Theme Park Videogames Highlight the Fallacy of “The Great Executive”
For most of my life I have been terrified of amusement parks. It’s not the roller coasters, as much as the immersion of physically being in uncanny space. I am told that when I was young I ran out of Ripley’s Believe It or Not and was almost hit by a car. I guess that’s just trauma. Yet, despite this fear I have retained a deep yearning all my life to continue experiencing them. Rather than actually going, I have spent a large amount of time watching videos on YouTube of riders’ perspectives. In the last year, this has taken the form of me watching all Kevin Perjurer’s Defunctland video essay series on YouTube, which narrates stories of the most famous failures in theme park history. As a result, I also felt inspired to go back to some of my favorite theme park manager games. However, as I have continued to spend more time building and learning about these spaces, I kept running into a similar theme: the propagation of the “great creative executive” figure.
Despite the genre’s ups and downs, theme park builders have maintained popularity in computer games since the explosion of Rollercoaster Tycoon in 1999. Compared to other management sims, the genre allows players to take a more fun approach to construction. The gameplay doesn’t challenge the player to dominance or survival, but finding what visitors think is fun, and how to stay afloat while maintaining creative control. Theme park builders challenge players by asking what really is fun. Most of all, players are able to more concretely imagine the parks of their dreams through the tools provided by the game.
The amusement park is a recurring motif throughout videogames. Think of horror games and there is probably a level or even an entire game (see Illbleed on Dreamcast) set in a malformed fairground. In platformers, there is almost always a level for a cartoony protagonist to speed around. In all of these, there is a nostalgic invocation of amusement park aesthetics, but it’s in theme park builders that the player is able to “live” out their dreams inside the park.
Despite “builder” being the primary verb in the genre title, a large part of these games occur with observing visitors. The player will spend time imagining the ways that their coasters, shops and utilities are all utilized and attempt to make it all fit together. Then a lot of the satisfaction comes from just seeing how the little people in the park react. A family of four will shy away from the ultimate thrill rides, and maybe decide not to buy the overpriced shakes as they walk to the carousel. Some of these games will even let you observe from their first person perspective, taking in the ways they look around and what they walk by. In these moments the player is living through the little virtual park guests.
Yet in all these games, the player also takes the unacknowledged role of the invisible constructor. They oversee the park, make all the executive decisions, terraform the earth and receive awards, but never face any realities of the world within. This aspect of play is equally present to observation, creating a role for the player as that of the dream executive, working away in a tower. The player is an ascendant from the world below, leaving gifts in the form of thrill rides and bathrooms for the visitors in the virtual world which they cannot ever enter.

Cedar Point recreation in Planet Coaster by pitzony
When we construct an amusement park in videogame form, we manifest dreams of what we perceive amusement parks as they used to be, currently are, and could be. Some will design their parks to precisely replicate parks that hold importance to them. Others will create parks that have never existed, and likely would never be able to be justified materially.
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