![]() "Again, one of the things taken from real life development!" says Reithmann. "For 20 years we're running around with this conflict about how creativity meets money!"Īs the new park architect, you have to have pitch meetings where you sell your next big idea. ![]() "There's a conflict - even as developers, we know this conflict!" says Winter. Phil is a creator who loves your weird new ideas Izzy is aware those ideas also need to satisfy the board. Two of your advisors (though there are others) represent that conflict. Park Beyond features a deliberate tension between creativity and cold hard capitalism. Or you say, 'I wanna unlock new stuff within a theme,' and you get new content for a theme like Candyland or Western." "We have an inspiration system where the player decides, 'I'm inspired to unlock a thrill ride for adults,' and this might unlock new impossifications in this direction. "With this resource, it gives you inspiration opportunities in the research system," Winter explains, emphasising that while the system does have progression opportunities, it's not a linear progression or standard tech tree. In practise, impossifying a ride is governed by a new resource that, for now, is called Amazement, which is generated by your visitors in a similar way to how they generate money. Also a concession in the Western theme is called Colonel Burger. I have to say, I do really love some of the details here, like all the giant delicious decorations in Candyland, and the pink hearts on the paths. You can also mix themes up by building different stuff all together, and create, I dunno, a Western Candyland. They've only revealed Candyland and Western themes right now, and won't even say how many themes might be in the final game, but I am assured it's a mix of what you'd expect and what you wouldn't. ![]() "Can we exaggerate this excitement?" Category is: theme park But actually the real stuff happens in their imagination," says Winter. "If you take kids to a theme park or a fair, their excitment is through the roof. A ferris wheel feels really high, but it feels even higher if it's four ferris wheels stacked on top of each other like interlocking cogs.Īside from the theme park games you'd expect - the team are fans of classic tycoon games - it was this sense of childish wonder that was a key source of inspiration. A rollercoaster that feels like you're flying? Welcome to a coaster with a cannon module. The goal is to make the rides actually be like how children imagine they are when they ride them. ![]() We said let's do this, and really push the theme park genre beyond what is currently possible." "Not being bound too much about, like, is this completely safe in reality. "We got a lot of people really excited about it, a lot of ideas were flowing, and we said, 'Hey yeah, I think this would be cool,' to really give the players the possibility to build the park of their dreams," says Reithmann. Like, how cool would it be to ride a ride that actually shoots you through the air? Impossification, an entirely made up, almost Dahl-ian word, describes how the rides in Park Beyond can be made all, well, impossible.Īfter working on Tropico 6, the team wanted to do something different, and early in the pre-production phase the whole of Limbic went to a theme park. And yes, research did involve going to a bunch of different theme parks, though Winter is, like me, the bag-holder who hates rides. In fact, both Reithmann and Winter are so happy - almost giddy and giggling - to talk about Park Beyond that it's hard not to get swept up in their enthusiasm.
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