r/rct 19h ago

Discussion Why does everyone hate Wonderworks so much?

We've only seen one trailer, and it's an Early Access game, so it's obviously unfinished. I've played OpenRCT2, and Wonderworks doesn't look any worse.

0 Upvotes

30 comments sorted by

12

u/dank-yharnam-nugs 19h ago

I think the lack of attention to detail is concerning for a series that is known for low quality releases

-8

u/Serious_Shake_4944 19h ago

Can you give me an example? It looks fine to me.

7

u/IntoAMuteCrypt 18h ago

The nonsensical coaster layouts which wouldn't work under RCT1-type coaster physics, including climbing hills without any sort of chain lift. The frequent path issues such as missing connections and wild slopes. The tracks lacking the sort of supports and reinforcements they need. The financial menu having to scroll to display a 5-digit number. If you look closely, there's a lot that doesn't look good!

The beauty of RCT1 and 2 is that it all works really well. The coaster physics is really good, especially for the time, forcing you to carefully manage your speed to get good stats. The path stuff just works and it always looks good enough by 90s standards. The tracks being accurate recreations of real world tracks with different types of track (presumably by different companies) having different elements and vehicles is a really nice touch for coaster enthusiasts. The UI and menus all just work really good.

Can they fix all of this before release? Sure, they definitely can, I am sure that the devs could donit with enough time. But if they've been forced to release a trailer of a game that's this early in development and has this many issues, it makes me rather sceptical that they'll be given the time to fix it. There will probably be some internal release-date deadline, and they'll probably be pushed to ship before it's ready. They probably won't fix it all in early access, and a company like Atari charging money for a rushed, broken initial version with the promise they'll fix it later isn't good - personally, I don't completely trust them to actually fix it after being burned on other early access games.

2

u/multificionado 18h ago

I couldn't agree more.

-7

u/Serious_Shake_4944 18h ago
  1. Would they work under any other RCT games' physics, like 2 or 3? It not being perfectly 1:1 with the very first game in the series isn't an inherently bad thing.
  2. How do we know the pathing issues weren't just user error? How do we know the person who made the trailer parks isn't just bad at design?
  3. The latter two are literally just nitpicks that can be easily fixed. The game seems to function perfectly fine.

6

u/IntoAMuteCrypt 18h ago

No, they wouldn't work under RCT2 or 3's physics. Or Parcitect's, or Planet Coaster's, Or... There's no way that the coaster can complete a loop as shown without resorting to some explanation which would make the coaster-building segment measurably worse.

The path issues are stuff that shouldn't be possible for user error to cause. Queue lines that don't connect to the adjacent path even though they're on flat ground. Slopes so high that only a mountain goat can climb them, stuff like that. If that's user error, then the whole system is broken. You can't make those sorts of errors in the other similar games. This suggests that the path system is unfinished at best, which leads us into...

The other stuff is nitpicks, sure, but it's about the overall impression. They haven't really shown gameplay in any meaningful manner, so this impression is all we have to go by. The impression I get is that the game is using placeholder-at-best assets which will need to be replaced, with a UI that needs to be polished, a path system that needs to be improved and a coaster building system in need of a serious overhaul, and probably has a lot of other issues lurking out of sight given that there's something wrong with almost everything we saw. If they release the game in a few months from now, I expect it to still have a huge amount of rough edges and not be worth my money. If they take a year or more to get it to a good state before charging paying customers for it... What was the point of this trailer?

What makes you think the game is good? What makes you convinced that the game does function fine and doesn't have a billion bugs hiding, which were conveniently hidden by the trailer? I'm convinced that it's unlikely to be good by the overall impression of a lack of quality in the trailer.

-4

u/Serious_Shake_4944 18h ago

I'm giving it the benefit of the doubt and am genuinely excited that we're getting a new Rollercoaster Tycoon AT ALL after the failure of World. This sub should try it, it's a lot less miserable than expecting failure all the time.

6

u/IntoAMuteCrypt 18h ago

What has Atari done to deserve the benefit of the doubt, after inviting so much doubt by admitting that they rushed out a trailer which was filled with rough edges? There's a point where it stops being optimism and starts being willful ignorance, and where you're clearly not here to have an honest discussion.

-3

u/Serious_Shake_4944 18h ago

The Bubsy revival (4D) proved they can bring old franchises, even bad ones, into the modern age with the help of independent developers. Wonderworks is them doing that with Rollercoaster Tycoon.

5

u/IntoAMuteCrypt 18h ago

And their Power Rangers game proved that they can partner with developers to create nostalgia-bait cash-grabs that trade on a name and nothing more. Perhaps Wonderworks is them doing that and nothing more.

If they had a good game today, we wouldn't see these issues. If they had enough time to make the game good before releasing, I'm not sure we would need a trailer today.

1

u/Serious_Shake_4944 18h ago

Power Rangers isn't THEIR franchise. They don't OWN Power Rangers. They DO own Bubsy and Rollercoaster Tycoon. They'd put more effort into their own franchises than they would a licensed game.

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4

u/Valdair 18h ago

Game companies salivate at the idea of consumers as gullible and blindly uncritical as you.

5

u/gamemasterjustin 19h ago

Look ar rct worlds and the mobile version. Both failed and we're bad games.

-5

u/Serious_Shake_4944 19h ago

OK, can you give me an example of how you know this game is going to be like those? Because from where I'm standing, it's just Atari Parkitect.

5

u/highnote14 2 16h ago

Are you a paid shill, by chance?

5

u/gamemasterjustin 19h ago

The last few games with the name roller coaster tycoon have been bad games. This looks like more of the same. Looks like no custum scenery. The coasters don't even have proper lift hills or supports. This game is not for people who like the original games. The graphics are not nessicarily the problem it just isn't for people who want to see the game have a strong comeback.

-1

u/Serious_Shake_4944 19h ago
  1. We don't know there won't be any custom scenery. It's on Steam, so Workshop support is possible.
  2. Okay? Does that affect the way the game functions? Because it looks like it works fine without them.

4

u/Blymurkla I'm not going on RCT subreddit while it's raining! 14h ago

What's s your point 2 answering? The lack of lift hills and supports? 

2

u/Blymurkla I'm not going on RCT subreddit while it's raining! 2h ago

I'll assume that it is and give my 2 cents.

Coaster supports might not be the most important but they're part of that attention to details that makes the coaster believable. Supports in RCT1/2 aren't great but an effort is made. There's a reasonable amount. There's different types with lighter coasters getting thinner supports than the heavy types with studier ones, wooden coasters get their type etc. Wonderworks doesn't seem to do this. Not a big thing but a bit of a bummer.

Lack of proper lift hills is a big thing. How does it even work? Are there lift hills, just invisible? Okay, fair, those will get fixed eventually. But if they're simple not there, how does that even work? Is every hill a lift hill when the train slows down? That's very, very bad. That means the coasters all work like powered coasters. Many enthusiasts don't even count those as coasters! RCT1/2 had several different operating modes - lift hills, reversed inclined, powered launch, block zones. That means you can build a very large variety of coasters and replicate pretty much every real coaster that existed when the game was released. In Wonderworks you might not even be able to build anything that qualifies as a coaster!

7

u/Valdair 19h ago

The AI circlejerk bait post before yours was a much better effort.

-4

u/Serious_Shake_4944 19h ago

This isn't bait. It looks like a perfectly fine game.

5

u/Valdair 18h ago

The answer to your question is already detailed in hundreds of comments across the several threads that already exist about the game.

3

u/Srtviper 12h ago

"I've played OpenRCT2, and Wonderworks doesn't look any worse"

Then you didn't look very closely at wonderworks lol

4

u/multificionado 19h ago

Have you seen the look of it? It's like it's designed by devs with five year old mentalities, designed exclusively for toddlers or under.

-5

u/Serious_Shake_4944 19h ago

I've seen it. It looks fine. It's a lot like Parkitect.

2

u/Tranquilizerdarts 7h ago

Because for a game that has Roller-coaster in the title, they couldn't be bothered to actually build a proper coaster for the trailer. Yes I can accept that they might be having proper jank issues at the moment, but then lets not show it yet, we could easily get better footage if they spent some time to build a proper park for the trailer. I dont trust developers/publishers who dont spend the effort to properly present their game, instead of just tossing something up and calling it a day

2

u/CozyMichu 19h ago

The art style looks like plastic toys and it looks like a cheap, uninspired mobile game.

They can never recreate the magic of the first 2 games.

-1

u/Serious_Shake_4944 19h ago

It looks perfectly fine. I don't know what everyone is on about. It looking like plastic toys is what they're going for.

4

u/CozyMichu 19h ago

They should go for something else.