Buildings & Attractions A More Engaging Gyrosphere Experience

Your Feature Request / Idea
I'm sure I'm probably not the only person that found passenger interactive tour fascinating and I would love to see something similar included into the Gyrosphere's functionality.
[video=youtube_share;1OX7_7KelLo]https://youtu.be/1OX7_7KelLo?t=17[/video]​

I'm not saying get Jimmy Kimmel to do some whacky bit to play on the interior monitor but, something to make the ride feel like more than just a slower and restricted version of the Ranger photo view because the current gyrosphere view is pretty bland and barebones.

As you all know, there's three different types of tours:
Value
Standard
Deluxe

Aside from generating revenue, they bring nothing new to the table but, that could be changed.
When riding/operating a gyrosphere, the passenger should be able to hear the tour program based on what dinosaurs are present in the the ride's enclosure.
Each tour could vary with presentation depending on the quality of the tour being offered.

For example:

Value Tours could offer access to the InGen dinosaur database text based exclusively on which ones are present in the enclosure for reading on the in-ride monitor display. Imagine the in-game database but with just the thumbnails for the dinosaurs in that particular paddock for the player to view. This tour would not offer an in-ride voice-over unless its to address incoming storms or loss of power.

Standard Tours could offer an in-ride narration of the InGen dinosaur database entries based on which ones are present in the enclosure. The information provided by the automated tour would include their era, description, paleoecology, and discovery info. Basically whatever pertinent information there is about that dinosaur already provided by the game but, recited to the onboard guests.

Deluxe Tours would offer the features from both Value and Standard Tours but, also allow the player to view the park map, weather info, statistics on how many of each dinosaur are in the enclosure and how old they are, and maybe access to vehicle and paddock cameras (like in the video above) through the in-ride monitor. Maybe the in-ride narrations could be triggered by clicking on the visible dinosaurs during the tour.
83TG5Bq.jpg

Something as simple as having the 'No diseased dinosaurs detected' voice actor provide an in-ride educational voice over would do so much for player immersion.

Additional Notes:
• Each tour should start with a voiceover welcoming the passengers onto the tour (if the gyrosphere is disembarking from the platform).

• Each tour should end with a voiceover thanking the passengers for riding with them (if the gyrosphere is reentering the platform).

• The inclusion of licensed music (that aren't the series theme) would be nice for non-streamers.

• Any inclusions of world building (mentions of the hotel amenities, what restaurants are serving based on what the player made them sell, and park transportation (flights, boats, etc) are always welcomed. For convenience, here's a link to the old Jurassic World company website.

• Inclusion of the archived JW website with a synced guest capacity meter based on the player's park numbers would be nice but, is not a necessity because of how bloated it would make the game. *exclusive to Deluxe features

• Riding and driving the gyrosphere should both give the player access to the tour features (for players that want the linear ride experience instead of the off-track experience).

• Including references to the Dilophosaurus's questionable venom spraying would be a nice touch (even if it isn't a certainty in real life).


Addendum: When viewing the map provided for Deluxe, I noticed that the in-game gyrosphere tracks can't overlap which is pretty restricting. If that could be changed in the future, that would be great. I didn't want to make a whole other thread just to address the inability to overlap ride paths.
 
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This would be crazyly nice and so good for inmersion... but I think it would be totally off the devs. I 4-star it just because dino AI keeps being a priority to me, but I agree that the gyrospheres are currently not satisfactory.
 
This would be crazyly nice and so good for immersion... but I think it would be totally off the devs. I 4-star it just because dino AI keeps being a priority to me, but I agree that the gyrospheres are currently not satisfactory.

I feel like implementing all this stuff into the gyrospheres would probably easier to pull off than AI related stuff but, I definitely agree that the AI needs work.
Update 1.4 was a start but there's still a long ways to go.

Another I noticed from that previous map image I posted is that the gyrosphere actually has options for multiple vehicle paths.
It would be nice but, I would much rather have the option to overlap tracks first.
 
I like this man! I was listening to my JWorld playlist today while riding a gyrosphere – the experience was completely elevated! I think your proposed ideas work even better!!!

One question though regarding species profile and display information, how do they appear physically?? There isn’t a display screen in the current model. Even if they add it per your request, I suppose it’s kind of small? I doubt we can read the words clearly unless playing it on my 55” TV.
 
The current implementation of the gyrosphere has no reason to change because any such change would result in no real gain beyond player immersion. If guests had different preferences in what they experience from the park/dinosaurs, different economic classes/willingness to pay for better experiences, varying levels of interest or prior knowledge in a given exhibit, and varying willingness for the gyrosphere to be interacted with by dinosaurs - which doesn't necessarily have to be modeled in-game. For example: Guest A might be well educated and normally very interested in let's say T-Rex, but because he already knows a lot about the T-Rex adding wikipedia tier information to the gyrosphere won't do much but ensuring the gyrosphere provides a close encounter does; meanwhile guest B is ignorant and providing basic info during the tour provokes 'I did not know that reactions' that guest A would never get, but guest B is cowardly and wants no close encounters at all with predators; and also meanwhile guest C is an ignorant uneducated slob who outright does not care about learning more and gets angry when the park 'nickel and dimes' him with 'deluxe experiences'. If we had all that to consider when choosing what to set a gyrosphere to, then it would matter. But we don't have that to consider, so it doesn't matter at all.

Really, none of the shop levels matter. Gyrospheres product settings don't provide a different in-game experience for the guests, dinos, or player anymore than whether or not the fast food joint sells chicken nuggets or burgers. It just costs more and lets you raise the price, and I'm pretty sure also improves the park's service to the particular need in question. But in every case, why wouldn't you serve the highest possible tier? I've never seen any negative consequences to not providing the low tier food or gyrosphere service, or seen any benefit to providing them either. Until there are mechanical reasons, positives and negatives to in-game decisions that are balanced so that every option has its little niche, everything else is unnecessary fluff. Fluff that would be best justified as a way of quickly or effectively showing a player what consequences their choices have on their park (so it's not just pure numbers, as cynical as this post might read this game ain't no power point simulator); but alone would do nothing but mask the real problems that the game's systems have. Adding more 'stuff' to the game will not improve anything, it'll just pile more weight on a foundation that needs fixing.
 
The current implementation of the gyrosphere has no reason to change because any such change would result in no real gain beyond player immersion. If guests had different preferences in what they experience from the park/dinosaurs, different economic classes/willingness to pay for better experiences, varying levels of interest or prior knowledge in a given exhibit, and varying willingness for the gyrosphere to be interacted with by dinosaurs - which doesn't necessarily have to be modeled in-game. For example: Guest A might be well educated and normally very interested in let's say T-Rex, but because he already knows a lot about the T-Rex adding wikipedia tier information to the gyrosphere won't do much but ensuring the gyrosphere provides a close encounter does; meanwhile guest B is ignorant and providing basic info during the tour provokes 'I did not know that reactions' that guest A would never get, but guest B is cowardly and wants no close encounters at all with predators; and also meanwhile guest C is an ignorant uneducated slob who outright does not care about learning more and gets angry when the park 'nickel and dimes' him with 'deluxe experiences'. If we had all that to consider when choosing what to set a gyrosphere to, then it would matter. But we don't have that to consider, so it doesn't matter at all.

Really, none of the shop levels matter. Gyrospheres product settings don't provide a different in-game experience for the guests, dinos, or player anymore than whether or not the fast food joint sells chicken nuggets or burgers. It just costs more and lets you raise the price, and I'm pretty sure also improves the park's service to the particular need in question. But in every case, why wouldn't you serve the highest possible tier? I've never seen any negative consequences to not providing the low tier food or gyrosphere service, or seen any benefit to providing them either. Until there are mechanical reasons, positives and negatives to in-game decisions that are balanced so that every option has its little niche, everything else is unnecessary fluff. Fluff that would be best justified as a way of quickly or effectively showing a player what consequences their choices have on their park (so it's not just pure numbers, as cynical as this post might read this game ain't no power point simulator); but alone would do nothing but mask the real problems that the game's systems have. Adding more 'stuff' to the game will not improve anything, it'll just pile more weight on a foundation that needs fixing.

The point of adding the tailored gyrosphere experience would of course not show any real impact on the guests besides how the ratings do (which I don't think it does). The fact of the matter is that the game seems to ignore details that Frontier previously set with Planet Coaster.

The difference in gyrosphere experiences should have a system with varying levels of guest receptions based on the ratings of animals present within the vehicles peripheral range; increasing the value of the experience adding to the base level rating of that visible dinosaurs.

In terms of adding new audio and an interactive AI, its more of a feature for players that actually unlocked driveable/rideable gyrospheres. Its fluff but, it adds to the immersing experience. Granted, we'll never know how knowledgeable our guests are on the dinosaurs they are viewing but, the goal of building the park is to share that knowledge and up-close encounter(s) with them. Plus, programming a system that details every guest in a park of several hundred thousands would inevitably become taxing on the game's performance (as much as it would be interesting).

As for your remarks on the consequences of the player in relation to how lax the security is, I already made a post about that but, it seems more like your taking your frustrations over a lack of steeper punishments for guest and park worker casualties on a thread that has nothing to do with that topic.
 
The point of adding the tailored gyrosphere experience would of course not show any real impact on the guests besides how the ratings do (which I don't think it does). The fact of the matter is that the game seems to ignore details that Frontier previously set with Planet Coaster.

The difference in gyrosphere experiences should have a system with varying levels of guest receptions based on the ratings of animals present within the vehicles peripheral range; increasing the value of the experience adding to the base level rating of that visible dinosaurs.

In terms of adding new audio and an interactive AI, its more of a feature for players that actually unlocked driveable/rideable gyrospheres. Its fluff but, it adds to the immersing experience. Granted, we'll never know how knowledgeable our guests are on the dinosaurs they are viewing but, the goal of building the park is to share that knowledge and up-close encounter(s) with them. Plus, programming a system that details every guest in a park of several hundred thousands would inevitably become taxing on the game's performance (as much as it would be interesting).

As for your remarks on the consequences of the player in relation to how lax the security is, I already made a post about that but, it seems more like your taking your frustrations over a lack of steeper punishments for guest and park worker casualties on a thread that has nothing to do with that topic.

I understand your desire for 'things that are nice', but Frontier shouldn't focus on nice things. They should focus on useful things, things that solve current problems in gameplay mechanics. I apologize if I come off as rude or dismissive, but it's important to remember that time and money aren't in abundant supply post-release.
 
I understand your desire for 'things that are nice', but Frontier shouldn't focus on nice things. They should focus on useful things, things that solve current problems in gameplay mechanics. I apologize if I come off as rude or dismissive, but it's important to remember that time and money aren't in abundant supply post-release.

I'm completely aware of that. I helped develop games in the past.
Improving the gyrosphere experience isn't a high priority but, its still something that should have been in the game since Day 1 (like many other features that are getting added in post-release).
 
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