
Striking a balance so most of them are happy and willing to spend money on overpriced theme park food and hats, making sure the park has enough staff to repair rides, clean up after all that vomit, and entertain peeps waiting in line, seemed like just the kind of tinkering that made Cities: Skylines a surprise hit.

Different peeps are attracted to different kinds of rides, themes, and food. The same principle extends to the rest of the park. With a click of a button, the game color-coded the tracks so I could see which sections were making peeps excited, bored, nauseous, and more. Even the data players can get from a single coaster is impressive. On that front, the simulation seems deep enough to make RollerCoaster Tycoon World a good management simulator in addition to a crazy rollercoaster laboratory.

The park visitors, or "peeps," as they're called in the game, wouldn't like that, and making peeps happy to spend money on rides is basically the point of the game. I wouldn't put my grandma on the coaster we designed for the demo, however, because the cars went too fast into one of the twists, which launched them off the tracks and flying all over the park. Players ride coasters in first person to see what riders see, and before I even had time to ask, Labunka said that yes, they are looking at virtual reality integration so you can design virtual reality coasters to scare your grandma. Luckily, we looked at a test run before we let people on the ride.
