Hi, new user here - this thread encouraged me to sign up as just bought TPS on steam
Also wanted to take the chance to agree with everyone that has noticed this isn't really a 'game' at all!! A game has to have at least one objective or measure of success, TPS has none, and I really don't expect it ever will have. There is some agreement from Pantera that economics would be a nice idea and a potential future direction... But realistically getting economics threaded through all aspects of the game and then getting the balance right (something that arguably RCT3 never even managed) is probably beyond the scope of their resources. And for that reason, I kinda hope they don't go down that route, even though in theory it would make the 'perfect' game if it was done properly.
I prefer to think of this as a toy, not a game. In the same way a huge tub of random Lego pieces is not a game, as you can't complete it. But you can build anything you can think of. And I can't wait for the ride animation, coasters etc etc to be unlocked so I can build the sort of parks I always held back from attempting in RCT3.
Having said all the above, there is one feature I am hoping for to add at least a small measure of success. I'd love to see some method of evaluating the ride experience of roller coasters (and flat rides too!). This at least gives players a reason to be genuinely proud of their creations. In RCT3 you knew you had cracked it if a coaster looked like fun to ride, but also rated sky high for excitement with low nausea and intensity. Without at least these basic markers of good design practice, things are a little too 'free' for me. I sorta want to know I'm challenged to design a unique ride whilst also working within the limitations of what people may actually enjoy riding!