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I'm much more into management sims than designing or building (I haven't played the original RCT games but I played RCT 3 and found myself building the pre built rides and focusing more on the park income / expenses). I'm leaning more heavily toward Parkitect for this reason. Graphics don't really matter to me.
Are there more options for things to do in Parkitect? More shops, thrill rides, etc?
Sorry, simple questions get simple answers ;)
Your second posting reveals what you are looking for, makes answering a bit easier. If you are more into management sims, go with Parkitect. You can use prebuilt coasters. There are standard blueprints for most rides, and you can get more through the workshop. Seriously, go with Parkitect.
Long story short: as the others said, Parkitect will do a better job at scratching that itch of yours than Planet Coaster!
The differences may be a bit on the subtle side (though not that subtle) but they still have different main focus.
Ask on the forum of Game X whether X or Y is better and discover that X is better.[en.wikipedia.org]
Try asking the exact same question on the Planet Coaster forum. People who like the game are more likely to be active on forums and they'll make a much stronger case for the relative merit of PC.
Previous answers covered it - Parkitect is the better game, Planet Coaster is more of a creative sandbox.
And the shop supply system in Parkitect does add an extra layer of logistics gameplay I find appealing that is missing in Planet Coaster.
What I've seen people make when they put their mind to it for visual spectacle is insaaaaaaaane in PC.
But? Praising it's manegment elements is pure fanboy nonsense. The more you try to treat it's mechanical end with any respect, the worse it gets as the cosmetic layer is peeled away. In spite of people who worked on past RCT games on their team.
Even ignoring stuff like their reaction to staff failure spirals of "I'm too undertrained for this! *trains* "I'm bored because I'm overqualified!" *quits before undertrained complaint clears* was to just double down and add more employee needs meters.
Okay. You know how every single theme park tycoon style game has the basic park managment menu with rides on/off/test buttons?
Planet Coaster... Skipped this. They skipped the open/close/test from the overview menu buttons at launch. (Fans defended this as "You're just too LAZY" because of course they did).
Quite the U turn from how even had an Early access period, and anyone asking why a theme park game would EVER skip the most basic, fundamental buttons for park management got brushed off "Oh they will totally add it for launch" by defenders instead.
It was, eventually, patched in post launch. But I wonder if they ever fixed the buttons scrolling out of sight and needing a scroll bar it you played at lower than max resolutions.
While we're at it. Did PC EVER get around to adding shuttle modes to transport rides?
Then there were the crazy (still there since launch) cut corners on rides entry/exit. Like the very first campaign mission showing the scrambler equivilent has a blocked internal logic so customers walk an entire lap around the ride to board/exit due to an unwillingness to skirt past the control booth. I'm sure the Dev who told me they would get right on fixing that a week into launch will get to it aaaaany day now.
Or, what they did with ferris wheels. (Critiquing following got 'LOL it's your fault for not making realistic park walkways!' from fans, when expressing irritation at what this does for footpath traffic jams)
https://steamcommunity.com/sharedfiles/filedetails/?id=1148497547
https://steamcommunity.com/sharedfiles/filedetails/?id=1148497638
https://steamcommunity.com/sharedfiles/filedetails/?id=1148497856
And so on. Because in PC ferris wheels bulk load and unload by mass teleportation (with the added bonus of taking forever to load anyways. As customers will walk a lap around to the side of the loading platform to the side of the car they want to sit on... only to teleport 200 feet up into their car anyways.
But exit? Everyone off at once, they merge together into a grey goo scenario meat cube. And if you don't make the exit gate an airline landing strip they clip outside of bounds and take about five minutes to wiggle and jiggle back into the sidewalks.... You know, on top of being 40 cars worth of people suddenly vomited into your main walkway traffic.
Again though, in PC's favor. Buy Planet Coaster if your main concern is sandbox dream parks. Do it. But don't even give it the time of day if you are looking towards the underlying mechanics.
It's not even about "Amount of mechanics". Because few mechanics properly implemented and polished >>> More stuff that hardly works.