Rollercoaster Creator 3 Game

Rollercoaster Creator 3 – A few ideas for some sequel-based improvements and additions for the game’s future

The Story of a Series 

Putting my crippling fear of the rollercoaster as both a concept and an actual thing that exists aside, Rollercoaster Creator wasn’t all that much of a bad game. After all, it allowed you to play through a decent number of levels solving the problem of having a huge gap between the beginning and end of a rollercoaster track, forcing you to get creative and use a mixture of freehand tools and stock shapes to complete the track in a manner that got the carriages from A to B whilst collecting a minimum number of coins along the way. Then came Rollercoaster Creator 2 with a slightly updated design and gems instead of coins, and that really sums up the differences: herein lies the problem .Rollercoaster Creator 1 and 2 are relatively similar and the jump between them doesn’t represent or contain any real innovation or creativity from the developers, just a fairly lacklustre attempt at rehashing a predecessor into something that is passably new but not quite enough to satisfy the fussy likes of myself; here are just a few things that will need some looking at in Rollercoaster Creator 3.

More Creative Games to Play

Shake Up the Make-Up

The first thing that desperately needs a change should Rollercoaster 3 ever career onto the internet at high speed and altitude is the look of the whole thing. The jump from the original to the sequel saw some minimal improvement in a visual sense, which is something that should be rectified with at least a bit of polish, but preferably some considerable graphical changes should be implemented. Perhaps there could be situations where the camera zooms in closer to the carriages, creating a greater sense of control and realism and making it appear that we are following the passage of the cart in a dramatic way as opposed to simply viewing from afar. Visual improvements are essential for the next game, otherwise it may be too much of a disappointment to even consider playing.

Riding the Wave

To add an entirely different dimension to what is essentially a fairly one-dimensional game, Rollercoaster Creator 3 could implement the challenge of actually having to navigate the tracks yourself, using a set of global controls from a central location or even controlling the carriages directly as in any driving game. This would ensure that what is essentially a purely problem-solving game will instantly have more depth to it, requiring some driving skill and the ability to manually navigate the rollercoaster tracks that you have freshly built yourself.

Miniature Gaming

There’s no game like the mini kind, and this kind of tiny game has kept more than one flash-based series from becoming stale in the past. Introducing mini-games would give the player a distraction to dip in and out of if they get bored of the main levels, increasing longevity and also replay value in addition to this, particularly if mini-games are unlocked at certain stages of the game’s completion. Mini-games could include things like time challenges where you must quickly build a railway as the carriages are actually approaching in an ad-hoc fashion where the pressure is really on, and other such nifty innovations to keep players interested and the series alive,

Rollercoaster Drama

It may be a bit of a stretch to believe that a rollercoaster park would be the centre of any truly dramatic happenings, but would it kill the developers to include a storyline? Ordinarily, I don’t really jones for a justification as to why I’m helping build rollercoasters but seeing as there have been two games that simply progress in the way they do because that’s the way the level numbers ascend, I think it may be time for some storylines to go with the action. Perhaps even a story mode that can incorporate a few different formats other than simply building tracks repeatedly. It wouldn’t exactly be Rollercoaster Tycoon, but it’s a start.