Hi everyone, we've just got some more information on this topic from dev! As you can imagine with Planet Zoo, animal lifespans and breeding play a critical role in many aspects of the simulation so it's something that we consider very carefully when addressing feedback. The issue has been marked as Fixed because for launch, the team have made a number of balancing tweaks and changes, specifically to animal lifespan and breeding, in an effort to address the Beta feedback.
Thank you for all of your constructive comments so far; we can't wait for Tuesday.
As great as it might be for the dev's to listen to the players and their concerns with the game one has to wonder if changes made as a result of player feedback detracts from the creator of the games original vision of the game.
On the 7th of June 2019 an article was published on PCGamers website. That article was an interview with Piers Jackson, Planet Zoo’s game director. The title of that article was: Planet Zoo is a tycoon game striving for perfect animal realism. Within that article Mr Jackson describes the vision of the game.
“We just didn’t have time. So Planet Zoo is really the animal management game I’ve been wanting to make for 15 years, and being self-published means we can make the game we want.”
Clearly the creators of the game had a vision. They wanted to make the game an 'animal management game'. But, they wanted the game to be so much more than being a Giga Pet or a Tamagotchi. They wanted the game, including the animals themselves, to have much more depth than any other zoo or pet game before it. Examples of the vision for the game can be seen in the following quotes:
“Animal husbandry is core to any modern zoo, and some of these zoos are doing a fantastic job in that regard,” says Jackson. “We’ve spoken to zoo keepers as part of our research on this project, and they are there for the animals. They’re trying to repopulate the wild wherever they can. That’s something we very much wanted to reflect in Planet Zoo.”
"Attention to detail is almost an obsession at Frontier. Grounding things with a scientific background is what we do best, whether it’s mapping a galaxy or making the most authentic rollercoasters down to the nuts and bolts.
“Or in the case of Planet Zoo, making sure the zoo the animals are part of is representative of what a modern zoo stands for, and that conservation and husbandry are catered for properly.”
“A streak of authenticity runs through all our games at Frontier,” says Jonny Watts. “I’d love it if people were inspired by them to pursue a career in zoology or astronomy, the same way Life on Earth inspired me to study zoology. Our games are fun, but there’s always a message in there. Not an overt one. But enough to inspire people, I hope.”
The idea, Frontier says, is to make you really care for the creatures in your zoo, so you don’t just think of them as expendable exhibits.
“We want these animals to feel like they’re important to you, that you do need to look after them and care for them,” says Piers Jackson. “And we have seen these attachments grow. One team member followed one of his elephants through a full life cycle, and it was distressing when it died. That’s a really cool moment. A real bond. The work of the team, be it the character modellers, the animators, or the guys doing the AI, has come together to create something that people are really invested in.”
But if a management game is going to challenge the player, there needs to be moments where things go to hell. You don’t have to worry about guests being eaten by lions here, though. An escaped animal will cause a panic, but no blood will be shed, unlike Frontier’s other ‘zoo’ sim, Jurassic World Evolution. But there’s still plenty that can go wrong, forcing you to step in and deal with the crisis, spinning the appropriate plates.
“There’s the welfare of the animals, whether you’re building the right habitats and if they’re big enough,” says Piers Jackson. “You also have to be able to breed these animals effectively to increase their population.
“You have to provide enrichment for them to fight off boredom, give them the right food, research them, prevent them from getting diseases.
“In any simulation management game you have to allow people to do things badly. People have to be allowed to fail or push the simulation in a way that you didn’t intend. And there can be consequences to that. Creating a habitat that isn’t good for an animal will have a negative impact on its well being and the guests. But I think people will find ways of creating successful habitats that we haven’t thought of, and that’s part of the joy of making a customisable game like this.”
“Running a zoo is all about making sure the animals are well cared for, and that’s really the core of Planet Zoo,” says Jonny Watts. “You have to make sure the habitats have the correct biomes and temperatures. But there’s also a whole other area called enrichment. This means things you put into the habitat to stimulate the animals and break up their day, or recreate experiences they would have if they were in the wild. You’ll have emotional highs and lows. When an animal dies it also affects the economy. Money stops coming in, which is an important gameplay mechanic. It works on two levels, emotional and financial. If a ride breaks down in Planet Coaster you can send the engineers to fix it. But you can’t bring a dead animal back to life. That’s a beautiful bit of destruction and, from a pure gameplay perspective, a great ingredient for the simulation. And from that you get this emotional ebb and flow.”
As we can clearly see the intended play of the game is not solely about "enjoying the animals", as many seem to believe. The game was intended to be much more than that.
The beta was great as it allowed players the opportunity to familiarize themselves with the game. Players only got a taste of the franchise mode and the first scenario in the career mode. NONE of the beta was intended for players to grow attached to their animals in any way. The beta was intended for players to find bugs, glitches, and issues with the game itself. Although the beta was playable critiquing the pace of the game should NOT have been part of the intent for the beta. Critiquing the birthrates of the animals and their lifespans, unless there was an actual bug or glitch, also should NOT have been part of the intent for the beta. There absolutely should NOT be any changes made in regards to any 'balancing' of the game as a result of complaints from the beta for the fact that players were familiarizing themself with the game and the point of the beta was to find and to isolate and to fix any bugs and glitches. We didn't even have access to every feature. Therefore, a fair analysis of any 'balancing' issues is impossible to ascertain.
By the developers adjusting things based off of beta feedback before the game launches raises flags and questions as to whether the game will be remotely close to what the original visions of the game were. How much power and control of the game is gifted to a vocal few whose envisions of what they want or expect the game to be? I, for one, preordered multiple copies of this game for the visions of the game that are highlighted in the quotes above. I liked the original vision of the game and those selling points. I now fear that with the changes the game will not be what it was intended to be.