Oh, sure, I very much hope to be impressed, and to be fair, I probably will be in some respects. I'd like to see more advanced behaviors over time added to the game and refined, but I'm not sure how likely that is or how much of a priority it is since this is a zoo/park management game as apposed to primarily being a dinosaur simulator. Adding in new systems and routines and the like is more a work of dedication and support than difficulty and I'm not sure to what extent the "done and ship it" stamp will finalize and limit its further refinement.
As a management game, I suppose some might even prefer consistent, predictable, and dare I say simple behavior to build their parks around and to overcome game progression. We've had somewhat similar discussions in Elite about NPC difficulty and the like, not that I'm aiming to apply that baggage to this game directly, of course.
In another thread somewhere someone had mentioned making just a free-range dinosaur island to see what happens and if any sort of viable ecosystem would form. For me, that sounds like great fun, so I hope that's at least somewhat possible in the end product eventually, even though for now it seems like things will be more hands on management based specifically for a zoo/park type setting, like needing feeding platforms and so on.