Most of Asia's parks are open 365 (or close to that) as well. The Disney and Universal parks are, in addition to mild climate parks in Europe.
Those chains make up the majority of major parks across the world and none of them have such a practice. That's certainly not the case for Merlin, Cedar Fair, Six Flags, Disney, Universal, Sea World, Herschend, Wanda, Overseas China Town (OCT/Happy Valley), or Fantawild. While a few parks pay licencing fees, I'm not aware of a single park that allows food/drink vendors to "rent out" space in a theme park. Parks large and small do in fact make a major investment every 2 or 3 years, though even land-strapped parks usually find ways to add new attractions even if it means taking out an older/less popular ride. Most start as small/medium sized ventures that take decades to fully flesh out. I don't know what parks you've been to, but the vast majority of parks around the world don't open 99% built. Disney is one of the few companies that use their parks more like ATM's than investments (making billions a year while only reinvesting a fraction of that- the rest going to prop up international failures and balance sheets elsewhere around the company) A huge amount of the money that real parks generate are re-invested into the parks. Real parks have a typical ROI in line with most small/large businesses. I do agree with all your points, this is mostly a reaction to other comments in general. Real coasters are often not built from scratch, but instead bought "used" as it's a cheap deal for the new owner and the old owner can freshen up the park a bit. Parks aren't open 24 hours a day and definitely not 365 days a year. Profits from shops/food/drinks may not even go directly to the park, the shop spot can just be rented. They also very rarely build new attractions (even 1-2 per year is above average) and that's only if they have room to expand (parks in or close to cities can't). Parks are generally 99% built, finished and polished before they open for the first time. "Sitting on infinite money" is something that's actually very accurate in the current version. They're a massive upfront investment that has significant yearly returns. I wanna make one big point to people saying certain things should be more like a real park: We'll see what comes up now that the holiday break is over. There are tons of tiny cogs and gears and springs, but there just are a few big and important parts missing and that makes the entire clock malfunction.
#Rollercoaster tycoon world chief beef Pc#
A syntetic difficulty barrier.Īs a building game, PC is incredible and I love it to pieces.Īs a management game, it feels like an unfinished clock. There needs to be enough money to be able to expand, yet thereneeds to be some sort of challenge, and I guess that's why they decided to implement aging. That creates an inhearintly difficult money system. The big problem is that PC on one had wants to actually provide a challenge, but on the other hand doesn't want to severely limit you in your opportunities to do things (because that's not fun either). I'll guess that Frontier got stuck in the Limbo between "is it interesting depht" and "is this tedious", but then I don't understand why they, from all possible implementations, choose to put in aging as the first new management mechanic. The thing is, ther are so many great opportunities for management depht, most obvious one being able to actually focus on an audience group and have the demographics change accoardingly, but they're not implemented. Double the amount of people who get through in 10 additional seconds, at no cost?
#Rollercoaster tycoon world chief beef full size#
But there is not a single additional cost associated with adding another full size train!!! That I'd outright imbalance in it's purest form. Similarly, adding extra trains to a ride increases guest turnaround on it. Cost of goods is a factor in other games such as RCT1, RCT2, RCT3, and Sim Theme Park. Beyond meeting a minimum amount of sales, you just start raking in money, without any cost of goods to limit the actual profit you make. In regards to shops, there is no cost of goods factored into selling things, so there are no profit margins- just profit.
Guests don't have to pay more, because the rides and objects already cost less. Guests pay more than is realistic for rides on all accounts, and a reasonable scale would be viable- considering every other aspect of finances, such as buying buildings and rides, is already scaled. The player is constantly inundated with cash sources from all directions.