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Learning the many, many mechanics of theme park ownership took longer than I expected, but once I got the basics down, 'Planet Coaster' revealed a huge, thorough, and finely crafted suite of sim tools. Even the tooltips are watery, limited mostly to how to rotate the camera and not things like actual roller coaster construction. The campaigns are strings of themed, partially constructed parks with a few variables and open-ended, unimaginative objectives, usually along the lines of "make money" and "attract visitors".
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Learning in 'Planet Coaster is on a trial-by-fire basis only, it seems. I hopped into the campaign to learn more and continued to be disappointed. This closely mirrors the tutorial in their 'Elite', also a game with a very high skill threshold, but 'Planet Coaster' has fewer videos and no missions to speak of.
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The game's tutorial mode is paltry, consisting of links to three YouTube videos where Frontier has narrated some basic gameplay elements. For most playthroughs, the goal is to accumulate more money and craft bigger, better attractions and rides. While the roller coasters are important, the entire visitor experience and financial profile of the park can be micromanaged, right down to the marketing campaigns and how many condiments go on the snack shack burgers. The formula can be applied to almost anything, from cities to lemonade stands to camgirls, and in the case of 'Planet Coaster' it's an amusement park. TL:DR: Even after placing rides of interest at the desired station, guests would still rarley get on the ride.Tycoon games are typically simulations where the player is the invisible, mute director of a business. (As planned in my pirate theme park.) While some guests did decide to go onto the transport ride at some point, most guests had the same thoughts as listed above This meant the guests would HAVE to ride the transport ride to get to the attractions. I tested this further, and this time added many roller coasters to a station. "Connie Express looks like a waste of time." "Connie Express looks too gentle for me." Not a single guest chose to ride the transport ride and just left. I tested transport rides in a different sandbox, simply placing a transport ride next to the park entrance and having the ride go to a single station and then back. My idea is to have many islands with different attractions throughout a large body of water, and I want to use transport rides to access said islands. More specifically, how do I get people to use them?Ĭurrently I am building a pirate/tropical themed park.
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