Atari shows more of RollerCoaster Tycoon World, working with Six Flags

Posted | Contributed by Jeff

Atari has just released a new video showcasing the development of RollerCoaster Tycoon World, revealing both plenty of gameplay enhancements and a strong corporate partnership with Six Flags.

Read more from GameRant.

OhioStater's avatar

Jetsetter said:
I am enjoying these responses but can't help but wonder about Coasterbuzz logic:

It seems opinions are acceptable in some places but not others. I don't understand the difference.

You must unlearn what you have learned.

Then you realize that giving a sh$# about such things makes you blind to the fun.

Last edited by OhioStater,
LostKause's avatar

I think he makes a good point. Adding to that, I think it's wrong to think that one can not judge by a POV that a ride appeals to them or not. That might have been his point too, idunno.


Lord Gonchar's avatar

Wait. You guys are serious?


Carrie J.'s avatar

I don't understand the concept of "Coasterbuzz logic." The entire site does not think in a unanimous way. I think if you look across the entire landscape of posters, you'll find plenty of diversity in many threads. Even in the thread in question about announcements and enthusiast reaction, there were different perspectives and those were between regular posters.

But hey, maybe everyone's kidding and it went over my head.


"If passion drives you, let reason hold the reins." --- Benjamin Franklin

Lord Gonchar's avatar

Sucks.

High Five!

(not sure which is more appropriate here - feel free to choose the one that fits best based on your needs)

Last edited by Lord Gonchar,
Bakeman31092's avatar

There's a fine line between being critical and complaining/whining. It's a matter of tone. Giving an honest opinion about something based on the facts that are available is perfectly fine, whether your opinion is positive or negative. I don't see anything wrong with passing judgement if all you know is "B&M Dive Coaster," as long as you've ridden other dive coasters and/or B&M rides. Same thing with looking at screenshots of a new game and listening to what the developers have to say.

It's when you start coming across as if you're upset or offended or you feel you've been personally wronged by the product someone is choosing to offer (which you are under no obligation to use or experience) that you start rubbing people the wrong way. Again, it's all about tone. Be critical all you want, just don't bitch and moan.


I'm surprised that no one has mentioned what, to me, was the biggest ommission when looking at the coasters, both built and being built. Banking. The only place where I saw banking of any noticeable level was on that weird sideways top hat element. All of the turns shown were nearly flat, with very minimal, if any banking. Hopefully that's just them quickly building things for the video and forgetting to bank their creations in the name of saving time, but given what they said about the real-time calculations with the spline building, not seeing it automatically bank the curves is slightly concerning to me.


Original BlueStreak64

Lord Gonchar's avatar

There's definitely banking. I'm sure I've seen it in videos. I don't know that it's automatic, but isn't that supposed to be part of the greatness of spline-based building? That you can bend, shape and twist without limitation.


There was some very, very minimal banking shown in the video in the article. That is a great thing about spline based building (the wide customization), but if there's no automation for it in the system, that kind of gives me pause to the physics engine and how it effects ride ratings, peep reactions, and obviously the visual side of things. That large helix on the wooden coaster (El Toro, I would guess) was nearly flat throughout. If that's a pre-built and it makes it through without banking...yikes on many levels. I guess it could be chalked up to a "polish" detail that they didn't bother with for this video, but like I said, it makes me wonder about the physics side of things in the game.


Original BlueStreak64

Lord Gonchar's avatar

You might be right.

They definitely have to walk a fine line between "No Limits Realism" for the hardcore and "This is just fun to play with" for those just wanting to bend track and make crazy stuff.

I always thought it'd be neat if these games included the option for either 'simulation' or 'arcade' modes of play.


Maybe I've been playing around in NoLimits too much lately where any curve taken at a speed greater than coming out of the station usually calls for somewhat noticeable banking.

The idea of distinct "arcade" and "simulation" modes is interesting, and would be a compelling feature for me. When I play the scenarios in RCT2 I typically use mostly the pre-made coasters and don't bother changing the path systems much outside of adding/subtracting to the width or deleting the large blocks that typically cause confusion, so I'm very much in an "arcade" mode. I usually get into a "simulation" mindset with the custom scenarios, trying to make things "realistic," even to the detriment of visuals (when I used to be more active in the RCT community my buildings were usually blasted for not being "complete" and obvious facades with the flat roofs behind a layer of decorative roofs).


Original BlueStreak64

LostKause's avatar

I'd bet a gazillion dollars that this game will feature banking on the coasters. The nonbanking coasters they show in this video were probably made to show where the game is as of now. The banking is not programed or just right yet. That's my educated guess anyway.


ApolloAndy's avatar

You know what the biggest difference between complaining about coasters and complaining about video games is? We're on a coaster site. Seriously, the kind of stuff we (myself included) complain about re: coasters is some of the most inane, esoteric, elitist BS. I have a huge stick up my a. about capacity but honestly, the vast majority of people probably don't notice or care. All they care about is whether the coaster is fun. When I complain about video games, I'm doing it as GP. I'm not interested in frame rates or polygons per second or whatever else (I'm not even "in" enough to know what I'm not complaining about). I'm just interested in whether the game is fun.


Hobbes: "What's the point of attaching a number to everything you do?"
Calvin: "If your numbers go up, it means you're having more fun."

bjames's avatar

^that sucks for me. I won't have my new computer built until at least april and my current one I'm certain isn't powerful enough for me to run this game in high detail mode (which is obviously essential). It's the same reason I haven't played Sims 4 yet, or even the new SimCity.........

Anyway, my great passion with RCT2 was trying to recreate existing parks. I did a really great Darien Lake (my former home park) but unfortunately it was deleted long ago when my hard drive failed. It looks like this sort of thing will be plausible, especially with the much more flexible coaster design in this game. Might have to wait a long while before some good custom scenery gets released though, enough to recreate real-style buildings. I just hope all the shops in this game aren't so frickin tall this time around though lol, used to have to bury them in the ground in RCT2 to get normal height buildings.

Last edited by bjames,

"The term is 'amusement park.' An old Earth name for a place where people could go to see and do all sorts of fascinating things." -Spock, Stardate 3025

I don't remember having much trouble building in RCT2 and having buildings appear normal. It was mostly about placement within the building.

Rougabrew's avatar

I wish they would make a realistic roller coaster game. I don't know if they have one and I just haven't found it. The animations Cedar Fair uses for their new ride videos looks incredible and I wish they would make a game out of it.


P

Jeff's avatar

Those animations require a farm of servers to render one frame every few minutes.


Jeff - Editor - CoasterBuzz.com - My Blog

Right. I'd say it's more like a business than a game.

NoLimits is about as real as you can get without going to dedicated 3D designer software. But there is no "game" to it.

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