Why have we stopped playing Jurassic World Evolution? Because the game is shallow and hasn't seen any real changes or improvements since the day it was released over a year ago... there's a lot of reasons really, although off the top of my head...
Less narrative, more zoo making! A lot of people want to make the Jurassic World (or Park) of their dreams, not waste time in some needless, repetitive campaign mode that's only worth playing once... in a game like this, it's sandbox mode that a lot of people want to focus on, and if making the Jurassic World (or Park) of their dreams isn't fun in this game (and it kinda isn't) then that's a serious problem! How about instead of wasting time on more silly story telling you make an expansion pack that focuses on improving the many serious game play problems this game faces?
Zoo building is still incredibly basic; only a small handful of buildings exist, each with a single static appearance, and the way the game is designed you're forced to reuse them over and over again. When they finally got around to adding new ones they locked them all behind some ridiculous era restrictions.
Decorative items took forever to be added, and when we got them they're extremely few in number (many locked behind the era restrictions) which severely limits beautification options. Objects like statues, fountains or light posts remain absent...
Object detection remains painfully limited; a lot of times you think you have a nice wide open area perfect for a tree or something, but no, the game won't allow you to place one because apparently something is always in the way... so we have lots of big empty spaces in our parks... and, more often then not, a lot of small empty spaces in our parks as well... this is severely inhibiting our ability to decorate our parks properly.
Guests are little more than props; their only obvious purpose is to be put in danger and penalize the player when they get injured or killed. There's no apparent variety between guests beyond their appearances, players can't interact with them or gain any sort of information from them, they do little more than wander aimlessly all day in the same small number of animations they've had since day one. I honestly feel doubtful guests have any sort of actual needs; satisfaction appears to be judged based on the proximity between a service (restaurant, shop, etc.) and an attraction and not the actual satisfaction of the guests... they still don't carry umbrellas when it rains for crying out loud! If getting rained on after hours of endless wandering isn't causing an obvious decrease in satisfaction (and it isn't) then guests really are little more than props... which makes them pointless!
Guests need a massive overhaul; they need to become the central focus of satisfaction rating and not some silly proximity-based statistics. We need to know who our guests are, what they are thinking, how they are feeling, and what we can do to make things better for them! This will make the game much more personal and engaging when we know we're satisfying the masses and not some number rating...
...and while we're on the subject of guests, why does half of the guests look like workers slacking off? Shouldn't they be, you know, working?
Guest objects remain non-existent... benches to sit on and rest, garbage cans to throw away their trash, signs to read, park areas to relax, kiosks to shop at, and so on... one of the biggest problems with our guests is that they do nothing but wander... giving them more things to do and interact with would be a big help, doubly so if satisfaction was based on their actions and not building statistics.
The Paleo Feeder needs to be completely rethought... why would I add feeders that can potentially poison my animals, thus forcing me to divide my exhibits based on dietary needs, when I can use a normal feeder instead? For a tiny boost in my dinosaur's ratings? Add to the fact that the Paleo feeder looks the same no matter what I'm food I put into it and it's not just needlessly restrictive and minimally beneficial, but it doesn't even add much visual differences.
The game is way to fixated on micro-management... refilling feeders, fixing fences, curing sick dinosaurs... where's the zoo keepers, maintenance and vets to keep track of this stuff for us? While we're at it, where's the grounds keepers keeping our parks tidy and security keeping rowdy guests in line (and the litterers and rowdy guests to go with them)?
Where's the decorative fencing? Or short stone or concrete fencing for smaller animals? Or walls to cordon off the staff areas that can only be accessed by staff gates?
Would it kill you people to add new path types?! We've had the same three since day one... I can't imagine it would be too hard to add more of what is effectively the exact same thing, just with a different color.
We need new attractions... REAL new attractions, not just reskins of the same attractions we've had since day one; we have four different vehicle tour rides that all do the same thing, it's time for something new!
Placing vegetation desperately needs to be improved:
First of all, can forest please only put down forest? Not forest AND low vegetation? Make the two types of plant life separate so we can mix up types as we please... also, make it so we can delete forest and low vegetation separately.
Second, can we get different varieties of forest? We only have one forest and five types of low vegetation...
Third, can we get more types of both forest and low vegetation? Please?!
Fourth, instead of three static sizes for brushes, how about a single brush with an adjustable size? This idea should also apply to other terrain editing options.