theme-park game sourced
Theme Park
A theme park management game in which the player builds rides and shops, tunes prices and recipes for individually simulated visitors, and sells parks to expand worldwide.
parts
14 mechanics, as Theme Park does themcore · 5
Building placement
Over thirty attractions, shops, toilets, and scenery are placed on a plot, with coasters needing laid-out track.
Crowd preferences
Each visitor is an individual with its own personality and arrives and leaves by bus; unhappy crowds draw thugs who vandalize and attack entertainers.
Customer value choice
Entry, ride, and shop prices plus ingredient levels such as sugar in ice cream decide what visitors buy and whether they come back.
Staff hiring and rosters
Entertainers, security guards, mechanics, and handymen are hired and their wages negotiated; understaffing brings litter, breakdowns, and crime.
Wear and breakdown
Rides wear down and explode if mechanics do not maintain them; research can make rides more durable.
supporting · 9
Crime and policing
Thugs appear when visitors are unhappy; security guards counter them.
Loans and debt
Needs decay
Visitors need food, drink, and toilets as their visit goes on.
Negotiation
On the full-simulation level, staff wage talks and supply negotiations are haggles; failed wage talks end in strikes and failed supply talks in lost shipments.
Pause and speed control
Rival firms
The park is judged against rival parks each year.
Service queues
Visitors queue for rides and shops.
Tech tree
A funding level drives research into new items, ride durability, staff efficiency, and bus capacity.
Utility action selection
core loop
place rides, shops, and paths -> visitors arrive by bus and choose attractions -> tune prices and shop ingredients -> fund research and hire staff -> yearly judging against rivals -> sell the park and buy a plot abroad
design notes
Theme Park gives every visitor its own record (about 200 bytes each) and lets the player change the product as well as its price: ingredient settings such as sugar in ice cream trade cost against whether customers return. The full-simulation level adds wage and supply negotiations, where failure means staff strikes or lost shipments, plus research funding and shares; the sandbox level removes them, so one engine serves three depths. Unhappy visitors attract thugs, which ties satisfaction to crime. Negotiation has no mechanic in the taxonomy (proposed as negotiation).