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how come the a-train series never took off
>>
>>2315345 (OP)
Too weeby for train enthusiasts.
>>
too much city management for retarded trainfags. if more than 1% of the game is about anything besides the actual trains themselves, the trainfag will not play your game because everything must be about the trains. there is no reason to live but to serve the train. utilities, roads, hospitals and schools? why should those things exist when we have the train? we must get back to running the train

trainfags are some of the dumbest people on the planet. if someone ever tells you that he is "into" trains, just get away as fast as possible. take a train if you need to.
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>>2315345 (OP)
>series with nineteen (19) entries
I dunno, seems like it took off to me.
>>
>>2315345 (OP)
i tried running a-train 9 v5 on steam but it ran really badly for me
>>
File: train19_02.jpg (119 KB, 250x353)
119 KB
119 KB JPG
>>2315345 (OP)
It's doing just fine in Japan.

>But why not the West.
Our choo-choo games go back to Sid Meier and his game loop is completely focused on logistics. It's best seen with Transport Tycoon, the most popular of these which actually lets you play with no trains at all.
Japanese choo-choo games weren't made by Americans. Japanese railways are for transporting people, not garbage between factories. People come into these expecting "American railway, Japan" and bounce off the moment where nothing they're looking for is there. There are no factories, no city imports and exports, no selecting which cars to put between which station to haul the right cargo. Simply put, it is a simulation of a Japanese railway company and as such is a completely different game to the DOS tycoons. The only commonality is that it has trains.
Their game loop focuses on things like creating tight and efficient timetables. Handling morning/afternoon commute rushes. Setting up stores and tourist attractions. I.e. your typical JR daughter company bread and butter.
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>>2315360
>Train autists not liking weeby shit
Que?
>>
>>2315717
>>2315345 (OP)
its mostly the ui, even the full menu in picrel you have to enable over 5 options in the settings menu. the option to show the junction options is also in the settings menu and not turned on by default so your trains will constantly get stuck until you figure out you need to open up options and enable show junction options so you can actually route your trains. then the routing itself is not the "normal" place block signals here and here and there and until it works, you need to remember up to 20 trains and what they should do at each station. theres no way to check which trains stop where so you just need to remember which tracks they run and hope you dont fuck anything up. I played it today and that was my biggest pet peeve

what anon says is right but its both different and completely opaque, theres no tools to inspect the simulation, no population maps, no demand meters, no indication of the flow of people, no district boundaries, just whatever you can guestimate the population and demand is from the number of buildings and ridership numbers (of each train, individually). You place down apartments and hotels and does it even have any purpose other than turning a measely profit. I suppose this is a fairly accurate of being an actual train company, but it goes against the west's whole "more information = better" style

I dont know thats just my impression of playing a few hours, its like an obscure puzzle box which is not ideal for mainstream appeal, but i imagine its quite rewarding once youve got an internal model of how the simulation works. In hindsight there might've been something I missed in the report tab since I just wanted to check how fucked my companies profits are.



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