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Rollercoaster Tycoon World announced (PC, no microtransactions, coop, early 2015)

I just introduced my boys to RCT last week while on vacation. Hope this one turns out solid.

RCT1 or 2?

I find one much better for an easier start thanks to the main campaign. It was amazing playing that campaign as a kid.
2 is the same thing but with a worse campaign and much more content and better building, its a great game to jump after playing RCT1.
 
Thank goodness its not F2P and have micro-transactions. That was my biggest fear.

With that out of the way, this looks promising. 4 People building the same park sounds pretty awesome..if its in Real Time. Someone could work on a winter area while another works on the entrance and another works on a western area...this sounds pretty cool. Using Team Speak or something to communicate with them and this could be very fun.

I wasn't a fan of RCT3 because the UI changed so much between 2 and 3. I couldn't figure out how to build and manage well. I also liked the Isometric view point to keep an eye on everything at once, so I hope they keep a similar option in this game.
 
Thank goodness its not F2P and have micro-transactions. That was my biggest fear.

With that out of the way, this looks promising. 4 People building the same park sounds pretty awesome..if its in Real Time. Someone could work on a winter area while another works on the entrance and another works on a western area...this sounds pretty cool. Using Team Speak or something to communicate with them and this could be very fun.

I wasn't a fan of RCT3 because the UI changed so much between 2 and 3. I couldn't figure out how to build and manage well. I also liked the Isometric view point to keep an eye on everything at once, so I hope they keep a similar option in this game.

That camera view was also in RCT3.
And I dont understand the UI change thing. It was exactly the same thing but instead of squares it used circles. The windows themselves were too clumsy, thats true, but thats becuase it tried to imitate too much the one in the original and for a 3D game that didnt work out so well.
I can give you that it was a little bit more difficult to build, but that came becuase of the 3D view and againg trying to emulate the original building method that didnt worked so well with it.

Im of the opinion that still using the grid base system, something like the building walls method of the sims click and drag (but using the whole/half/quarter walls of RCT) would had do wonder for easy building. Then you could add base colors (like the sims) and paint the walls, or used a PC image as a texture for them.
 
Considering how popular RCT3 is on Mac I hope it ends up native there too. Love that game but it's got some nasty graphic glitches.
 
This is the huge problem with RCT series. You have the fanbase cut in halve, some people are not creative enough and only want micromangemnet and other people love to build creative things. I still say, theres other million micromanagement games out there to fill your itch (Banished is a great game at that), but the cool thing about RCT was always how cool and unique you could build your park. Of course, its always better if the bussiness simulation actually works right. I prefer that the creative part of the series NEVER dissapears and always expands (it already has with RCT3D for 3DS and RCT4 for iphone and both are horrible) but I also want that the bussines simulator is also there. Thats a problem that Theme Park Studios has, but thats becuase its not really a game.

RCT3 with a better management simulation, official mod community inside the game, better coaster (or any track ride) and path builder was the way to go. All people would have been happy.

I agree. I'm just commenting on what the trailer showed. A game hit by the ugly stick. If i was all about customizing a pretty park, this game would already be dead to me.
 
I agree. I'm just commenting on what the trailer showed. A game hit by the ugly stick. If i was all about customizing a pretty park, this game would already be dead to me.

Yep, I still have a faint hope that they havent show with that screen that you can still biuld your own unique buildings and queues. Its very faint though.
 
Is there a real trailer? The one on IGN is merely a teaser. There is no content at all. :(

Hes is talking porbably about this scene in the trailer:
rctw2zqk0y.png

If you like building a unique park like in RCT2 and 3 it doesnt inspire confidence at all.
 
Please be good, please be good, FOR THE LOVE OF GOD PLEASE BE GOOD!

I really hope the game will offer a lot of "smaller" missions in different environments like the original games instead of focusing on building a single huge park.
I always loved the fact that in the original games, you could complete a mission in about an hour and then move to a brand new park with new challenges. Building a single huge park was never my thing.
 
I really hope that's just a CG trailer because if that's reflective of the amount of park design/customization we're gonna get then... :/
 
I would love to say "It is finally happening" having waited for a proper RCT4 for YEARS, but I do not trust Atari anymore. After those abominations released for 3DS and mobile I better get see some fucking fantastic gameplay first before this thing even deserves my hype. The confirmation of no micro-transactions alone won't do the trick.

To make things worse, the resume of the developer is nothing but utter shit. :\
 
There is no reason to believe, even if the business model for the game is fair, that this will be a good game. The entire team responsible for any of the original games no longer exists. "Atari", the company publishing it, is not connected to the company that published those games. You might as well treat this as "Random Developer Announces A Roller Coaster Game"

RCT 1 & 2 are timeless anyway. Why such cravings for a sequel?
 
Please be good, please be good, FOR THE LOVE OF GOD PLEASE BE GOOD!

I really hope the game will offer a lot of "smaller" missions in different environments like the original games instead of focusing on building a single huge park.
I always loved the fact that in the original games, you could complete a mission in about an hour and then move to a brand new park with new challenges. Building a single huge park was never my thing.

The first parks missions maybe, but after 4 or 5 missions, doing the campaign parks could take up like 3 to 5 hours for each. There was no fast forward button either.
RCT3 also had campaign mode with missions up to two hours, the good thing in that game is that theres a fast forward button.
Building a single huge park was always optional, you could also do that in RCT2.
 
Theme Park Studio is trying to give so much liberty that it comes at a huge cost. The "game" is not really a game, but a complicated software of park building. I dont really mind though, its the better option.

That totally depends on what you are looking for. If you just want to build a rollercoaster or even a nice looking park with no consequences, then sure. But I would argue that there's a bunch of people that actually want to have an economic model and an outside challenge to perform well.

Why would I need someone to help me build a "massive" park. I already could do that alone with RCT2 and 3. The massive park quote sounds more like PR to force multi than trying to say something like "you can build parks so big you will need a friend to help". As ive said, if it optional great, it doesnt sound like that in the slightlest.

Again as someone looking for something different than you, I would prefer a competition aspect in multi player. I would love for a realistic competition aspect. I build a great new attraction, like Gringott's at Universal and in turn my attendance rises whereas yours, as Disneyworld drops a bit due to being stagnant. In that vein I have been longing to build a resort with multiple parks and hotels since the very first Theme Park.

Virtual theme park sandbox still. They are just in the first phase of coaster building, they will put all types of coaster and finish in a few months. Then I suppose comes the flatride builder, and then they said they would try to add the "game" aspect to it. I dont know if that is going to be possible though.

Aside from the time/money aspect I don't see why it should not be possible. They had it as one of their stretch goals, didn't they? But unless it's actually in I'm completely disinterested in TPS. Sadly.

This is the huge problem with RCT series. You have the fanbase cut in halve, some people are not creative enough and only want micromangemnet and other people love to build creative things. I still say, theres other million micromanagement games out there to fill your itch (Banished is a great game at that), but the cool thing about RCT was always how cool and unique you could build your park.

I can't agree with you. And it starts with the most superficial things: I wouldn't call it "micromanagement" if I want a business simulations with my park building. There's not really that many games nowadays that are good at what Chris Sawyer was so great at: Creating games that allowed the player to build a financially well running company while facing (not necessarily fierce) competition (in TT) and yet allowing for creativity in how to reach the goal of financial wealth and having space to just sit, relax and take pleasure in watching your creation run and in some aspects take a life of its own.

Banished is very different, you always have to do something, and there's a clear cut strategy in how to reach the optimum result with harsh penalties if you take your foot off the pedal even one second. For me there's also no feeling of achievement. It's just scraping by.

And again, business simulation games like the were made in the 1990s have fallen by the wayside completely. There's nothing in the same vein, that with nowadays technology would expand on the concepts. It's rather filtered down and made much more straight forward with less decisions (a la Game Dev Tycoon) than there have been in similar games in the past. It saddens me greatly that neither RCT 1/2, Transport Tycoon, Detroit, Pizza Connection or Railroad Tycoon 2 have been improved upon and still are the pinnacles of their respective flavouring of the genre.

In summary: What made RCT 1/2 great is the economic aspect coupled with the creativity and freedom of how to reach it with a realistic yet cute presentation that invites you to just watch the game. That is not micromanagement like you have in banished. Quite the opposite I would argue.

RCT 1 & 2 are timeless anyway. Why such cravings for a sequel?

Because there are many things that could be improved. In fact just having more missions for RCT1/2 would (have) be(en) nice. But I would like to have a persistent on-line world with competition from other parks/players. I would like to build a real theme park resort like Disney World with multiple parks, hotels, shopping/night life districts etc. I want to expand my parks to multiple locations around the (potentially fictional) world. There could be specialization from players, some just designing rollercoasters for the parks of others, some just offering off the rack coasters, others custom fitting them. There's a lot that could be expanded upon.
 
Being optimistic for this one, cautiously, however. I've put in a request to Atari for an interview with someone from Pipeworks working on this and I'll keep you posted if that should happen.
 
If this is remotely close to the 3ds version in terms of gameplay I have zero interest. If this is remotely close to the greatness that is RCT 1 or 2, then all of my moneys shall be yours.
 
Could get a better screen from the youtube video.


Inspecting carefully the screen im afraid that the game looks more like all objects for placing are already premade and you just place them in a giant brown floor to make it look "natural" (instead of you building pathways). Just look that there arent even queus to build because rides already have them attached to ride. Reminds me to the new zootycoon game that was also multi.
Would probably be great for those RCT2 lovers that only played the micromanagement aspect and maybe builded a shitty coaster or two, becuase they didnt even know how to build 4 walls with a roof, but this seriously hinges all the amazing creativity people had to build their dreampark with RCT3.

I hope im wrong and building is even better than RCT3, but im not seeing it in that image.

I'm more a fan of the missions in the first two RCTs but not because of the pure simulation aspect, you had to also think creatively in order to solve various problems in order to reach the goals as effective as possible. Where you place attractions and how you custom design them was key even if your only priorty is to win. Let's assume worst case scenario and RCT4 doesn't give you much room for creativity well then it all comes down to analyzing a bunch of stats which imo kills the fun of RCT. I liked the unique missions, say asking you to reach a certain park value with the catch being you have barely any space to work with, so you had to both think and use your imagination at the same time.
 
Kinda sad when you have to point out that your game won't have bullshit microtransactions to get people interested.

So apparently they released some screenshots back in September. Don't think they've been posted.

Oh, that game? Those screens are from the gamescom trailer/reveal if I'm not mistaken.
 
I have Never played a RollerCoaster Tycoon game before, but i'm into simulation games lately.
which one in the series do you guys recommend?
 
At this point I'm putting more hope into Parkitect, even though it's an unexperienced team. Their progress and devblog entries have been really promising though.

I have Never played a RollerCoaster Tycoon game before, but i'm into simulation games lately.
which one in the series do you guys recommend?

If the screenshots don't scare you away (in my opinion it still looks pretty), I'd say go for RCT Deluxe. It's the first one with all expansions, and it's on sale on GOG.com
 
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