game is a more realistic world in comparison to 
Theme Park, although all the park guests are clones in different clothes, which is a little silly. The user interface is clean and simple making it very easy to modify, build and manage everything in your park.
Designing rollercoasters is good fun. Sometimes I would challenge myself to build a twisting monstrosity, snaking its way around the park on whatever budget I had. The first 2 games had the UI perfect in comparison to the third game, which tried a more minimised look, but had the effect of over complicating the menus.



RCT3 moved the series forward graphically. Adding the feature that fans of the series had been asking for since the first game; the ability to ride the rides. This was a brilliantly implemented feature allowing you to pick a seat on a ride in your park, and see the world through the eyes of your guests. Riding your own rollercoasters is great and the most gratifying part of RCT.

It also made improvements to the objectives that you had to achieve, by providing a bit more variety. This gave the player several objectives to achieve, so that the scenario evolved over time. The designers also implemented a fast forward button, which would help you speed past dull moments where you are waiting for your park's economy to get going.




Unfortunately they also took some steps backwards in design. The environments are comprised of lovely smooth rolling hills, as opposed to the simple block terrain of the previous games. However it can be a real pain to build on. It's difficult to tell if the land is perfectly flat, and you often find the cost of you ride increasing because you didn't spot the bumpy ground. When building paths with stairs and ramps, the game tries to help by auto-adjusting the land as you build. But this can often go wrong and make it impossible to build the next segment, which then requires tedious manual adjustment.

Staff management is over complicated with the introduction of happiness and efficiency statistics. I often find my staff lazily strolling around my parks, barely doing their jobs. Jumping into the staff tab, I find that I have to discipline and train them all, so that they do their jobs properly; draining my precious rollercoaster building funds. Theme Park had the great idea of turning staff management into a mini-game. At certain points you would find yourself haggling with staff over a pay rise, trying to agree on a price before you ran out of biscuits to dunk in your tea!

Hopefully the developers of the next game can fuse the best bits of the series so far, and create a great RCT game.