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.