New management features should all check these boxes imo:
- 1. Have the player activly consider them while planning/maintaining their zoo
- 2. Offer decisions to be made
- 3. Interact with the current game loop or in the best case add to it without unnessecary tedium
- 4. Ideally doesnt bother those that just want to play like they allready did
Lets take the educator for an example:
- 1. Building animal education points is an active design prompt the game is giving us to make cool new areas next to our habitats
- 2. You can decide which animals you want to designate an education point to and what routes for tours to feature in your zoo
- 3. Actually planning and setting up guided tours and to a lesser part the animal talks offers a distraction from building to take a break when your brain is out of creative juices but still something meaningfull to do
- 4. If you dont do this, you only loose out on higher education in your guests
And the educator is still a very light example so lets go for my favorite, staff and staff room specilisation.
Just imagine being able to upgrade a keeper hut and being able to choose a food type it can prep faster or for a staff room that every staff that uses it gets a small speedboost for some time after visiting or that it gets space for 1 extra person to use it at the same time. For staff, we allready got being able to train them with a level from 1-5, so why not give them perks to unlock at lvl 3 and 5 that we as the players can choose, for example faster walking speed, extra wellfare when taking care of a certain group of animals (primates, birds, crocodiles, cats, snakes, etc) or a happyness boost for guests when a vendor works at a specific type of store.
- 1. Work zones for specific animal groups or shop types that the staff and buildings are specialised in => actual management reason for grouping similar animals for something like a cat house
- 2. You can activly choose perks when upgrading your staff and buildings => more customisability and individuality
- 3. increases the pay off of setting up efficent work zones and gives some small yet fun decisions inbetween regarding the perks you choose
- 4. It only serves to make things better for those that engage with it and everyone who doesnt has literally no changes
It also would fit a zookeeper pack perfect as its literally about more individuality in your staff, so thats also a win