![]() ![]() Nausea, as the name would suggest, tells you how likely your guests are to throw up after riding your rollercoaster. High drops, G-forces, and speeds all increase Intensity, so you’ll want to watch out when designing your track - though there are some techniques we can use to keep it at an acceptable level, which we’ll discuss later. Each guest has a preferred ride Intensity rating, against which they will assess the ride to determine whether it is too boring or too daring. Now your rollecoaster has a guest’s attention, they need to decide if they want to ride it. ![]() It is penalised if Intensity is too high or the ride is too short. It is dictated by the length of the ride, track variation, speed, and G-forces, as well as decoration and quirks like whether or not the rollercoaster goes underground. In this case, every ride - rollercoasters included - is judged on three main metrics:Įxcitement dictates how - well - excited your guests will get about your new ride, and increases the likelihood that they will show interest in it. While Parkitect attempts to simulate the chaos of hundreds of guests randomly making their way around a theme park, drawn from one shiny attraction to the next, as with any game there’s a lot of maths going on under the surface. With that in mind, I thought I’d put together an article detailing everything I’ve learnt about planning, building, testing, and running rollercoasters in Parkitect to help others get it right the first time round.įirst, let’s take a look at what we’ll be judged on. I’ve built many a rollercoaster that has brought a creative vision from my head into reality, but failed to attract many paying customers and had to run at a loss or be shut down. Unfortunately, Parkitect’s guests are if anything more fussy about what they will and won’t ride than their RCT equivalents. Chris Sawyer’s all-time classic RollerCoaster Tycoon will always be the king of theme park management games, but Texel Raptor’s 2018 title Parkitect does an amazing job of augmenting its addictive gameplay with the graphical fidelity and quality of life features you’d expect from a modern game. ![]()
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