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Game designers/industry people whose career path makes you weep

Matsuno, easily. The hell he went through during his time as FFXII producer thanks to Square's marketing suits made him go from one of the biggest JRPG pioneers to making low-budget handheld games. Hiroyuki Ito is a close second.
 
The treatment of Yu Suzuki and Hironobu Sakaguchi. I was surprised that neither guy got picked up by a big company after leaving their previous companies. Especially Suzuki who no one in the industry can touch in regards to the all the damn ip's he's created and all the variety.
 
I'd say his output at Square was also largely different from the rest of the company. As an RPG developer with lots of resources, you'd hope that Level 5 hired him for a reason.



What does this mean? It's just a bunch of different games. You've heard something about Crimson Shroud?

@bolded: This is largely true. His style has a very strong distinctive flavor (aimed at an empty niche in the marketplace by design).

I've also heard of nothing but good things from CS, provided one goes in the understanding it's heavily resticted by design.

This thread is highlighting what is wrong with this industry right now. I am convinced that the game industry, possibly more than most other entertainment media, is doing a terrible job of fostering, celebrating, and retaining its talent. It seems as if half the creative minds that built this industry have been pushed to the sidelines by a bunch of bureaucratic bullshit.



It's called Power of Illusion.

Yeah, it's happened since time immemorial in the industry, but this last generation has been almost willfully systematic in culling the greats. It's as if they're master blacksmiths early in the age of the automobile where their revered mastery is not what lands you a job still doing that, but sheer luck.
 
He founded Sacnoth and led the development of Koudelka, but he clashed with his staff over how much it should lean towards survival horror. From what I understand, the random encounters and turn-based battles were not his idea. Then he did design, planning, and composition for an MMORPG that ended up getting cancelled. He was pretty active from 2004 to 2007, but none of the games he composed for were released outside of Japan. Most recently, he was one of the composers for Soul Calibur V.

Holy crap! I didn't know Hiroki Kikuta started his own production company. From like 2000-2010 I thought he was dead until I looked him up on VGMdb and discovered he composed for hentai games in the mid 2000's. I didn't know he worked on SCV. And btw, Secret of Mana: Genesis is effing awesome; don't give a shit what the haters say.
 
Brian Reynolds:
He's the first one I'd mention, for sure. From several of the best games ever made (Civ II, AC), to Zynga? So sad, and so painful... those two are still two of the very best strategy games ever. And now... Zynga.

wasnt big huge games about to be closed when shilling's company bought them? i dont think you can blame shilling for that, if anything he kept them alive for...a few months? a year?

yu suzuki is the one that kills me because i want more shenmue.

what is seamus blackley doing these days?
Yes, they were about the be shut down. The game that they were working on that got redesigned into Kingdoms of Amalur: Reckoning would never have come out if not for Schilling buying them. So yeah, it's good that he did buy them, it got us a version of their game... it just didn't sell well enough and the company went down. :(

He founded Sacnoth and led the development of Koudelka, but he clashed with his staff over how much it should lean towards survival horror. From what I understand, the random encounters and turn-based battles were not his idea. Then he did design, planning, and composition for an MMORPG that ended up getting cancelled. He was pretty active from 2004 to 2007, but none of the games he composed for were released outside of Japan. Most recently, he was one of the composers for Soul Calibur V.
The battles weren't his idea? But the battle system was one of the biggest things changed from Koudelka to Shadow Hearts, along with plenty of other things. I like Koudelka's grid battles more myself...

I fail to understand mentions of Warren Spector in this thread, the guy is a proven director leading a 600- strong team, convinced Disney to help him create a project that was in his mind for decades.
I agree, Epic Mickey's nowhere near being a game that deserves to be in this thread...
 
Cozy MFin Okada.

Cozy.gif




The man is a god of SMT. And now? Uh, mobile games.

<3

He was also the co-creators and creative Producer of the Monster Kingdom projects (Folklore, Jewel Summoner,Coded Soul) with SCEJ
 
The first one that comes to mind

Peter Molyneux - from big games as Populous, Syndicate, Black & White to cheap iOS games.
Start a new big studio Peter! I want a new exclusive Populous on Wii U!
 
The first one that comes to mind

Peter Molyneux - from big games as Populous, Syndicate, Black & White to cheap iOS games.
Start a new big studio Peter! I want a new exclusive Populous on Wii U!

no, thanks. I'd prefer Molyneux to do what he does now. At least his iOS games are experimental, not rehashed formulas of platformers, tower defence games and so on.
 
The first one that comes to mind

Peter Molyneux - from big games as Populous, Syndicate, Black & White to cheap iOS games.
Start a new big studio Peter! I want a new exclusive Populous on Wii U!

He chose that path though, MS would have kept him at lionhead and thrown money at him to keep churning out Fable as long as it kept selling. Problem was he wants to make weird experiment games and that's easier on iOS. Helps he is now a millionaire as well.
 
Nobody's posted Yuji Naka? Wow.

I'm fact, I'm just going to say Sega as a whole. A once beyond incredible company pioneering in almost every direction possible reduced to... Well, it hurts to say.
 
Yu Suzuki. For most of my young life, even though I grew up in the middle of nowhere, you couldn't walk into an arcade without being blown away by a Suzuki/AM2 game. Fighting game, driving game, flight game, lightgun game - didn't matter. Master of all genres. From Afterburner to Outrun, Virtua Racing to Virtua Fighter. I don't think some people realize what it was like living in a small town and seeing Virtua Fighter in the arcade. Just trying to explain to my older brother that I played this game that was in 3-D was was crazy.
 
Bruce Shelley

  • The Settlers 7: Paths to a Kingdom (2010), Ubisoft Entertainment SA
  • Halo Wars (2009), Microsoft Game Studios
  • Age of Empires III: The Asian Dynasties (2007), Microsoft Game Studios
  • Helldorado (2007), dtp entertainment AG
  • Age of Empires III: The WarChiefs (2006), Microsoft Game Studios
  • Age of Empires III (2005), Microsoft Game Studios
  • Age of Mythology: The Titans (2003), Microsoft Game Studios
  • Age of Mythology (2002), Microsoft Game Studios
  • Railroad Tycoon II (Platinum) (2001), Gathering of Developers, Take-Two Interactive Software, Inc.
  • Age of Empires II: The Conquerors (2000), Microsoft Corporation
  • Age of Empires II: The Age of Kings (1999), Microsoft Corporation
  • Civilization II (Multiplayer Gold Edition) (1999), MacSoft
  • Railroad Tycoon II (Gold Edition) (1999), Gathering
  • Railroad Tycoon II: The Second Century (1999), Gathering
  • Age of Empires: The Rise of Rome (1998), Microsoft Corporation
  • Railroad Tycoon II (1998), Gathering
  • Age of Empires (1997), Microsoft Corporation
  • Sid Meier's Civilization II (1996), MicroProse Software, Inc.
  • Sid Meier's CivNet (1995), MicroProse Software, Inc.
  • Sid Meier's Colonization (1994), MicroProse Software, Inc.
  • Peter Pan: A Story Painting Adventure (1993), Electronic Arts, Inc.
  • Sid Meier's Railroad Tycoon Deluxe (1993), MicroProse Software, Inc.
  • Sid Meier Triple Game Pack (1992), MicroProse Software, Inc.
  • F-117A Nighthawk Stealth Fighter 2.0 (1991), MicroProse Software, Inc.
  • Sid Meier's Civilization (1991), MicroProse Software, Inc.
  • Sid Meier's Covert Action (1990), MicroProse Software, Inc.
  • Sid Meier's Railroad Tycoon (1990), MicroProse Software, Inc.
  • Silent Service II (1990), MicroProse Software, Inc.
  • F-15 Strike Eagle II (1989), MicroProse Software, Inc.
  • F-19 Stealth Fighter (1988), MicroProse Software, Inc.
  • Super Bowl Sunday (1984), The Avalon Hill Game Company


  • FrontierVille (2010), Zynga

Anybody else feel mildly depressed?
 
fuck yeah Zynga. So many talented people work there! Must be a saviour of strategy gaming.
 
He chose that path though, MS would have kept him at lionhead and thrown money at him to keep churning out Fable as long as it kept selling. Problem was he wants to make weird experiment games and that's easier on iOS. Helps he is now a millionaire as well.
He could have small experimental games within bigger games though, Shenmue style. I just want his think out of the box ideas in bigger games, I used to play on iOS devices but I'm over that now so for me he barely exist anymore.
 
Tokuro Fujiwara.

Ghosts 'n Goblins -- Director
Commando -- Director
Bionic Commando (Arcade) -- Director
Ghouls 'n Ghosts -- Director
Mega Man 2 -- Producer
Mega Man 3 -- Producer
Gargoyle's Quest -- Producer
Super Ghouls 'n Ghosts -- Producer
Mega Man 4 -- Producer
Gargoyle's Quest II -- Producer
Mega Man 5 -- Producer
Breath of Fire -- Producer
Final Fight 2 -- Producer
Mighty Final Fight -- Producer
Mega Man 6 -- Producer
Mega Man X (video game) -- Producer
Demon's Crest -- Producer
Breath of Fire II -- Producer
Mega Man X2 -- Producer
Mega Man 7 -- Producer
Mega Man X3 -- Producer
Final Fight 3 -- Producer
Tomba! -- Executive Producer, Director, Art Director
Tomba 2 -- Chief Producer, Game Design
Ultimate Ghosts 'n Goblins -- Director, Planning
Madworld -- Original Game Design
 
Brian Reynolds.
Soren Johnson.
Richard Garriott.

Reading about Reynolds defending Zynga and trying to justify the obvious ripoffs of the company made me genuinely sad.

Here, suffer with me.

Brian Reynolds said:
From your perspective, what are you seeing lately in these “copycat” reports and what’s your take on that overall?

Brian Reynolds: Well, IÂ’ve been making games, IÂ’m actually coming up on 21 years [laughs]. So when I put it in perspective, with having been around the game industry a long time, IÂ’m not exactly sure why itÂ’s considered such a big deal right now, or why someone thinks thereÂ’s anything really surprising going on.

At Zynga, of course, I feel like weÂ’ve got lots of innovation going on, so I certainly want to talk about that. But I was there in the '90s when Doom came out and then everybody made a shooter, and I was there when Warcraft and Command & Conquer came out in 1997, and then like 50 different [real-time strategy] games launched, and it was the year of the RTS.

And we donÂ’t remember very many of them any more. So when thereÂ’s a new genre or a new thing, then everybody gets their game in. And the main thing for us, our goal is to have the highest-quality thing. Obviously itÂ’s competitive, and we may not always end up being the one to have the best thing in every space, but we certainly try to.

One of the subtleties about the social games space is youÂ’re kind of updating and changing a lot, so what you ship when you first launch isnÂ’t always where the game ultimately goes. And thereÂ’s certainly something to be said for just kind of getting something up and running in the space, and then you then you keep on innovating it. ThatÂ’s a little bit more of a web model then a traditional game industry model, but itÂ’s certainly also something that kind of applies.

A sad demise for a genius designer.
 
Richard Garriott. Created and directed most of the seminal Ultima games, then gets bought by EA, game quality and sales dive, leaves EA and becomes an astronaut. Now he's working on a social RPG but his game creation ability likely peaked 20 years ago.

Jon Van Caneghem. Created and directed all of the Might & Magic and Heroes of Might & Magic games. Another tale of a once great dev being bought by a mega publisher and having all the quality squeezed out of it. New World Computing was bought by 3DO in the mid 90s and suffered the same fate as Origin under EA. 3DO forces them to churn out sequel after sequel, sales and quality suffer, JVC leaves and the studio is shut down.
 
Mikami makes me most sad.

Vanquish was alright but that's only one good game in over 5 years.... He should have never got into the dispute with Capcom and should continued to work on Resident Evil. For his and the series sake.

I mean, what the bloody hell happened?

Zwei (Creative Director)
Shadows of the Damned (2011; Creative Producer)
Vanquish (2010)
God Hand (2006; director)
Killer 7 (2005; Handlung, executive producer)
Resident Evil 4 (2005; director)
Dino Crisis 3 (2003; executive producer)
Viewtiful Joe (2003; executive producer)
P.N.03 (2003; director)
Resident Evil Zero (2002; executive advisor)
Resident Evil (2002; director)
Devil May Cry (2001; executive producer)
Resident Evil Gaiden (2001; advisor)
Onimusha: Warlords (2001; advisor)
Dino Crisis 2 (2000; executive producer)
Resident Evil Code: Veronica (2000; producer)
Resident Evil 3: Nemesis (1999; producer)
Dino Crisis (1999; producer, director)
Resident Evil 2 (1998; game producer)
Resident Evil (1996; director)


Involved in 17 projects from 1996-2006 and since then it's like.... 2 (with Zwei 3)? What the hell?
 
Peter Molyneux - from big games as Populous, Syndicate, Black & White to cheap iOS games.

From stuff like Theme Hospital to Fable. What a career dive in terms of quality :/

Also see Cliffy B. From the unreal series to gears of war and Unreal 3. My god :/
 
Involved in 17 projects from 1996-2006 and since then it's like.... 2 (with Zwei 3)? What the hell?

HD towns and all that stuff. But 2 (3 potentially) great projects is better than working at Zynga or making some F2P tower defence game for iOS.

Also see Cliffy B. From the unreal series to gears of war and Unreal 3. My god :/

From fantastic games to fantastic games. I see consistency here.
 
I've been playing Thief in preparation to Dishonored and decided to read a bit about Looking Glass Studios. I learned about Paul Neurath who was a co-founder and credited in following games:



Today Paul Neurath is a creative director of Zynga Boston.

From Looking Glass Studios to Zynga...

weeping.jpg


let's remember all great people in the industry who just don't give a damn anymore.

I came in this thread to post Neurath. I did not expect that Neurath would be the catalyst for the thread.

Pretty much any of the Looking Glass guys could be listed now. Doug Church is stuck working for Valve--and I really don't see them designing a game that respects players, since their whole thing is about psychological manipulation. :\

Warren Spector's making 3D platformers, which is a pretty big step down from games like System Shock and Deus Ex. Are they great platformers? Sure, but the immersive sim is everything that video games, as a medium, can achieve. 3D Platformers are just... not.

Then you've got Ken Levine, who went from Thief and System Shock 2 to Bioshock. :\

I don't even think Austin Grossman does games anymore.

Why, Looking Glass? Why?
 
his new "game" is a curious (pun not intended) social experiment. But yeah, it's crap if you think in traditional genres. What I like about Molyneux is that he doesn't give a shit about traditional genres.
It's something dangerously close to a legalized scam. And regardless of that it's just a shitty game design.
If everyone else but Molyneux would ever came up with a similar concept, he would be laughed out of the door, but he's Molyneux so people feel the urge to praise his stupid idea.

By the way you clearly don't know what are you talking about if you're so quick to dismiss Populous as "a reashed platformer or tower defense" (?).
 
Heh, I can assure you that he is intimately involved with the direction of Zwei.
This is what irritates me about game credits, there's so little consistency. Executive Director, especially when there is a Game Director, implies a less hands on role. If he's on it daily, and creatively heading the project, while Ikumi Nakamura is some sort of lead advocate for the design, a typical crediting would be Creative Director and Game Director right?

Executive implies a more cooperate association.
 
By the way you clearly don't know what are you talking about if you're so quick to dismiss Populous as "a reashed platformer or tower defense" (?).

Populous is a strategy game. Don't know why you mention it because Molyneux isn't making a sequel for iOS as far as I know. Also Populous was one of the first games in the genre. It helped to establish it. Strategy games weren't traditional back then.
 
This thread has it covered.


Gunpei Yokoi, first of all. Yu Suzuki, second. Shinya Nishigaki, third.

Takashi Tezuka, fourth, because he should still be directing games (especially Zelda). Leave the producing to Miyamoto.

And Yuji Naka & Shinji Mikami, because they have no business being so quiet.
 
Raph Koster: From designer of incredibly well-loved sandbox MMO games (Ultima, Star Wars Galaxies) to some vague "social" projects.
Jordan Mechner: From designer of great adventure/action games with even better stories and characters (Prince of Persia: Sands of Time was the best game of last generation), to what? screenplay writer?
 
Mikami makes me most sad.

Vanquish was alright but that's only one good game in over 5 years.... He should have never got into the dispute with Capcom and should continued to work on Resident Evil. For his and the series sake.

I mean, what the bloody hell happened?

Zwei (Creative Director)
Shadows of the Damned (2011; Creative Producer)
Vanquish (2010)
God Hand (2006; director)
Killer 7 (2005; Handlung, executive producer)
Resident Evil 4 (2005; director)
Dino Crisis 3 (2003; executive producer)
Viewtiful Joe (2003; executive producer)
P.N.03 (2003; director)
Resident Evil Zero (2002; executive advisor)
Resident Evil (2002; director)
Devil May Cry (2001; executive producer)
Resident Evil Gaiden (2001; advisor)
Onimusha: Warlords (2001; advisor)
Dino Crisis 2 (2000; executive producer)
Resident Evil Code: Veronica (2000; producer)
Resident Evil 3: Nemesis (1999; producer)
Dino Crisis (1999; producer, director)
Resident Evil 2 (1998; game producer)
Resident Evil (1996; director)


Involved in 17 projects from 1996-2006 and since then it's like.... 2 (with Zwei 3)? What the hell?

Vanquish is the best tps this genereration imo (as RE4 was last gen) so no I think he has delivered.. at least if Zwei turns out good

A better answer is Peter Molyneux. His game were amazing back in the amiga/early pc days.

From Popolous and Dungeon Keeper to.. the insultingly easy and undercooked Fable series and not some sort of social experiment?
 
Mikami makes me most sad.

Vanquish was alright but that's only one good game in over 5 years.... He should have never got into the dispute with Capcom and should continued to work on Resident Evil. For his and the series sake.

I mean, what the bloody hell happened?

Zwei (Creative Director)
Shadows of the Damned (2011; Creative Producer)
Vanquish (2010)
God Hand (2006; director)
Killer 7 (2005; Handlung, executive producer)
Resident Evil 4 (2005; director)
Dino Crisis 3 (2003; executive producer)
Viewtiful Joe (2003; executive producer)
P.N.03 (2003; director)
Resident Evil Zero (2002; executive advisor)
Resident Evil (2002; director)
Devil May Cry (2001; executive producer)
Resident Evil Gaiden (2001; advisor)
Onimusha: Warlords (2001; advisor)
Dino Crisis 2 (2000; executive producer)
Resident Evil Code: Veronica (2000; producer)
Resident Evil 3: Nemesis (1999; producer)
Dino Crisis (1999; producer, director)
Resident Evil 2 (1998; game producer)
Resident Evil (1996; director)


Involved in 17 projects from 1996-2006 and since then it's like.... 2 (with Zwei 3)? What the hell?

You are kind of saturating his real works with some minor involvements there. Advisor and executive producer?

Zwei (Creative Director)
Shadows of the Damned (2011; Creative Producer)
Vanquish (2010)
God Hand (2006; director)
Resident Evil 4 (2005; director)
P.N.03 (2003; director)
Resident Evil (2002; director)
Resident Evil Code: Veronica (2000; producer)
Resident Evil 3: Nemesis (1999; producer)
Dino Crisis (1999; producer, director)
Resident Evil 2 (1998; game producer)
Resident Evil (1996; director)

That list is more indicative of his work. It is a pretty solid portfolio. Directing games takes a lot of time and effort.

Takashi Tezuka, fourth, because he should still be directing games (especially Zelda). Leave the producing to Miyamoto.

And Yuji Naka & Shinji Mikami, because they have no business being so quiet.

Tezuka was a hands on designer for a long time. From like 83-95. He was then more of a producer, and now he serves as a general producer. He is more of a manager and should be because of his age. If you think he should give that up and direct zeldas again, Tezuka himself admits he was never able to grasp 3D games from a player or designer stand put.

And how is Mikami quiet? He released a game in 2010 and is now working on another game with his new company. The short bit of silence is understandable.
 
Warren Spector shouldn't be named in this topic. The Epic Mickey games are brilliant for people who love the roots of Disney.

so Warren Spector is fantastic at adding the Disney coat of paint to games. and? gameplay wise it's still a downward spiral, unless somehow the mechanics improve with the power of believing in Mickey
 
Jordan Mechner: From designer of great adventure/action games with even better stories and characters (Prince of Persia: Sands of Time was the best game of last generation), to what? screenplay writer?

He's doing a remake of Karateka for XBLA I think?


For me it's koji Igarashi:
Detana! Twinbee (PC-Engine) - Programmer
Gradius II (PC-Engine Super CD-ROM²) - Programmer
Tokimeki Memorial (PC-Engine Super CD-ROM²) - Scenario Writer (as K. IGA)
Tokimeki Memorial: Forever with you (PlayStation, Sega Saturn) - Scenario Writer
Castlevania: Symphony of the Night (PlayStation) - Assistant Director, Programmer, Scenario Writer (as Kouji IGA)
Elder Gate (PlayStation) - Director, System Programmer
Castlevania Chronicles (PlayStation) - Producer
Castlevania: Harmony of Dissonance (Game Boy Advance) - Producer
Castlevania: Aria of Sorrow (Game Boy Advance) - Producer
Castlevania: Lament of Innocence (PlayStation 2) - Producer
Nano Breaker (PlayStation 2) - Producer
Castlevania: Dawn of Sorrow (Nintendo DS) - Producer
Castlevania: Curse of Darkness (PlayStation 2, Xbox) - Producer
Castlevania: Portrait of Ruin (Nintendo DS) - Producer
Castlevania: Order of Shadows (mobile phone) - Producer
Castlevania: The Dracula X Chronicles (PlayStation Portable) - Producer
Castlevania: Order of Ecclesia (Nintendo DS) - Producer
Castlevania Judgment (Wii) - Producer
Castlevania: The Adventure ReBirth (WiiWare) - Producer
Castlevania: Harmony of Despair (Xbox Live Arcade) - Producer
Otomedius Excellent (Xbox 360) - Producer
Leedmees (XBox 360 Kinect) - Producer


It makes me sad he's doing horrible Kinect games.

Also whoever likes those Lords of Shadow castlevania Games, Dave cox(Producer of the Lords of shadow series): The Man went on a twitter rampage that he doesn't care about fans of those IGA-Castlevania games, that his castlevania games won't cater to those fans because they didn't sell. That's a narrowed view of things, especially from a producer. Guess what, I won't buy your games, and If I was Konami, I'd have a chat with you.
 
Yeah I read up Paul Neurath's fate a while back. After seeing his, Richard Garriot, Masashi Tsuboyama (the director of Silent Hill 2) and fuck the entirety of Team Silent's fate my reaction was this:
The light that burns twice as bright burns half as long, I guess...
 
Why, Looking Glass? Why?

I'd say that I don't agree with you on Doug Church, Levine and Spector. But I don't think that I should bother with explaining as it would take too long to post. All of them were trying to push the medium all these years and they still try to do it now. Spector isn't in a position to do so though... Disney won't let him.

And Harvey Smith just did a good game. He wasn't involved with Looking Glass that much apart from System Shock afaik but he worked there anyway. And Randy Smith makes GOOD iOS games which is a feat in itself.
 
Zwei (Creative Director)
Shadows of the Damned (2011; Creative Producer)
Vanquish (2010)
God Hand (2006; director)
Resident Evil 4 (2005; director)
P.N.03 (2003; director)
Resident Evil (2002; director)
Resident Evil Code: Veronica (2000; producer)
Resident Evil 3: Nemesis (1999; producer)
Dino Crisis (1999; producer, director)
Resident Evil 2 (1998; game producer)
Resident Evil (1996; director)
Even Shadows of the Damned he had very little practical involvement with, similar to Killer7. Really the only blemish there is PN03. It's a stylish game, but crap, unlike anything else he's headed.
 
david braben,from creating universes on a bbc micro to kinect

RollerCoasterTycoon 3 was his last big game. They created the most ambitous and packed theme park creator that has ever existed, even if the haters have only played the vanilla version. Yeah, possibly RCT1 and RCT2 where better campaign games, and it played better because the peeps were single minded cells (in 3 it was the more ambitious family and group peeps that gave economy problems), but RCT3 with its patches and two amazing expansions its a better "build your dream, or recreate, themepark", when you add the modder scene to the mix the game has turned gigantic.

Then he did the shitty thrillville games, that were RCT lite for kids, and kinect disneylad, that is a perfect recreation, and even a good idea, but falls apart becuase of the fucking kinect, that shit doesnt work well.
 
RollerCoasterTycoon 3 was his last big game. They created the most ambitous and packed theme park creator that has ever existed, even if the haters have only played the vanilla version. Yeah, possibly RCT1 and RCT2 where better campaign games, and it played better because the peeps were single minded cells (in 3 it was the more ambitious family and group peeps that gave economy problems), but RCT3 with its patches and two amazing expansions its a better "build your dream, or recreate, themepark", when you add the modder scene to the mix the game has turned gigantic.

Then he did the shitty thrillville games, that were RCT lite for kids, and kinect disneylad, that is a perfect recreation, and even a good idea, but falls apart becuase of the fucking kinect, that shit doesnt work well.

You just reminded me that I should re-install RCT3, thanks.
 
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