Initially, when I learnt that the 'story' for JWE was to take place on Las Cinco Muertes, I was excited. I was excited for the JP/JW lore to be expanded, I was excited to play on Isla Sorna and I was excited to explore the remaining four deaths. More than anything, I was excited to play a dinosaur management game with an engaging storyline and interesting characters.
Spoiler Alert:
That is not what we got. What we instead received were five fundamentally interchangeable islands with a barebones plot and wholly uninteresting characters save the scientist and Dr. Ian Malcom (and a fairly substantial part of me thinks that the only reason he was interesting was due to nostalgia).
The following is why I think setting the game on Las Cinco Muertes was a bad idea:
Jurassic World: Evolution is fundamentally a management game. Management games are typically very open-ended and encourage creativity. Therefore, forcing players to play through a very contrived 'story' mission (especially when the sandbox mode and it's features were predicated on you playing through it) needed to be executed in such a way as to add to gameplay. As it stands, it doesn't. You are plopped on islands that are barely indistinguishable from one another, 4 out of 5 have pre-existing infrastructure and are essentially given free reign over the parks like you would in a normal challange mode. The story does not interefere with or alter the gameplay AT ALL. The biggest consequence you experience as a player is if you neglect one of the three factions, they may unlock all the gates in your park like a petulant child.
It's as though JWE is suffering from an identity crisis. On one hand, it wants to give the player the facade of a game with a story. On the other, it seems afraid of actually giving the players a story that impacts the gameplay in any meaningful way. It's in the awkward position of wanting to be a story focused campaign and an open-ended management game. These two features do not coexist well together.
Why does setting the game across Las Cinco Muertes compound this problem? Well, unfortunately, it actually reinforces everything I have already mentioned. If the game were entirely set on Isla Nublar or Isla Sorna, and the 'story' mode was as barebones, I doubt anyone would have even noticed. In fact, I think people would have enjoyed it a whole lot more. I want you to think about this because it is the fundamental point of this whole post; if the game were entirely set on Isla Nublar or Isla Sorna, adding 'story' missions to it would feel like a break from the monotany of gameplay, a welcome change. You could build one giant Jurassic Park and not have to worry about starting from scratch four more times. However, setting the game across Las Cinco Muertes actually highlights the lack decent storytelling because the entire point of a having a story mode...funnily enough..... is for there to be a story. Because of this, the Las Cinco Muertes feels entirely arbitrary. There is no good reason for the game to be set over on the five islands; it adds literally nothing to the gameplay or story other than to act as an elaborate tutorial for a non-existent challange mode. Because there is no real story. There are no consequences for the decisions we make. We learn no new JP lore.
Moreover, setting the game on one giant island would have allowed the Dev team and writers to create a much more coherent story and detailed island setting. Instead of the Isla Sorna and Nublar we received; we could have islands that actually resembled the ones depicted in the movies. Isla Sorna in particular was handled, in my opinion, woefully. I challange anyone to explain how the island we got was fundamentally any different from Isla Matonceros or Tacana other than the weather systems and size and shape of playable area. The vegetation was the identical, there were no hidden easter eggs like abandoned Ingen buildings or the Bird cage. It in no way felt like the island we visted in JP:TLW and JP3. It was just another island. There was SO much potential for Isla Sorna and it was by far my biggest dissapointment of the game.
This could have been entirely avoided had the 'story' been set on one island. They could have literally created a scaled version of Nublar/Sorna, encompassing the entirety of the island (instead a small portion of it), with recognisable features and actual landmarks from the movies. Instead we got artibrary, generic islands and were only allowed to play on a tiny fraction of them.
To summarise, the design choice to set the game on Las Cinco Muertes negatively affected the game by virtue of the fact that story was so barebones and inconsequential that had it been omitted, there would have been no fundemental impact on gameplay. Therefore, the choice to include it detracted from other aspects of the game that could have been elaborated.
The concept of playing on all five islands initially excited me. However, it was executed poorly and made the design choice seem very tacked-on and arbitrary. To paraphrase Dr. Ian Malcom: "Yeah, but your [devs] seemed to be so preocupied with whether or not they could, they didn't stop to think whether they should".
Spoiler Alert:
That is not what we got. What we instead received were five fundamentally interchangeable islands with a barebones plot and wholly uninteresting characters save the scientist and Dr. Ian Malcom (and a fairly substantial part of me thinks that the only reason he was interesting was due to nostalgia).
The following is why I think setting the game on Las Cinco Muertes was a bad idea:
Jurassic World: Evolution is fundamentally a management game. Management games are typically very open-ended and encourage creativity. Therefore, forcing players to play through a very contrived 'story' mission (especially when the sandbox mode and it's features were predicated on you playing through it) needed to be executed in such a way as to add to gameplay. As it stands, it doesn't. You are plopped on islands that are barely indistinguishable from one another, 4 out of 5 have pre-existing infrastructure and are essentially given free reign over the parks like you would in a normal challange mode. The story does not interefere with or alter the gameplay AT ALL. The biggest consequence you experience as a player is if you neglect one of the three factions, they may unlock all the gates in your park like a petulant child.
It's as though JWE is suffering from an identity crisis. On one hand, it wants to give the player the facade of a game with a story. On the other, it seems afraid of actually giving the players a story that impacts the gameplay in any meaningful way. It's in the awkward position of wanting to be a story focused campaign and an open-ended management game. These two features do not coexist well together.
Why does setting the game across Las Cinco Muertes compound this problem? Well, unfortunately, it actually reinforces everything I have already mentioned. If the game were entirely set on Isla Nublar or Isla Sorna, and the 'story' mode was as barebones, I doubt anyone would have even noticed. In fact, I think people would have enjoyed it a whole lot more. I want you to think about this because it is the fundamental point of this whole post; if the game were entirely set on Isla Nublar or Isla Sorna, adding 'story' missions to it would feel like a break from the monotany of gameplay, a welcome change. You could build one giant Jurassic Park and not have to worry about starting from scratch four more times. However, setting the game across Las Cinco Muertes actually highlights the lack decent storytelling because the entire point of a having a story mode...funnily enough..... is for there to be a story. Because of this, the Las Cinco Muertes feels entirely arbitrary. There is no good reason for the game to be set over on the five islands; it adds literally nothing to the gameplay or story other than to act as an elaborate tutorial for a non-existent challange mode. Because there is no real story. There are no consequences for the decisions we make. We learn no new JP lore.
Moreover, setting the game on one giant island would have allowed the Dev team and writers to create a much more coherent story and detailed island setting. Instead of the Isla Sorna and Nublar we received; we could have islands that actually resembled the ones depicted in the movies. Isla Sorna in particular was handled, in my opinion, woefully. I challange anyone to explain how the island we got was fundamentally any different from Isla Matonceros or Tacana other than the weather systems and size and shape of playable area. The vegetation was the identical, there were no hidden easter eggs like abandoned Ingen buildings or the Bird cage. It in no way felt like the island we visted in JP:TLW and JP3. It was just another island. There was SO much potential for Isla Sorna and it was by far my biggest dissapointment of the game.
This could have been entirely avoided had the 'story' been set on one island. They could have literally created a scaled version of Nublar/Sorna, encompassing the entirety of the island (instead a small portion of it), with recognisable features and actual landmarks from the movies. Instead we got artibrary, generic islands and were only allowed to play on a tiny fraction of them.
To summarise, the design choice to set the game on Las Cinco Muertes negatively affected the game by virtue of the fact that story was so barebones and inconsequential that had it been omitted, there would have been no fundemental impact on gameplay. Therefore, the choice to include it detracted from other aspects of the game that could have been elaborated.
The concept of playing on all five islands initially excited me. However, it was executed poorly and made the design choice seem very tacked-on and arbitrary. To paraphrase Dr. Ian Malcom: "Yeah, but your [devs] seemed to be so preocupied with whether or not they could, they didn't stop to think whether they should".