Angelis :
What can you tell us about custom content ?
Jonny Watts :
So, as we've already said; on the Q&A that John Laws did. Is that, we are interested in doing UGC the way you've said it; but it's not for release.
What I can tell you is that the game has been designed from the ground up to be ready for when we're ready to do that; or the way we load things into the game has all been designed to do that.
But for release, we really wanted to concentrate on doing what we call 'UGC in the box'
Which is slightly different. It's to give people ultimate creativity to a very fine level of granularity in the game.
So it's two stages. So to start off with, we want to give you the tools and all the things that our imagineers have made; which I think are incredibly beautiful.
And then once people have got tired of that, then we will start allowing people to model it in Maya or Max or whatever 3D Package they want.
But that's just a little bit later on after release.
Angelis :
When custom content is available, will you consider a central platform to share it ?
Jonny Watts :
Right from the, you know, from release. Even when you are doing your own blu-, we call them blue prints, so you've built your own coasters.
It's all going to accessed via the planet that you see on the front end of the game; and that's going to be how you share with your friends and various other people.
When we are going to do UGC, we'll use exactly the same sort of framework for that. So it will all be stored on our servers, it'll all be very, make sure it's all maintained, it won't be corrupted files, you'll be able to share it and it'll be done properly.
That's why it's going to take a bit of time to do, but we going to, as I say, first off, what you build in the game, you can share.
And thats a good step, it's all about, we are going to be supporting this game for a long long time, I hope so anyway; because I love coaster games.
Angelis :
Will signs be customizable?
Jonny Watts :
So not for Alpha but definitely for release.
We're going to have a few different fonts, so if it was like a western theme, we'd be able to have the fonts just looking like an old saloon or something like that. So you can type, whatever you wanted into it. We think signage in this game is really important. Not only does it look great, and when you play the game you'll see how you can slide it over and put it anywhere on the scenery.
We wanted to actually have the simluation benefit which means if you sign your ride, the guests will like it just that little bit more.
This is that attention to detail that I am trying to get in.
So yeah, that's one I can answer.
Angelis :
What can you tell us about "Dark rides"?
Jonny Watts :
So that's a harder question to answer, so that's still, in sort of design. So we understand dark rides, we like dark rides.
It's... How much are we going to support it in release, we don't quite know, because interestingly different people have different answers...
So when I look at a dark ride, I want really sophisticated lighting, for the dark ride. That can't be for release, because that's a job in itself.
So we'll be able to get some approximations of dark rides. Whether that will satisfy everybody to start off with, I don't know, but it's again something that we really want look into moving forward.
We say it's on the list, I can tell you I've got more things inside here. Than I have lifetimes to make, it's the same with Sam, the same with John; we are absolute theme park enthusiasts, we're just trying to pick which ones are the right ones to do first.
Angelis :
Can you talk a little more about a part of the game that we have not seen yet ; The Management?
Jonny Watts :
So. I've made roller coaster games for a long time; started back in the day on Roller coaster tycoon 2 and then Roller coaster tycoon 3; and those two games really looked at depth with the simulation on them.
What we're trying to do now, want to do now, is to make the simulation even deeper. And so, you've seen, you will have seen all the creativity stuff which we'll probably so first in alpha; but at the same time we have been working on the simulation; so we want it to be deeper.
The first thing that is really interesting about the game is, it's all based on the crowd, on the guests, is that they have to physically get to that shop, they've to physically get to that ride, to physically get to that coaster.
And so with our new pathing system, which is all curved and things like that, there's all sorts of gameplay just to join up it all. It's all fluid dynamics and things like that.
And then, we've worked with, where the simulation really comes in is how do you get your people to go around the park. So like in real life, if you have a really exciting ride at the back of the park, people will be inclined to follow it, you know.
People need to go to toilet, people like lovely scenery. We've written this massive big heuristic on how do we judge a building to be 'beautiful' and that's in there. So people will then so 'aww, okay we'll go around there' that's probably the place you want to put a ride.
So it's all about how do certain parts of your park appeal to your guests, and have your quests physically get there and that depth is quite amazing; because then it's all about judging the 'asks'. So for your coaster, it's not much 'G' it pulls, how smooth it is and everything like that, it's, does it cross over, does it go underneath, you know. Is it a tight coaster, has it got very small footprint, is it because you've used too many special pieces and all the special pieces are the same. It's just, there is so much depth, that it's really... I don't want to explain it all because it will demystify and give the game away but that's what we're constantly doing here, just trying to work out, what happens in real life? In a real theme park? We're going to get in this game because fact is actually stranger than fiction.
Just looking at how a theme park operates is beautiful, and thats what we're trying to re-create.
Angelis :
Do you have examples showing us how far we can go with the management ?
Jonny Watts :
I can answer the question sort of... sideways.
A sideways answer, a strange answer, which might explain the length that we getting to.
So rather than write it down in some code and an algorithm i'll just say. When we made Roller coaster tycoon 3. We had a partnership with Hershey, where we would offer a $20,000 scholarship; to the person who could build the best roller coaster. Fantastic prize, you know in America, with the education system.
So we said "Yeah, we'll do that, great". Just send through your roller coasters and we'll judge them, thinking that we'd only have 200. 16,000 roller coasters later we suddenly realised we had a problem; we didn't have enough hours in the day to look at it. So we wrote this heuristic, to judge them, and this took weeks to write, so as I say, it's not just the excitement, the intensity, the nausea, it wasn't just how much G, it wasn't ummm, it wasn't based on the colour.
It was based, how compact the coaster was, how many undulations do they have, was it repetitive, ummm. All these things that we did, and all that learning, we're going apply. So that's just how we're going to judge the coasters in the game; using that learning from that heuristic, 10 years ago. We're going to apply a similar strategy, that's how you judge an amusement ride, that's how you judge a piece of a building that you've made, that's how you judge the layout of all your trees around the paths, that's what we're trying to do. We're trying go to that level of depth that, if you place something down the path will function well, but if you go that extra mile, spent that extra little time on it. You'll make those things, slightly more appealing, so that your guests will like it even more.
So that's like, the long winded down serve. But it's quite a hard thing to explain with specific examples.
I don't want to ruin the magic.