Thrillville - Developer Diaries Week Four

You know that saying about the customer always being right? Yeah, that's true only so long as the customer continues to spend lots of lots of money. And ifthe average tourist family wants to funnel half their annual salary into your custom-built theme park, who are you to tell them they're wrong?

But Thrillville lets you do more than just overcharge your visitors for cheap t-shirts,styrofoam stuffed animalsand grease-brick pizzas. As our fourth of six developer diaries explains, you can also challenge them to minigames, chat them up or even hit on them. Wait... is this Thrillville or Michael Jackson's Neverland?

Jonny Watts, Senior Producer at Frontier Developments

Thrillville is very different to other theme park games. Our main objective from the get-go was to recreate pretty much everything you might associate with the "theme park experience"- that feeling you get when you walk through the main gates, when the hairs on the back of your neck stand up as you realize just how much there is for you to do and what a great time you're about to have...

And the only way to do that: depth. Lots and lots of depth.

In Thrillville, you're the boss, and so you're in charge of the park. EVERYTHING in the park. The building, the chatting with guests, the overall park management- EVERYTHING! And the BIG difference is that in Thrillville, YOU get to ride and play ALL the attractions.