I always have a wide grin on my face when I notice one of these RCT1/2 threads pop up. To put my words in stone for once, I'll just go ahead and give a thorough explanation I can personally refer to later on.
Right. So I think there is a combination of several individual factors that eventually make RollerCoaster Tycoon 1 and 2 a preferred choice of theme-park management games for me.
There are two chief factors here: the
UI and the
aesthetics.
We'll start withÂ
aesthetics first.Â
Aesthetics of isometric 3D-rendered 2D sprites superimposed on an inherently 2D space has always looked quite nice to me, no matter how old the game might be. To be clear, I mean 2D sprites that seem 3D due to their original source being a 3D object created in a different software, as opposed to 2D sprites drawn pixel-by-pixel or drawn physically/digitally, seen in games likeÂ
'Stardew Valley'Â orÂ
'Bastion' respectively. 2D isometric games will always have a fixed distance and angle at which you'll see the world, and so there is no chance of losing detail. As such, no matter who opens what you make in RCT1/2, everyone will be looking at the same 2D world:Â
No matter who built that, we're all looking at the same moving image when we open the game.
Not just a 2D world, though, and this is where the point about the 3D-rendered but technically 2D sprites comes in. Looking at RCT1 or 2, you won't feel like you're playing a sprite-based game. It feels more like a pseudo-IRL model building game at times, like some mix of lego and old miniature model sets, that creates this atemporal aesthetic around it. After careful thinking, the closest comparison I can think of would be a mix of the three kids TV shows
'Thomas the Tank Engine',Â
'Make Way for Noddy' andÂ
'Oswald'. I highly recommend you try and watch a clip or two from them if you find it difficult to see where I'm coming from.
Something I expect to see in my grandma's basement next to a box of small trains.
Games like
'Age of Empires 1/2',
'Fallout 1/2' (technically not isometric, but good enough for the sake of discussion), or even
'Super Mario RPG' would be common examples of games that tried a similar approach and have aged quite similar to RCT1 and 2. While RCT3 was the next big thing at its time, it certainly became an inferior product once Planet Coaster rolled out. Maybe I'm wrong about this, there are a lot of people that love RCT3 here after all, but bear with me when I say RCT3 hasn't stood the test of time, in the visual department, as well as RCT1/2 have. The same can be said for the other examples I mentioned earlier, like Age of Empires 1/2 vs. 3, Fallout 1/2 vs. 3. You'll notice we seem to be looking at a pattern here of game franchises making a jump to 3D and not retaining the charm of preceding 2D titles.
Two timeless classic games from the late 90s that are still commended for their art style, much like RCT1/2.
Now for the core element in any game that brings it ultimately in the hands of a player: the
UI.Â
To this date, RCT1 and 2 remain the only two management-based games with UIs that didn't take me a good while to get used to. After opening up the two games, one can instantly notice it is taking cues from the late 80s/early 90s Windows operating systems with its boxy windows with cross symbols placed in the upper right corners: a UI choice also noticeable in a very similar game from the 90s,Â
'SimCity 2000'. Playing a game that has a completely unique and original UI should take a person much longer to understand, as opposed to a UI design you've already gotten used to just by using your computer in general. As such, I doubt anyone will find it hard to navigate their way through the game. Just for an example, I find it much easier to use than RCT3's UI, which is very circular and smooth around the edges (even though the actual hitboxes are square, which makes it all the more confusing to me).Â
Some people tell me they just can't use this UI easily, and how after just a few minutes, one ends up with too many windows on the screen, causing a lot of clutter. However, the ability to have so many active windows on the screen almost comes as a plus-point for me, as I usually do use several windows at once. Each of the windows you can open can be resized and dragged around the screen, which makes for a very convenient and familiar callback to OS UIs as well. All the main buttons are chucked away at the top (as opposed to the left or right, which isn't something Windows and Mac users are used to by default; another cue from traditional OS UIs), away from your attention, and the bottom row containing very simple information, like the guest count, park rating and money.
Imagine a similar example for RCT3 and visualize the differences here.
While the UI is very professional and practical, the use of hand-drawn sprites brings this to near perfection. One of the few times I can't help but say 'they don't make them like they used to'. Each and every sprite is unique and distinguishable from any other, despite some of the sprites being reused for multiple buttons.
(L to R) Icons for 'Research and Development', 'View Options', 'Painting'
Call me old-fashioned, but there is just something about old UI designs that appeal to me. I don't quite know if explaining this deeper will be nitpicky or not, so I'll hope I've got my point across.
Then there are always minor things here and there that might not make a significant impact in isolation, but make for little reasons for why I prefer RCT1/2 over other titles since then:Â
In summary, I suppose it has all those tiny little quirks any game has. It's entirely up to you if you might like those quirks or dislike them. This is probably the best time to get into RCT2 in particular with the recent release of RollerCoaster Tycoon Classic (both on Android/iOS as well as Steam) and the current ongoing efforts with OpenRCT2. I think I speak for all of us here when I say it is a subset of the above reasons for why we've stuck around for games that are 18 and 15 years old by now.
Thanks for giving me a chance to rant about the classics, lol I hope this helps you see where we RCT1/2 players are coming from.