RollerCoaster Tycoon World Wants You to Remember it Exists

By Published March 03, 2016 at 11:15 am

Our initial coverage of RollerCoaster Tycoon World blew-up when we were at PAX Prime 2015. It was the first time anyone had seen real gameplay footage of the tumultuously-made title, which was (at the time) on its third development team. The game seemed like it had promise and, as we learned in a later meeting, was slated for a December launch with two pre-launch betas in the pipe.

Only one of those betas happened -- the other was canceled, and the December launch target got moved. Again. We're now looking at "Early 2016" for RollerCoaster Tycoon World, which will soon be threatened by newcomer "Planet Coaster" (4Q16 launch date). RCTW's got the name and recognition, but has to pull together its development faster than might be feasible. Even just the framerates, as you'll see in the video below, are completely inexcusable for a PC game. Here's hoping things look up for the globally loved title.

In the meantime, Atari has re-re-announced its modding plans. It feels like we're stuck on loop, here -- we talked about modding at PAX Prime ('15) and, based on Atari's newest video, not much has changed -- but they want to make sure everyone remembers that the game exists and has modding support.

RCTW Modding Tools Revealed (Script)

You couldn’t build a roller coaster with more ups and downs than RollerCoaster Tycoon World’s production and release schedule. Or, at least, you couldn’t use RollerCoaster Tycoon World to build it. The game’s been delayed so far into oblivion that all we have now is “early 2016.” Nonetheless, three developers deep, Atari continues to push the project forward.

The result of Atari’s most recent delays is today’s announcement, which re-revealed that RCTW would take advantage of the Steam Workshop -- something we discussed on-camera with Atari at PAX Prime. Users will be able to use Unity-compatible 3D editing programs to make their own content and features, and some examples from Atari include -- quote -- “a new type of tree, a Tiki idol, a rocket ship, or a whole volcano.” Which rules out any Polynesian Space Program theme parks for the launch product, but hopefully someone will make all that.

Beyond just making objects however, players who take advantage of the system will be able to post them to the Steam Workshop. This would allow anyone to download them and place them into their own Polynesian Space Program theme parks. UGC will also be compatible with the game’s “Piece-by-Piece Custom Structure System” -- allowing players to combine multiple features into one larger feature (Volcano-Rocket?). However, Atari has also stated that this feature won’t be available on launch. This isn’t the first time we’ve seen user generated content, some games like Cities: Skyline and Dota 2 have made it work. Cities: Skylines very closely resembles what RCTW is trying to do, and we’ve made plenty of comparisons to it in past videos. The Cities: Skylines approach allows fairly plug-and-play objects and modded assets, making life easy for players who want to change-up gameplay without committing to complete overhauls.

Atari’s blog post did not provide commentary on whether the content will be monetizable, but given the fiasco with Steam’s Workshop and Skyrim, that’d seem a poor choice for any game at this time.

In the same blog post, it was suggested that the launch date would be announced soon -- that is, unless they have to bring in another developer. Or delay and host another woefully criticism-riddled beta. The bold, brave, and very interested can pre-order the game through the official site, but with multiple changed launch dates and the utter absence of one of the planned beta periods, who knows what you’ll end up with or when.

Third launch date’s the charm. Subscribe for follow-up coverage of RollerCoaster Tycoon World and hit that Patreon link in the post-roll video to support us directly. Thanks for watching, I’ll see you all next time!

Intro, Host: Steve "Lelldorianx" Burke
Script, Research: Keegan "HornetSting" Gallick
Video Editing: Andrew "ColossalCake" Coleman

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