As a Challenge Mode player, I feel there is general neglect for my preferred way of playing this game. I know Challenge Mode means little to a lot of people. For some reason, people feel that Challenge Mode is some sort of Tide Pod eating contest, or they may feel a great deal of apprehension and fear thinking about it; however, that is not the Challenge Mode that I feel is in the game. Challenge mode is not synonymous with dreaded over abuse by an AI Big Brother, nor is it superfluous and asinine competition for people trying to prove their worth. Challenge Mode is in essence creative mode, and it should be considered that way.
I'd like to use Minecraft as an example of how Challenge Mode is really creative mode. I know that a "Creative Mode" exists in that game; however, a core aspect to that game regardless of mode is expressing creativity. In fact, there was a time when "Creative Mode" didn't really exist in Minecraft at all, and yet creating, and expressing were as fundamental to the Survival game as they became for "Creative Mode". Actually, that's not true, expressing and creating is more important in Survival mode because it is core to the gameplay, and there's an increased sense of accomplishment for achieving something because of the risk and time involved. This is the exact same for Challenge Mode in JW:E
Dear reader, please don't consider Challenge Mode is anything more than a Free Play Mode, or more accurately Creative Mode++. I know that it doesn't have the toggles and switches as sandbox, but the act of creation is just as real, and arguably more rewarding in Challenge Mode as it is in Sandbox. More rewarding, because there are risks involved in this mode such as: weather, disease, break-outs, research, acquisition, power, and money. Regardless of these added risks to Challenge Mode it is a creative experience; therefore, for this rest of this post Challenge Mode will be synonymous with Real World Creative (RW Creative) or simply Creative Mode. For these reasons RW Creative Mode is in essence a Creative Mode like Sandbox, I feel that the neglect for RW Creative Mode is unwarranted.
- Sand in RW Creative Mode
I cannot fathom any good reason why Sand has not been added to Creative Mode in this game. I know, and don't begrudge that it was added to Sandbox Mode; however, it should equally be added to Real World Creative mode. I understand that there's an argument that each buildable area should be different, and I respect that. These differences have been argued for the reason as to why some islands don't have certain terrain tools. There is a general fear that adding terrain tools to all islands will leave certain islands unplayed. I personally don't think this argument is valid.
In Jurassic World Evolution, it is important to state that every island is already different regardless of terrain painting tools. True, limiting what tools applies to which islands increases their uniqueness, it does so at the expense of creativity, and in general doesn't fit into JW cannon. First, I'd like to state that while not a Zoo connoisseur, I have been to two aviaries, three zoos, and five aquariums. Each one tries to mimic the natural environment of the animal being contained (I feel that Frontier should know this after Planet Zoo). In order to mimic the natural environment, a zoo will plant native, or similar plants, import or mimic a native substrate (sometimes even painting the terrain in order to make it look like an environment), and provide natural food. This natural setting is equally important to the visiter of the zoo and the animal, giving both a more natural setting. I can't imagine that Masrani Global would "spare an expense" on importing sand to an island. That seems absurd to think about, and it is equally absurd that Real World Creative Mode doesn't have a sand option.
Also, it is important to note that each buildable area is different. Regardless of if terrain tools are shared between islands, they each have different shapes, different backdrops, and different lighting settings (for those who may not be aware, where the sun rises, and where it hits the mountains affects the time of day in this game, making some islands almost perpetually evening on day/night cycle). Each of these makes for the different islands a fun, unique, and rewarding building experience for someone who wants to try a completely different style of park. Even if sand is included in Creative Mode, the islands will still maintain a unique character.
- Shale for Both Creative and Sandbox Mode
Including Coastal Redwood trees into this game is an amazing and truly needed feature. Anyone familiar with Jurassic Park lore knows that redwoods are native to Sorna, but does everyone know that in the midst of these redwood trees are rivers flowing over banks of natural shale and gravel? I've been fortunate enough to have visited most of, if not all of, the redwood state and national parks, and two in particular have gravelly rivers flowing through them: Jedediah Smith Redwood State Park, and Prairie Creek Redwood State Park (famous for being the location of JP:TLW. Checkout Fern Canyon!). Excluding Shale from Sandbox and Creative Modes is simply preventing players form creating natural looking Redwood locations.
Currently the only island is Pena that allows for the placement of Shale. I understand this is to make Pena feel unique; however, this equally prevents natural looking redwood forests. First, I would like to point out how absurd it would look on an island as small as Pena to have trees as large as the redwoods. Second, while they are called Coastal Redwoods, they don't actually live on the coast. The coast is too salty for the trees to survive, and that is why they are actually found a mile or more away from the coast. To me, these are two additional reasons why we can't make more natural looking redwood enclosures without the inclusion of Shale in both Sandbox and Creative Mode.
One final note, not far from where I live is a wonderful rock outcrop from the Morrison Formation. This outcrop is in the middle of a red rock desert, and is studded with multi colored rounded and smooth river stones (I currently have one on my desk). Additionally, in this outcrop, embedded with the river rocks is a two foot diameter petrified tree stump, and the remains of Allosaurs, Stegosaurs, Apatosaurs, and Camarasaurs. This shows that where I live, during the Jurassic Period, there was a large gravelly river with large trees, that dinosaurs lived on. This provides historic context as to why Shale should be added to Creative Mode because it will allow players to re-create prehistoric landscapes.
- To Surmise
Frontier, and reader of this article, I hope I have made a point as to why Creative mode (aka Challenge Mode) is equally important to a players creativity as Sandbox. For legitimate reasons, some players prefer sandbox for the lack of risk involved, regardless, the inclusion of risk does not prevent one from being creative in JWE. What does prevent creativity is the neglect of allowing Sand and Shale in Real World Creative Mode. Please stop treating us Challenge Mode players as players who don't want to be creative with your game, and our playing experience.
Thank you
tl;dr
I'd like to use Minecraft as an example of how Challenge Mode is really creative mode. I know that a "Creative Mode" exists in that game; however, a core aspect to that game regardless of mode is expressing creativity. In fact, there was a time when "Creative Mode" didn't really exist in Minecraft at all, and yet creating, and expressing were as fundamental to the Survival game as they became for "Creative Mode". Actually, that's not true, expressing and creating is more important in Survival mode because it is core to the gameplay, and there's an increased sense of accomplishment for achieving something because of the risk and time involved. This is the exact same for Challenge Mode in JW:E
Dear reader, please don't consider Challenge Mode is anything more than a Free Play Mode, or more accurately Creative Mode++. I know that it doesn't have the toggles and switches as sandbox, but the act of creation is just as real, and arguably more rewarding in Challenge Mode as it is in Sandbox. More rewarding, because there are risks involved in this mode such as: weather, disease, break-outs, research, acquisition, power, and money. Regardless of these added risks to Challenge Mode it is a creative experience; therefore, for this rest of this post Challenge Mode will be synonymous with Real World Creative (RW Creative) or simply Creative Mode. For these reasons RW Creative Mode is in essence a Creative Mode like Sandbox, I feel that the neglect for RW Creative Mode is unwarranted.
- Sand in RW Creative Mode
I cannot fathom any good reason why Sand has not been added to Creative Mode in this game. I know, and don't begrudge that it was added to Sandbox Mode; however, it should equally be added to Real World Creative mode. I understand that there's an argument that each buildable area should be different, and I respect that. These differences have been argued for the reason as to why some islands don't have certain terrain tools. There is a general fear that adding terrain tools to all islands will leave certain islands unplayed. I personally don't think this argument is valid.
In Jurassic World Evolution, it is important to state that every island is already different regardless of terrain painting tools. True, limiting what tools applies to which islands increases their uniqueness, it does so at the expense of creativity, and in general doesn't fit into JW cannon. First, I'd like to state that while not a Zoo connoisseur, I have been to two aviaries, three zoos, and five aquariums. Each one tries to mimic the natural environment of the animal being contained (I feel that Frontier should know this after Planet Zoo). In order to mimic the natural environment, a zoo will plant native, or similar plants, import or mimic a native substrate (sometimes even painting the terrain in order to make it look like an environment), and provide natural food. This natural setting is equally important to the visiter of the zoo and the animal, giving both a more natural setting. I can't imagine that Masrani Global would "spare an expense" on importing sand to an island. That seems absurd to think about, and it is equally absurd that Real World Creative Mode doesn't have a sand option.
Also, it is important to note that each buildable area is different. Regardless of if terrain tools are shared between islands, they each have different shapes, different backdrops, and different lighting settings (for those who may not be aware, where the sun rises, and where it hits the mountains affects the time of day in this game, making some islands almost perpetually evening on day/night cycle). Each of these makes for the different islands a fun, unique, and rewarding building experience for someone who wants to try a completely different style of park. Even if sand is included in Creative Mode, the islands will still maintain a unique character.
- Shale for Both Creative and Sandbox Mode
Including Coastal Redwood trees into this game is an amazing and truly needed feature. Anyone familiar with Jurassic Park lore knows that redwoods are native to Sorna, but does everyone know that in the midst of these redwood trees are rivers flowing over banks of natural shale and gravel? I've been fortunate enough to have visited most of, if not all of, the redwood state and national parks, and two in particular have gravelly rivers flowing through them: Jedediah Smith Redwood State Park, and Prairie Creek Redwood State Park (famous for being the location of JP:TLW. Checkout Fern Canyon!). Excluding Shale from Sandbox and Creative Modes is simply preventing players form creating natural looking Redwood locations.
Currently the only island is Pena that allows for the placement of Shale. I understand this is to make Pena feel unique; however, this equally prevents natural looking redwood forests. First, I would like to point out how absurd it would look on an island as small as Pena to have trees as large as the redwoods. Second, while they are called Coastal Redwoods, they don't actually live on the coast. The coast is too salty for the trees to survive, and that is why they are actually found a mile or more away from the coast. To me, these are two additional reasons why we can't make more natural looking redwood enclosures without the inclusion of Shale in both Sandbox and Creative Mode.
One final note, not far from where I live is a wonderful rock outcrop from the Morrison Formation. This outcrop is in the middle of a red rock desert, and is studded with multi colored rounded and smooth river stones (I currently have one on my desk). Additionally, in this outcrop, embedded with the river rocks is a two foot diameter petrified tree stump, and the remains of Allosaurs, Stegosaurs, Apatosaurs, and Camarasaurs. This shows that where I live, during the Jurassic Period, there was a large gravelly river with large trees, that dinosaurs lived on. This provides historic context as to why Shale should be added to Creative Mode because it will allow players to re-create prehistoric landscapes.
- To Surmise
Frontier, and reader of this article, I hope I have made a point as to why Creative mode (aka Challenge Mode) is equally important to a players creativity as Sandbox. For legitimate reasons, some players prefer sandbox for the lack of risk involved, regardless, the inclusion of risk does not prevent one from being creative in JWE. What does prevent creativity is the neglect of allowing Sand and Shale in Real World Creative Mode. Please stop treating us Challenge Mode players as players who don't want to be creative with your game, and our playing experience.
Thank you
tl;dr
- Challenge Mode is equitable to Sandbox, but with greater risk and reward.
- Because of this, Challenge Mode should have Sand terrain tools.
- Both Sandbox and Challenge Mode should have Shale terrain tools.
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