Why setting the game on Las Cinco Muertes was a bad idea

I feel like you are missing the point of the games story.

In the lost world movie or the books fans were introduced to the five deaths, but it wasn't really covered in the movies as to why they are the five deaths, sure after watching the second move people may assume that the islands got their names from the dinosaurs killing everyone. But that was in fact not the case.

Through the story mode of this game we not only get to see every island of the 5 deaths but can find little hints as to how the islands got their name, and which island is which of the 5 deaths. In addition if you complete the memos portion of the Ingen database you will see how Dr. Wu interacts with the other characters on the island and get some idea as to his intentions. This whole game is as if the first 4 movies took place but went a bit differently than they did in the movies. Which lead to the creation of 5 new parks on each of the five deaths. In some way this is a bit ironic as We are literally making the 5 deaths into a place where people can literally go to and never return.

And I think this game is actually really creative and is both a park management as well as a crisis management. Because lets face it in a dinosaur theme park we need to manage it like a theme park, but we also face problems that a zoo might face. Except unlike a zoo our animals are much larger and stronger, and even more capable of endangering our guest. As such it is a crisis management. Heck they even added lawsuits which is both a park management and crisis management. Even theme parks have attractions go wrong from time to time, and people get hurt.

And having limited space on an island makes you get creative, especially since you can come back with new dinosaurs and adjust your park as you see fit.

I personally looked at my islands( after getting used to the games mechanics) and started to plan my park accordingly, I found myself then adjusting my plan to fit the guest's needs and to 5 star my parks. but it had to be done with creativity.

I'm sorry, but how does giving backstory to how an island archepeligo got their names make for a good story or warrant setting a dinosaur game there? What does it bring to the game from a story or gameplay point of view? Does it expand the JP lore in any meaningful way? Does it consitute a good premise for a story? Is it EVEN a story? I really don't think it is.

Moreover, the reasoning behind having limited space in a game designed to allow the player to create the Jurassic Park of their dreams, falls very flat. Restrictions in a game that is fundamentally designed to allow creativity is NEVER a positive and as a result one of the primary complaints levelled at the game is that the islands are far too small. I would also contest that the game is 'really creative'. The lack of customizable enclosures and artifacts throughout the park severely limits what players can do. The end result is that every single park fundamentally looks identical.
 
Well, since I didn't directly quote you, it's quite possible I was addressing others and not you...

But, what I said still was relevant to your OP. The islands are fictional, the source material has no actual details, so the developers made the setting the way they wanted (ie for a challenge). Your wants are irrelevant; you can't please everyone.

My 'wants' never entered into it. My post aimed at explaining why the decision to set the game on the Muertes archipelago was a bad idea.
 
My 'wants' never entered into it. My post aimed at explaining why the decision to set the game on the Muertes archipelago was a bad idea.
In your opinion*. Which does not consider the actual facts as to why
the developers did it, which is because THEY wanted to do it that way.
Let's try this again; third time's the charm. The islands are fictional. The source material is vague at best. So even if the developers set it on different fictional islands, they would be EXACTLY the same as they are in the game.

*I'm not arguing with your subjective opinion of whether the setting is good or bad; I'm arguing over the objective fact that no matter what the setting was it would be the same in the game
 
Last edited:
And I think this game is actually really creative and is both a park management as well as a crisis management. Because lets face it in a dinosaur theme park we need to manage it like a theme park, but we also face problems that a zoo might face. Except unlike a zoo our animals are much larger and stronger, and even more capable of endangering our guest. As such it is a crisis management. Heck they even added lawsuits which is both a park management and crisis management. Even theme parks have attractions go wrong from time to time, and people get hurt.

And having limited space on an island makes you get creative, especially since you can come back with new dinosaurs and adjust your park as you see fit.
Sorry but it is really getting ridiculous how the obvious flaws of this game are being defended here. Why is JWE the only game in this genre which has building space that much limited? Zoo Tycoon, Wildlifepark, Cities Skylines etc. all of those games which are considered the best of their own subgenre don't have the restrictions JWE has. Sim City was heavily critizied for its limited building space and non simulated population, Cities Skylines corrected those flaws and became the better game with 11k people playing it 3 years after its release. Any management game, regardless of its subgenre needs the maximum of freedom for the player to use for their creativity. Limitation is forcing you to be "creative".
I also don't get how JWE is creative as a "crisis management game". There is litteraly just one thing that you have to manage which is loose dinosaurs. Yes this can happen through more than one reason (storms, false comfort management etc.) but at the end of the day it is nothing more than that. Your visitors can't be hurt by storms, the gyrospheres can't be attacked, no saving visitors which get lost on the Islands, nothing besides Dinosaurs which broke out of their containment. The law suits are no problem whatsoever even if you have dozens of dead visitors. If you have a running park they won't hurt you at all. So I really don't get that "crisis management" argument.
 
Sorna was indeed disappointing, but I don't mind the other islands. I think the sandbox should be open from the start (without certain building upgrades and the two hybrids - leaving an incentive to play through the Muertes). It also needs more options.
I actually have ruined and overgrown facilities from TLW in my wishlist. I suggest you put those in yours too.
 
The problem is not the story mode of the Five Deaths. The problem is that you have to play the way Frontier wants you to play. It is a guided game mode in which you always unlock the same dinosaurs on each island, you always unlock the same improvements on each island and you must always do the same missions on each island. If the game had another mode of play the way to progress from the Five Deaths I would have loved it but there is no other way of game beyond this. It is a false freedom of action. You can build whatever you want the way you want but the content is always the same on each island and is always in the same order in each game you play.

The sandbox mode is not a sandbox mode because it is part of the story mode. You can not do anything if you unblock Isla Nublar prematurely from Matanceros. Or you play guided story mode to the end to unlock everything or you run out of nothing until you complete it.

If for example I want to raise a Spinosaurus in Nublar I will not be able to do it until I reach Sorna from history. What kind of management game do that kind of thing in a sandbox mode?

Isla Nublar must be separated from the Cinco Muertes and being a sandbox mode of truth, independent and free in which you do whatever you do in the story does not matter to be an independent mode. A management game can not be so linear if it lacks a complementary game mode that is free.

This is solved by placing Isla Nublar as a totally free, customizable and independent sandbox mode in which what you do in the Five Deaths has no influence on you because it is another game mode. Easy, right?
 
Last edited:
I actually liked the campaign. Sure the differences were pretty superficial and the "story" was a tacked on mess but I had fun going back and forth between islands. I enjoyed the novelty of having not one, but 5 different parks that I made unique with their own dinosaurs. With that said, placing the bulk of the game on these five islands was an decision that really hurts that value of this game. I realized that the progression is very linear on my second play through and it hit me that Jurassic World Evolution needs three separate game modes not one. Operation Genesis had a core management mode, campaign modes with missions/scenarios, and the Site B sandbox. JW:E tries to cram all three of those into one thing, trying to be a jack of all trades and ends up a master of none.

I think this shows how rushed the development cycle for this game was. I mean, I love the game to bits but a good chunk of that is simply being grateful for its existence. It seems pretty clear that Universal only approached Frontier after Jurassic World's unexpected success in 2015 and then rushed its release in time for the sequel. Designing the game around the 5 deaths seems like a way of turning the game's limited scope into a "marketable feature". The settings were nice and I liked the different challenges that the islands had to offer but god damn was the potential wasted. Sorna and Nublar were huge disappointments to me and it might be because Universal is rumored to be a with the canon and what can be put into the toys and games. I'm fine with the limited map size since the whole idea is that each park you make is different and making everything on one island defeats the purpose of the progression. But I suspect that it's also to encourage smaller exhibits since the dinosaurs don't herd and large exhibits cause the social ones to rampage.

JW:E needs an Operation Genesis mode and a Site B. But that's really unlikely. Making one island where you can unlock everything (with or without restrictions) completely undermines the current campaign. A legit operation genesis mode would need to restructure the entire unlock system, making the 5 deaths pointless. A legit sandbox mode would make Nublar obsolete. It's such a shame that the design philosophy was so backwards on this game. There's a lot of stuff it does right but also a lot of basics that JPOG did better. Right now, I don't see how the devs can fix so many problems in the foundation.
 
JW:E needs an Operation Genesis mode and a Site B. But that's really unlikely. Making one island where you can unlock everything (with or without restrictions) completely undermines the current campaign. A legit operation genesis mode would need to restructure the entire unlock system, making the 5 deaths pointless. A legit sandbox mode would make Nublar obsolete. It's such a shame that the design philosophy was so backwards on this game. There's a lot of stuff it does right but also a lot of basics that JPOG did better. Right now, I don't see how the devs can fix so many problems in the foundation.
It does not have to be this way. JPOG had an Operation Genesis mode and campaign / missions. You played the way you wanted. With JWE it could be done in the same way.

In addition, almost everyone has already unlocked everything and the campaign has ended. Adding a Genesis Operation mode to JWE does not have to weigh the Five Deaths. On the contrary, it makes the game rejugable and adds hours and hours of fun that is what it lacks now.
 
It does not have to be this way. JPOG had an Operation Genesis mode and campaign / missions. You played the way you wanted. With JWE it could be done in the same way.

In addition, almost everyone has already unlocked everything and the campaign has ended. Adding a Genesis Operation mode to JWE does not have to weigh the Five Deaths. On the contrary, it makes the game rejugable and adds hours and hours of fun that is what it lacks now.

I hope it doesn't stay this way. I'm just saying that if Frontier is serious about adding an Operation Genesis mode they'd have to put a lot of effort into reworking the five deaths. They'd have to rework the entire fossil/expedition progression system since that's tied to having more than one island, they'd have to rework the reputation system with the divisions, they'd have to rework the research system, etc. The most straightforward way is to add a money limit to Nublar so that you can play around with everything you unlock in the 5 deaths. But that wouldn't be a true Operation Genesis mode since most of the fun of OG is sending out dig teams, unlocking new dinosaurs, and researching new buildings/attractions. That would need new systems to be designed from scratch and existing systems to be overhauled, which is a lot to ask from any developer. I don't think it's realistic to expect that from Frontier, at least not any time soon.
 
I sort of like and dislike the Five Deaths, mainly because the 'real' parks are located across those Five islands and Nublar becomes the 'fake' sandbox park where there is no challenge and nothing really matters. Making things worse is that none of the islands actually feel connected. Anno 2205 did the 'switch between different maps' concept way better - for those who don't know that game, those maps were a Temperate Region, an Arctic Region, and a Lunar Region - as throughout all regions you shared income and expenses, were clearly distinct, and yet all relied on one another to progress. Temperate region was where most of your population and tax income was, Arctic provided rare resources, and Lunar was really expensive but eventually provided ludicrous amounts of electrical power.

I'm not saying that JW:E needed to have three separate biomes, but... it really should have encouraged the player specializing each island to do what it might be best at - or building the island up towards something it could be best at. In addition, shared incomes and expenses; as well as possibly shared visitors. Maybe some Guests buy a 'multi-island pass' and will yawn if you try to show off the same species twice on two islands, while 'one island pass' buyers will be okay with that. Just something that prevents you from just having one ceratosaurus and instantly making a profit.

As far as each island goes:
- Matanceros: Tutorial Island, a real snoozer. It should open up more and more as you progress through other islands, but it just becomes something to go back to and 'finish', or maybe not finish if you get bored. Storms should have been unlocked after Muerta, and Tornadoes after Pena. But instead you just never need Storm Centers at all. It's just so boring.
- Muerta: Honestly my favorite island, mostly because Raptors and storms are both unlocked here. Wow, an actual challenge that persists in the late game!
- Tacano: Sell off stuff, get a Ceratosaurus, and just like that what supposedly was this Island's gimmick is gone. It's supposedly deep in debt, but you never will be dealing with that debt after the first ten minutes. Also, no storms after Muerta? Why?
- Pena: An annoyance, not a challenge. Saying 'you can't build there' just makes you resigned to never planning to build much to begin with. Really, this should have been Tutorial Island instead, because JW:E's maps will always have limited build space and teaching you to deal with that from the get go would have made more sense. Maybe later on Tornadoes would start spawning and you'd get a message like 'oh, you must hurry back to Pena! A massive weather system is headed right for us!', and then you get a chance to rebuild Tutorial island with a T-Rex you just unlocked or something.
- Sorna: Actually pretty fun if you challenge yourself to maintain wild dinos in the undeveloped parts. It's interesting and unique to try to keep the visitors caged in instead of the dinos. Makes for interesting park designs. Of course, if you don't purposefully do that, it's basically just a large map with a large mountain in the middle - blocking your building space. Basically Matanceros 2.0, in that respect.
- Nublar: Why can't I turn infinite money off on this island? If you want your sandbox then fine, have it - but I would have preferred this be a regular island, with cash and missions and new dinosaurs and so on, and the sandbox mode more of something optional on the side. Like two versions of Nublar - Regular and Sandbox - you could have simultaneously.

So were the Five Deaths a bad idea? No, it's just they aren't actually implemented well. The game should have been about building different sections of one larger park on Five or Six different islands - a la Disney World's various sub-parks - rather than feeling like nobody notices if you make the same park five times. There should have been mechanics for rewarding players for having Pena feature a greater than normal percentage of carnivores, or maintaining Sorna as a fenceless preserve, or whatever. I don't think each island should only have ever had one specialty to offer, in fact having different ways to specialize each island would have made starting a second career actually worth it.

I'm a little hopeful, though. Maybe new maps could offer new mechanics. Why not have a Jurassic World on a made-up Hawaiian island, or off the coast of Japan, or Spain, or California? Frontier can progress from here, and actually succeed in offering the experience they sought to provide players. They're going to need to make big changes to the existing maps if they want to ever have Marine anything in-game, so why stop there? Why not merge finances and add in 'yawn, saw it on your first island' stuff as well? Or at least the difficulty option for such things, given that might not be everyone's cup of tea?
 
Last edited:
I sort of like and dislike the Five Deaths, mainly because the 'real' parks are located across those Five islands and Nublar becomes the 'fake' sandbox park where there is no challenge and nothing really matters. Making things worse is that none of the islands actually feel connected. Anno 2205 did the 'switch between different maps' concept way better - for those who don't know that game, those maps were a Temperate Region, an Arctic Region, and a Lunar Region - as throughout all regions you shared income and expenses, were clearly distinct, and yet all relied on one another to progress. Temperate region was where most of your population and tax income was, Arctic provided rare resources, and Lunar was really expensive but eventually provided ludicrous amounts of electrical power.

I'm not saying that JW:E needed to have three separate biomes, but... it really should have encouraged the player specializing each island to do what it might be best at - or building the island up towards something it could be best at. In addition, shared incomes and expenses; as well as possibly shared visitors. Maybe some Guests buy a 'multi-island pass' and will yawn if you try to show off the same species twice on two islands, while 'one island pass' buyers will be okay with that. Just something that prevents you from just having one ceratosaurus and instantly making a profit.

As far as each island goes:
- Matanceros: Tutorial Island, a real snoozer. It should open up more and more as you progress through other islands, but it just becomes something to go back to and 'finish', or maybe not finish if you get bored. Storms should have been unlocked after Muerta, and Tornadoes after Pena. But instead you just never need Storm Centers at all. It's just so boring.
- Muerta: Honestly my favorite island, mostly because Raptors and storms are both unlocked here. Wow, an actual challenge that persists in the late game!
- Tacano: Sell off stuff, get a Ceratosaurus, and just like that what supposedly was this Island's gimmick is gone. It's supposedly deep in debt, but you never will be dealing with that debt after the first ten minutes. Also, no storms after Muerta? Why?
- Pena: An annoyance, not a challenge. Saying 'you can't build there' just makes you resigned to never planning to build much to begin with. Really, this should have been Tutorial Island instead, because JW:E's maps will always have limited build space and teaching you to deal with that from the get go would have made more sense. Maybe later on Tornadoes would start spawning and you'd get a message like 'oh, you must hurry back to Pena! A massive weather system is headed right for us!', and then you get a chance to rebuild Tutorial island with a T-Rex you just unlocked or something.
- Sorna: Actually pretty fun if you challenge yourself to maintain wild dinos in the undeveloped parts. It's interesting and unique to try to keep the visitors caged in instead of the dinos. Makes for interesting park designs. Of course, if you don't purposefully do that, it's basically just a large map with a large mountain in the middle - blocking your building space. Basically Matanceros 2.0, in that respect.
- Nublar: Why can't I turn infinite money off on this island? If you want your sandbox then fine, have it - but I would have preferred this be a regular island, with cash and missions and new dinosaurs and so on, and the sandbox mode more of something optional on the side. Like two versions of Nublar - Regular and Sandbox - you could have simultaneously.

So were the Five Deaths a bad idea? No, it's just they aren't actually implemented well. The game should have been about building different sections of one larger park on Five or Six different islands - a la Disney World's various sub-parks - rather than feeling like nobody notices if you make the same park five times. There should have been mechanics for rewarding players for having Pena feature a greater than normal percentage of carnivores, or maintaining Sorna as a fenceless preserve, or whatever. I don't think each island should only have ever had one specialty to offer, in fact having different ways to specialize each island would have made starting a second career actually worth it.

I'm a little hopeful, though. Maybe new maps could offer new mechanics. Why not have a Jurassic World on a made-up Hawaiian island, or off the coast of Japan, or Spain, or California? Frontier can progress from here, and actually succeed in offering the experience they sought to provide players. They're going to need to make big changes to the existing maps if they want to ever have Marine anything in-game, so why stop there? Why not merge finances and add in 'yawn, saw it on your first island' stuff as well? Or at least the difficulty option for such things, given that might not be everyone's cup of tea?

I agree with basically everything you said. You still haven't explained WHY they were a good idea however.
 
In your opinion*. Which does not consider the actual facts as to why
the developers did it, which is because THEY wanted to do it that way.
Let's try this again; third time's the charm. The islands are fictional. The source material is vague at best. So even if the developers set it on different fictional islands, they would be EXACTLY the same as they are in the game.

*I'm not arguing with your subjective opinion of whether the setting is good or bad; I'm arguing over the objective fact that no matter what the setting was it would be the same in the game

Whilst I understand that everything I say I like or dislike about the game is subjective; my post was written in a way that discussed the games features objectively so that my thesis was as least subjective as possible.

I fundamentally disagree with your last statement. One of my main gripes with the Muertes archipelago was the tiny island size and the fact that the player had to restart their islands from stratch 5 times with no added benefit to gameplay. Had it been set on one large island, all that would have been ameliorated.
 
The problem is not the story mode of the Five Deaths. The problem is that you have to play the way Frontier wants you to play. It is a guided game mode in which you always unlock the same dinosaurs on each island, you always unlock the same improvements on each island and you must always do the same missions on each island. If the game had another mode of play the way to progress from the Five Deaths I would have loved it but there is no other way of game beyond this. It is a false freedom of action. You can build whatever you want the way you want but the content is always the same on each island and is always in the same order in each game you play.

The sandbox mode is not a sandbox mode because it is part of the story mode. You can not do anything if you unblock Isla Nublar prematurely from Matanceros. Or you play guided story mode to the end to unlock everything or you run out of nothing until you complete it.

If for example I want to raise a Spinosaurus in Nublar I will not be able to do it until I reach Sorna from history. What kind of management game do that kind of thing in a sandbox mode?

Isla Nublar must be separated from the Cinco Muertes and being a sandbox mode of truth, independent and free in which you do whatever you do in the story does not matter to be an independent mode. A management game can not be so linear if it lacks a complementary game mode that is free.

This is solved by placing Isla Nublar as a totally free, customizable and independent sandbox mode in which what you do in the Five Deaths has no influence on you because it is another game mode. Easy, right?

I agree, I did not have a problem with the addition of a story mode, it was just excucted very poorly.

I totally agree with Nublar being entirely locked behind the story mode. It seems like a really strange thing to do. Imagine if minecraft required you to build a castle by hand before you unlocked creative mode?
 
Alright, imma just come out and say it. While I DO agree with what you said, you’re ignoring the gigantic problem here. Sure, it would have been nice to have one or two big islands, and it’s not like the developers probably didn’t think of that, it’s MEMORY. Console players can’t work with that, it’s one of the big issues. There’s a reason terrain tools and the like we’re added later, not only did they have to release it at an exact time, but they also had memory issues that didn’t just stem from console players. Objectively, you’re argument makes sense and I would have loved it, but the big issue is that they COULDN’T. Not wouldn’t, couldn’t. It’s as simple as that. Honestly, the rest of your argument doesn’t hold too much water for me, I could care less about it. I just needed to point this out
 
I dont think placing the game in the 5 deaths was a bad idea in itself the problem was that it was wasted potential.

Where we could have had different islands with vastly different environments with their own unique challenges(An island with a desert biome , or isla sorna with redwoods for instance) instead we had a bunch of identical maps that are easily interchangeable just like you said. The main excuse for this time and again is that consoles are supposedly so limited they can barely handle what we have now (although I think that is utter rubbish, Frontier just released a very unfinished game because of the deadlines given by US to coincide with FK release and such).

As some others have also pointed out it is also a waste that each island has to be individually built from one another. The entire concept of site B was that it was the place where the real work was done and Nublar was just for the tourists. We could have made different functions for each map and had access to our income everywhere so that we dont have to spam the same buildings and set ups on every island just to get five stars. We could have designated one map for making new dinosaurs, another specifically for doing research and tests on them, and a few for making parks as we see fit.

Just so much wasted potential with this game. I love still love it but it really hurts.
 
I dont think placing the game in the 5 deaths was a bad idea in itself the problem was that it was wasted potential.

Where we could have had different islands with vastly different environments with their own unique challenges(An island with a desert biome , or isla sorna with redwoods for instance) instead we had a bunch of identical maps that are easily interchangeable just like you said. The main excuse for this time and again is that consoles are supposedly so limited they can barely handle what we have now (although I think that is utter rubbish, Frontier just released a very unfinished game because of the deadlines given by US to coincide with FK release and such).

As some others have also pointed out it is also a waste that each island has to be individually built from one another. The entire concept of site B was that it was the place where the real work was done and Nublar was just for the tourists. We could have made different functions for each map and had access to our income everywhere so that we dont have to spam the same buildings and set ups on every island just to get five stars. We could have designated one map for making new dinosaurs, another specifically for doing research and tests on them, and a few for making parks as we see fit.

Just so much wasted potential with this game. I love still love it but it really hurts.

So you expect to find islands in the same archipelago with deserts and so on? That's not the least bit realistic. It doesn't happen that way in real life and it wouldn't make sense in the game. They aren't all identical. Some are smaller and have their own unique shapes.

Having multiple islands makes up for the fact that we can't have one large island due to console limitations. You say you think it's rubbish and this just proves what I have said in the past that console players think the consoles are more capable than they actually are. I am sure Frontier would have given us one large island to build a park on if they could. But I know, the professional game developers that have been making games for decades now don't know how to make games and don't know what they are doing.

Being limited to one island would have been boring anyway.

It's a park building and management game. What do you expect to do on all the buildable areas?
 
I dont think placing the game in the 5 deaths was a bad idea in itself the problem was that it was wasted potential.

Where we could have had different islands with vastly different environments with their own unique challenges(An island with a desert biome , or isla sorna with redwoods for instance) instead we had a bunch of identical maps that are easily interchangeable just like you said. The main excuse for this time and again is that consoles are supposedly so limited they can barely handle what we have now (although I think that is utter rubbish, Frontier just released a very unfinished game because of the deadlines given by US to coincide with FK release and such).

As some others have also pointed out it is also a waste that each island has to be individually built from one another. The entire concept of site B was that it was the place where the real work was done and Nublar was just for the tourists. We could have made different functions for each map and had access to our income everywhere so that we dont have to spam the same buildings and set ups on every island just to get five stars. We could have designated one map for making new dinosaurs, another specifically for doing research and tests on them, and a few for making parks as we see fit.

Just so much wasted potential with this game. I love still love it but it really hurts.
Right, so I am genuinely interested in this, because everything hit your security nd paragraph, would have me hooked. I WANT something like that, so if they could do it, Man, I’d be screaming to the heavens.

As for the first? Well, it wasn’t the environments that’s the issue, it’s the space, for console players. I would have loved different environments, and had they gone somewhat closer to the book, they could have done JW Wurope, Japan, etc. The only issue with console players is the sheer size, not the environments. And while that is interchangeable NOW, with the tools, we don’t have anything inherently focused not hat terrain, which means background. Essentially, your argument could have been a possibility, maybe even the first one is, I just need to point out the issue with console players is the size of the islands, from what I’ve been told.
 
So you expect to find islands in the same archipelago with deserts and so on? That's not the least bit realistic. It doesn't happen that way in real life and it wouldn't make sense in the game. They aren't all identical. Some are smaller and have their own unique shapes.

Having multiple islands makes up for the fact that we can't have one large island due to console limitations. You say you think it's rubbish and this just proves what I have said in the past that console players think the consoles are more capable than they actually are. I am sure Frontier would have given us one large island to build a park on if they could. But I know, the professional game developers that have been making games for decades now don't know how to make games and don't know what they are doing.

Being limited to one island would have been boring anyway.

It's a park building and management game. What do you expect to do on all the buildable areas?
See, your argument makes sense, and I understand, but there are ways around the environments. Heck, in JP the BOOK, Hammond mentions JP Europe, Japan, etc. I would have liked to have that, because it means more varied environments, and weather. That’s my opinion. I love the game, but it could have been better, Universal, I think, just didn’t give them enough time.
 
So you expect to find islands in the same archipelago with deserts and so on? That's not the least bit realistic.

But it is. Both the Galapagos islands and Hawaiian islands are good examples of this. Galapagos in particular has islands with deserts complete with cacti, islands with tropical forests and more. The big island of Hawaii is almost an entirely volcanic wasteland where as the oldest island Kawaii (where most of the original JP movie was shot) is lush and green with a rain forest. The closest thing we have to a different biome in the vanilla game would be Pena because of how small it is. Muerta is sort of different but I feel that is mostly because of the lighting (its always sunset on campaign). I am all for having multiple islands to play on regardless of map size, I just wish they would have taken the opportunity to do more with that.
 
Back
Top Bottom