Disappointment

It's not that Jurassic World Evolution is going to be a bad game. You just think you will not like the game, which is fair, but to call it a bad game, to describe it as subpar, is objectively incorrect in many cases. For it to be a bad game, it would need to have nigh unanimous agreement from those who have played it stating that it was not a fun game. Bad games are not fun. It's just not the game you want it to be, and it won't be. No game will ever truly be that for anyone. You're not entitled to the things you deem "inexcusable" to not be included.

And that's okay.

Frontier can change certain aspects of the game for the betterment of it, and that would be great, but even so, Frontier isn't always going to change things, and you may not like that. But that doesn't make it a bad game.

Unlimited money on Nublar doesn't make it a bad game.

Indestructible vehicles don't make it a bad game.

No day and night cycle doesn't make it a bad game.

Jurassic World Evolution is not JPOG, and that doesn't make this a bad game.

There are things that disappoint me about Evolution, but I'm not letting it spoil the fun. As a kid, when I played board games with my dad, I would just quit because I was losing. Sometimes I would do this at the very start of the game. Your post reminds me of myself in those regards. Minor details aren't holding the game back, you're holding yourself back by letting details you call "minor" have a major influence on your opinion of a game you have never even touched. I think I'm going to greatly enjoy this game, regardless of the issues I may have with it. Compromise is necessary where it counts, otherwise you're going to find yourself very disappointed when you don't get what you want. In compromisation, the only one who loses is the person who doesn't compromise. If you don't think you'll like the game, that's okay, but don't call it a bad game just because Frontier won't cave into each and every want you have. Don't call it a bad game because certain aspects that literally only pertain to 1/6th of the game aren't exactly what you'd want them to be.

I'd like to close with this: settle for mediocre if you want. It's a video game, and if you're having fun, that's what matters. Don't heed the words of someone who thinks lack of floodlights in a video game is an inexcusable missing feature worthy of its own bullet point.

As for the lack of any deep vegetation/enclosure/park customization, I agree with you there. But that's about all I agree with you on.

Where do I even begin here.

For a start, I would like you to show me where I said that it was going to be a bad game. I literally said, and I quote, "I am disappointed not because I think this game is going to be bad but because I feel as though (judging soley on the information available) that some frankly lazy and bewildering design choices may unnecessarily handicap and otherwise stunning game".

Your first paragraph seems to simultaneously confuse and contradict itself and that appears to have set a precedence for the rest of the comment. I strongly suggest you re-read what I wrote.
Hypothetically, even if I DID think it was going to be a bad game, that is an inherently subjective opinion and neither incorrect nor correct. You cannot measure the subjective quality of a game by the sheer number of people who like it. Nor can you measure the quality of a game soley by the features present or not present; I did not argue either points.

Literally not one person who has replied to me has managed to respond to anything closely resembling the subject of my original message. I either wasn't very clear or people are expressing an emotional response rather than rational thought.
 
I'm curious, did you actually read anything of my post other than the 4 things I listed? My concerns were a lot more nuanced than me simply saying 'I want these features'.
You're also somewhat helping to prove my point by making unnecessary compromises about features that are standard for these types of games.

What is occuring on the other five islands is completely irrelevant to anything I have spoke about and I've never asked for a story mode for Nublar.

I did read it, well I skimmed over it and looked for what I figured were the most important parts. No offense but I don't really sit around and read walls of text. I generally just skim read through and take out the most important parts.

The issue with the compromises is most of these types of games are on PC. Zoo Tycoon was originally a PC exclusive. JWE is not. So expecting the same things to be in this game is a tad unrealistic. Some of the compromises will be made cause it is also on the consoles. Like I said in a pervious post a lot of item placement would be hard to do with a console controller. I was recently playing Theme Hospital on my PS Vita and the controls are garbage. Placing stuff in the hospital is a real pain. Its not as quick and fluid as it would be on a PC.

I don't think what is occurring on the other 5 islands is irrelevant cause what is going on is basically what you are asking for.
 
By customizations I believe you mean decorations and other items like that?

That's probably never going to happen cause the game is also on consoles. Frontier isn't going to give PC gamers something that isn't in the console version. The lack of decorative items is obviously a simplification for consoles. Trying to place all those items is tedious on the PC, it's even worse on consoles. I take it that you have played Planet Coaster? If so then you should understand what I am talking about. The mouse and keyboard makes it easy, it still gets boring after a while. But its simple to do. It would be boring and miserable having to do that with a console controller. That is probably why you don't see any kind of decorative items. Any kind of decorations will be automatically placed down and it won't be many. Of course I could be wrong but I doubt I am.

There some things Frontier can't fix. I wish the game had been a PC exclusive like Planet Coaster but that isn't what happened. I guess it's not financially viable.

But that is the point I am trying to make! If we don't have access to any decent levels of customization, what is the point of introducing a mode that is predicated on unlimted creativity!
 
I don't think the 4 things you mentioned will have any impact on the gameplay at all... It's just small stuff. I fully understand we want the best game possible, and that's perfectly fine. But it seems like you're just pointing fingers, because the game won't be exactly how you want it.

Zoom out for a sec. We might get the greatest Jurassic game ever made, and all we can find to point fingers at, are small irrelevant details.

I would like a day/night cycle as well, just to get some variety, but it won't affect the outcome of the gameplay at all.

And the whole Nublar discussion is just weird, because again, why isn't it enough to have a campaign mode on all the other islands? The whole point is to make Nublar a special island which differs from the others. I love the idea of having all the dinosaurs roaming freely, without finances stopping me... It's like a reward for completing the other islands.

And floodlights are not really necessary are they? Even though the setting might be set for "night", it's not like everything will be completely dark. And the moonlight will support you with proper lighting I believe.

I'm really looking forward to this game and the only thing that has disappointed me a bit, is that the vehicles can't be destroyed, but that's also a minor to me. :cool:
 
Ah yes, the trade of having to go multiplat. This is where Frontier might have had to compromise. To broaden their audience, they had to standardize between platforms and simplify the ability of the player. With an IP as huge as Jurassic Park, it would have been silly not to release it multiplatform from the business point of view.

That was a problem that JPOG had. It was very lacking and you could tell it was made with consoles in mind. I don't remember JPOG having many decorative items either. Everything was very simple and basic, too simple and basic.
 
I did read it, well I skimmed over it and looked for what I figured were the most important parts. No offense but I don't really sit around and read walls of text. I generally just skim read through and take out the most important parts.

The issue with the compromises is most of these types of games are on PC. Zoo Tycoon was originally a PC exclusive. JWE is not. So expecting the same things to be in this game is a tad unrealistic. Some of the compromises will be made cause it is also on the consoles. Like I said in a pervious post a lot of item placement would be hard to do with a console controller. I was recently playing Theme Hospital on my PS Vita and the controls are garbage. Placing stuff in the hospital is a real pain. Its not as quick and fluid as it would be on a PC.

I don't think what is occurring on the other 5 islands is irrelevant cause what is going on is basically what you are asking for.

The problem with not reading what I wrote is that you have totally misenterpreted what I am saying to the point where we are unable to have a semi-decent discussion because you do not understand my argument.

There is almost no utility in replying to you because the things you are saying have no bearing on what I am trying to say.
 
But that is the point I am trying to make! If we don't have access to any decent levels of customization, what is the point of introducing a mode that is predicated on unlimted creativity!

Cause I guess they thought it would be fun? I don't know. All I know is going on about it is not going to fix it, cause it's an issue caused by the consoles and Frontier isn't going to change that.

It is what it is. Buy it or don't. If you buy and don't like it then get a refund on Steam if you are playing the PC version. It's the world we live in. I wish we were getting a JP Dinosaur zoo game with PC levels of customization but we aren't. We are getting a game that will most likely suffer some simplification for the console players.
 
The problem with not reading what I wrote is that you have totally misenterpreted what I am saying to the point where we are unable to have a semi-decent discussion because you do not understand my argument.

There is almost no utility in replying to you because the things you are saying have no bearing on what I am trying to say.

Also, isn't replying to something that you haven't properly read symptomatic of an emotional response? In other words, you're very defensive about this game and instead of having an intelligent and open discussion about it, you accuse the person you deem to be attcking a game you're yet to play of whining.
 
Cause I guess they thought it would be fun? I don't know. All I know is going on about it is not going to fix it, cause it's an issue caused by the consoles and Frontier isn't going to change that.

It is what it is. Buy it or don't. If you buy and don't like it then get a refund on Steam if you are playing the PC version. It's the world we live in. I wish we were getting a JP Dinosaur zoo game with PC levels of customization but we aren't. We are getting a game that will most likely suffer some simplification for the console players.

I've literally outlined ways they can go about altering it without reliance on PC levels of customization.
 
The amount of cash is irrelevant if gameplay features (ie; customization) have not been included to allow for an enjoyable sandbox experience in the first place. What incentive is there to enjoy an unlimited sandbox, the specific's of which are irrelevant, if every park looks close to identical.

As previously stated, everything in the original post is subject to change. With that in mind, it is reasonable to speak about the information we do know. To say that some features may be patched in is speculation and unhelpful in this context. What harm is there in discussing confirmed features whilst keeping in mind that Frontier will likely add more?

I wouldn't agree that the lack of benches-level of customization will prevent an interesting park. Even with the same pieces, there will be vast park diversity. I already have five radically different ideas with what I'd like to do with Nublar, and two of them require unlimited cash. None require benches, single trees, statues, or other cosmetics. This particular game isn't an amusement park maker, its really about the dinosaurs. All of the buildings, the research, the management, the cash flow, its all about making more and better dinosaurs. For some of us, possessing beautiful dinosaurs DOES a good game make.

Yes I would LOVE lots of cosmetics to play with, but if I want an Amusement Park, Planet Coaster will do that miles better. If I want a Dinosaur Park, the beasts should get the spotlight, not the grounds.
 
I wouldn't agree that the lack of benches-level of customization will prevent an interesting park. Even with the same pieces, there will be vast park diversity. I already have five radically different ideas with what I'd like to do with Nublar, and two of them require unlimited cash. None require benches, single trees, statues, or other cosmetics. This particular game isn't an amusement park maker, its really about the dinosaurs. All of the buildings, the research, the management, the cash flow, its all about making more and better dinosaurs. For some of us, possessing beautiful dinosaurs DOES a good game make.

Yes I would LOVE lots of cosmetics to play with, but if I want an Amusement Park, Planet Coaster will do that miles better. If I want a Dinosaur Park, the beasts should get the spotlight, not the grounds.

I have not once said that I want 'benches-level of customization', nor did I even use the word 'cosmetics'. I also did not ask for an 'amusement park'.

I simply stated that I thought that it was a poor design choice to ONLY include an unlimited sandbox instead of a storyless-campaign-sandbox mode in conjunction with an unlimited sandbox mode. The same argument was applied to the day/night cycle discussion.

The reasons for this I've already explained.
 
Also, isn't replying to something that you haven't properly read symptomatic of an emotional response? In other words, you're very defensive about this game and instead of having an intelligent and open discussion about it, you accuse the person you deem to be attcking a game you're yet to play of whining.

I said in my post I wasn't talking about you. But I do have complaint fatigue. No it's not a sign of an emotional response. It's a sign of someone who didn't feel like reading a wall of text. I think I did a pretty good job of skimming through your post and taking out the important parts and responding to them. I think the issue is I am not giving the responses you want.

Also I don't think I am being defensive about the game. I am just being straight forward about it. Like I said I am tired of seeing all the complaints. This isn't an attack on you. I do agree with you to an extent. There just isn't much that can be done about certain issues. I guess I have accepted the game for what it is. Maybe you haven't, that's up tp you.

There is 20 days before the game is released. Like I said in another post, it is what it is. Take it or leave it. I am going to take it cause I don't see anyone else doing anything better with JP/W franchise video game wise. I am lucky it's coming to the PC and it wasn't a console exclusive. Maybe the finished game will have some extra stuff in it. I am sure there will be some lights in the game, I don't know about floodlights though.
 
I wouldn't agree that the lack of benches-level of customization will prevent an interesting park. Even with the same pieces, there will be vast park diversity. I already have five radically different ideas with what I'd like to do with Nublar, and two of them require unlimited cash. None require benches, single trees, statues, or other cosmetics. This particular game isn't an amusement park maker, its really about the dinosaurs. All of the buildings, the research, the management, the cash flow, its all about making more and better dinosaurs. For some of us, possessing beautiful dinosaurs DOES a good game make.

Yes I would LOVE lots of cosmetics to play with, but if I want an Amusement Park, Planet Coaster will do that miles better. If I want a Dinosaur Park, the beasts should get the spotlight, not the grounds.

The only customization I've asked for is "vegetation/enclosure/park customization (rocks, logs, individual trees, water depth etc)". Thats fundamentally different to asking for PC levels of customization. I don't even care if the plants and or rocks are uncustomizable in terms of size etc, it's still better than nothing and there is literally no reason why they couldn't be added. If you're able to pace down and orientate buildings, fences etc, you can place down static rocks and trees.
 
I said in my post I wasn't talking about you. But I do have complaint fatigue. No it's not a sign of an emotional response. It's a sign of someone who didn't feel like reading a wall of text. I think I did a pretty good job of skimming through your post and taking out the important parts and responding to them. I think the issue is I am not giving the responses you want.

Also I don't think I am being defensive about the game. I am just being straight forward about it. Like I said I am tired of seeing all the complaints. This isn't an attack on you. I do agree with you to an extent. There just isn't much that can be done about certain issues. I guess I have accepted the game for what it is. Maybe you haven't, that's up tp you.

There is 20 days before the game is released. Like I said in another post, it is what it is. Take it or leave it. I am going to take it cause I don't see anyone else doing anything better with JP/W franchise video game wise. I am lucky it's coming to the PC and it wasn't a console exclusive. Maybe the finished game will have some extra stuff in it. I am sure there will be some lights in the game, I don't know about floodlights though.

If you go to the effort of defending a game from a post you havent properly read, whilst comparing it to the sorts of comments reddit-users make; thats an emotional response.

I have sympathy for you; it must be hard hearing from crazy people about how bad a game they've never played is going to be. I'm not one of those people. I went to the effort of carefully constructing a post about why a game I've been looking forward forever is disappointing to me and I feel like I deserve people to actually read it before they attempt to criticize it.

And I feel like there is no reason why we should not be able to rationally talk about issues we have with current, confirmed design choices. This post wasn't based on speculation, it was based on confirmed features.
 
I have not once said that I want 'benches-level of customization', nor did I even use the word 'cosmetics'. I also did not ask for an 'amusement park'.

I simply stated that I thought that it was a poor design choice to ONLY include an unlimited sandbox instead of a storyless-campaign-sandbox mode in conjunction with an unlimited sandbox mode. The same argument was applied to the day/night cycle discussion.

The reasons for this I've already explained.

The only customization I've asked for is "vegetation/enclosure/park customization (rocks, logs, individual trees, water depth etc)". Thats fundamentally different to asking for PC levels of customization. I don't even care if the plants and or rocks are uncustomizable in terms of size etc, it's still better than nothing and there is literally no reason why they couldn't be added. If you're able to pace down and orientate buildings, fences etc, you can place down static rocks and trees.

I would also like more depth to the terrain tool. But I also consider single small items without gameplay effect to be "cosmetic". I wouldn't speculate on reasons not to include customizable things for initial release (the mind boggles), but thinking of FDev's history with games I've played, I'm comfortable waiting to see what else will be coming over the internets over the next year after release. If this really is a deal breaker, you could hold off until after you see if these things are forthcoming. I'm lucky to not have that as a deal breaker.

For the no-story campaign, I do understand. I was thinking that this was what the Island Reset button is for. Once you've gone through, you reset all five and build them up from scratch without the missions.

Also, while we have fairly hard confirmation about how the day/night mechanic works, do we have a hard confirmation that there won't be a Challenge mode of some kind? I'm hoping the sandbox uses sliders. So you can set the cash flow, set your disaster frequency, etc. all on sliding scales, so you can set how challenging you want your sandbox.
 
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Where do I even begin here.

For a start, I would like you to show me where I said that it was going to be a bad game. I literally said, and I quote, "I am disappointed not because I think this game is going to be bad but because I feel as though (judging soley on the information available) that some frankly lazy and bewildering design choices may unnecessarily handicap and otherwise stunning game".

Your first paragraph seems to simultaneously confuse and contradict itself and that appears to have set a precedence for the rest of the comment. I strongly suggest you re-read what I wrote.
Hypothetically, even if I DID think it was going to be a bad game, that is an inherently subjective opinion and neither incorrect nor correct. You cannot measure the subjective quality of a game by the sheer number of people who like it. Nor can you measure the quality of a game soley by the features present or not present; I did not argue either points.

Literally not one person who has replied to me has managed to respond to anything closely resembling the subject of my original message. I either wasn't very clear or people are expressing an emotional response rather than rational thought.

Ah, it appears I misread something. "I am disappointed not because I think this game is going to be bad." I missed a very important word: not.

So with that, it pretty much invalidates much of my response. Kindly ignore all that pertained to it.

Allow me to just pull direct quotes from you and respond to them.

"Unless I've been in a bubble for the last few months, we've been screaming for just a good old campaign (with no story) mode on Nublar."

You may have lived in a bubble. The most common theory I witnessed for what Nublar had in store was sandbox. One of the most, if not the absolute most, requested feature of the game has been sandbox mode. Otherwise, I often saw people interested in rebuilding the original vision of Jurassic Park on Nublar in the game. I don't particularly recall anyone specifically wanting "a good old campaign (with no story) mode on Nublar". Couple things about that statement, first off. Campaign modes are story modes. "An unlimited mode where you have control over the weather, unlimited money etc." is a sandbox mode. There isn't really a right or wrong sandbox mode in those regards, only what a sandbox mode is, and what you wanted Isla Nublar to be (my suspicion). I don't know what dimension you live in where this isn't the case, but it is in this one. I hear "challenge mode" is what you, and many of the people unhappy with Nublar, were actually wanting. Not a fan of the name challenge mode to describe that, but to each their own.

"I really want people to think about what I'm about to say because it is really quite important: what is the point in having an unlimited sandbox mode for a game whose entire goal is to be a management sim instead of a game like Planet Coaster which was all about creativity? They have purposefully limited customization of parks due to it being a management game first. So then, I ask you, what on earth is the point of having a creative, unlimted mode for a game that lacks the customization elements necessary to make an unlimited mode fun in the first place. They have effectively removed all the tension and excitement out of building a park from the beginning without adding the elements that would make such a game mode worthwhile."

This has some validity to it, but I'd like to take my shot at the question you initially ask: what is the point in having an unlimited sandbox mode for a game whose entire goal is to be a management sim?

My answer: to have a break from that and just mess around with what you have, the ability to spare no expense. Or perhaps have a site b. Site B was one of the more requested features. You could probably create a site B on Nublar. If none of that's for you, that's okay. But it's for someone, and that's a point. It all depends on what the game has to offer for players to then use on Nublar.

"Why not have both game modes?"

Sure, why not? I think having both would be nice. To an extent, we already have that, only one is locked to one island while the other is on the other 5. To an extent. (I would like to mention this pertains what we currently know. We have no idea if we can restart parks on the other islands, not even Nublar which would pretty much need multiple saves to even function properly as a sandbox). Heck, best case scenario would have been that there is a point where all islands can be utilized as sandboxes.

As for day and night cycle, sure, it would be cool, but unless there is a gameplay reason for it, which there doesn't appear to be really, what would be the point of day/night cycles? Aesthetic? A false sense of immersion that works in 20 minute intervals? I struggle to see the necessity of a day and night cycle. Now if it has a major affect on the gameplay beyond some hindered visibility, you'd have a greater point here, but we don't know that there is.

"It's a totally unnecessary compromise players are having to make and for the life of me I don't understand why."

This may be because like campaign and sandbox mode, compromise not be a word you're familiar with the definition of (just being cheeky). The way I see it, those who wanted day/night cycles are just happy they're getting something rather than nothing, because for the longest time they thought they would get nothing. Many people thought that islands would have their locked time of day, and that would be it. There was nothing to suggest it would be otherwise, not until they revealed sandbox mode and the nature of Isla Nublar.

"It's a video game, and if you're having fun, that's what matters. Don't heed the words of someone who thinks lack of floodlights in a video game is an inexcusable missing feature worthy of its own bullet point."

I'd like to say that this statement still stands because floodlights did not deserve its own bullet point.

I had something else to say, but I forgot because it's 3:40am and I'm writing this on my phone. Also, for any writing mistakes and misunderstandings on my part, that is also because I'm up so late and reading and writing this on my phone, so please excuse me of my mistakes. I'm tired so, I'm gonna hit the sack. Might ignore this thread as well since I've said my piece. I just want to play this game already, to be perfectly honest with you fellas. I think I've exhausted myself of my ability to wait.
 
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You know, now that I think of it, I'll take Dropping's genuine concern and criticism of JWE over people refusing to buy the game simply because the dinosaurs don't have feathers or that Mosasaurus isn't in the game (yes I've encountered someone like this). I'll take genuine criticism that can be discussed any dang day of the week.
 
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You know, now that I think of it, I'll take Dropping's genuine concern and criticism of JWE over people not buying the game simply because the dinosaurs don't have feathers or that Mosasaurus isn't in the game (yes I've encountered someone like this). I'll take genuine criticism that can be discussed any dang day of the week.

Agreed. Droppings is honestly passionate about the game, so we're all starting from the same point.
 
Ah, it appears I misread something. "I am disappointed not because I think this game is going to be bad." I missed a very important word: not.

So with that, it pretty much invalidates much of my response. Kindly ignore all that pertained to it.

Allow me to just pull direct quotes from you and respond to them.

"Unless I've been in a bubble for the last few months, we've been screaming for just a good old campaign (with no story) mode on Nublar."

You may have lived in a bubble. The most common theory I witnessed for what Nublar had in store was sandbox. One of the most, if not the absolute most, requested feature of the game has been sandbox mode. Otherwise, I often saw people interested in rebuilding the original vision of Jurassic Park on Nublar in the game. I don't particularly recall anyone specifically wanting "a good old campaign (with no story) mode on Nublar". Couple things about that statement, first off. Campaign modes are story modes. "An unlimited mode where you have control over the weather, unlimited money etc." is a sandbox mode. There isn't really a right or wrong sandbox mode in those regards, only what a sandbox mode is, and what you wanted Isla Nublar to be (my suspicion). I don't know what dimension you live in where this isn't the case, but it is in this one. I hear "challenge mode" is what you, and many of the people unhappy with Nublar, were actually wanting. Not a fan of the name challenge mode to describe that, but to each their own.

"I really want people to think about what I'm about to say because it is really quite important: what is the point in having an unlimited sandbox mode for a game whose entire goal is to be a management sim instead of a game like Planet Coaster which was all about creativity? They have purposefully limited customization of parks due to it being a management game first. So then, I ask you, what on earth is the point of having a creative, unlimted mode for a game that lacks the customization elements necessary to make an unlimited mode fun in the first place. They have effectively removed all the tension and excitement out of building a park from the beginning without adding the elements that would make such a game mode worthwhile."

This has some validity to it, but I'd like to take my shot at the question you initially ask: what is the point in having an unlimited sandbox mode for a game whose entire goal is to be a management sim?

My answer: to have a break from that and just mess around with what you have, the ability to spare no expense. Or perhaps have a site b. Site B was one of the more requested features. You could probably create a site B on Nublar. If none of that's for you, that's okay. But it's for someone, and that's a point. It all depends on what the game has to offer for players to then use on Nublar.

"Why not have both game modes?"

Sure, why not? I think having both would be nice. To an extent, we already have that, only one is locked to one island while the other is on the other 5. To an extent. (I would like to mention this pertains what we currently know. We have no idea if we can restart parks on the other islands, not even Nublar which would pretty much need multiple saves to even function properly as a sandbox). Heck, best case scenario would have been that there is a point where all islands can be utilized as sandboxes.

As for day and night cycle, sure, it would be cool, but unless there is a gameplay reason for it, which there doesn't appear to be really, what would be the point of day/night cycles? Aesthetic? A false sense of immersion that works in 20 minute intervals? I struggle to see the necessity of a day and night cycle. Now if it has a major affect on the gameplay beyond some hindered visibility, you'd have a greater point here, but we don't know that there is.

"It's a totally unnecessary compromise players are having to make and for the life of me I don't understand why."

This may be because like campaign and sandbox mode, compromise not be a word you're familiar with the definition of (just being cheeky). The way I see it, those who wanted day/night cycles are just happy they're getting something rather than nothing, because for the longest time they thought they would get nothing. Many people thought that islands would have their locked time of day, and that would be it. There was nothing to suggest it would be otherwise, not until they revealed sandbox mode and the nature of Isla Nublar.

"It's a video game, and if you're having fun, that's what matters. Don't heed the words of someone who thinks lack of floodlights in a video game is an inexcusable missing feature worthy of its own bullet point."

I'd like to say that this statement still stands because floodlights did not deserve its own bullet point.

I had something else to say, but I forgot because it's 3:40am and I'm writing this on my phone. Also, for any writing mistakes and misunderstandings on my part, that is also because I'm up so late and reading and writing this on my phone, so please excuse me of my mistakes. I'm tired so, I'm gonna hit the sack. Might ignore this thread as well since I've said my piece. I just want to play this game already, to be perfectly honest with you fellas. I think I've exhausted myself of my ability to wait.

You're falling into the trap of making excuses for a game dev based on your own personal bias.

"As for day and night cycle, sure, it would be cool, but unless there is a gameplay reason for it, which there doesn't appear to be really, what would be the point of day/night cycles? Aesthetic? A false sense of immersion that works in 20 minute intervals? I struggle to see the necessity of a day and night cycle. Now if it has a major affect on the gameplay beyond some hindered visibility, you'd have a greater point here, but we don't know that there is."

Why does ANY game have a day/night cycle?

"You may have lived in a bubble. The most common theory I witnessed for what Nublar had in store was sandbox. One of the most, if not the absolute most, requested feature of the game has been sandbox mode. Otherwise, I often saw people interested in rebuilding the original vision of Jurassic Park on Nublar in the game. I don't particularly recall anyone specifically wanting "a good old campaign (with no story) mode on Nublar". Couple things about that statement, first off. Campaign modes are story modes. "An unlimited mode where you have control over the weather, unlimited money etc." is a sandbox mode. There isn't really a right or wrong sandbox mode in those regards, only what a sandbox mode is, and what you wanted Isla Nublar to be (my suspicion). I don't know what dimension you live in where this isn't the case, but it is in this one. I hear "challenge mode" is what you, and many of the people unhappy with Nublar, were actually wanting. Not a fan of the name challenge mode to describe that, but to each their own."

I perhaps used incorrect termonology. I and most people wanted a mode that was analogous to the normal JPOG mode. I made that fairly clear.

"This may be because like campaign and sandbox mode, compromise not be a word you're familiar with the definition of (just being cheeky). The way I see it, those who wanted day/night cycles are just happy they're getting something rather than nothing, because for the longest time they thought they would get nothing. Many people thought that islands would have their locked time of day, and that would be it. There was nothing to suggest it would be otherwise, not until they revealed sandbox mode and the nature of Isla Nublar. "

That is a complete mischaracterisation of what I was saying and you have literally proven my point in doing so.

""It's a video game, and if you're having fun, that's what matters. Don't heed the words of someone who thinks lack of floodlights in a video game is an inexcusable missing feature worthy of its own bullet point."

I'd like to say that this statement still stands because floodlights did not deserve its own bullet point."

Its clearly a subjective list of wanted features/design choices and who are you to determine whats worthy of its own point? Also, it kind of is inexscusable. If you have read the books you would know just how much floodlights contribute to the JP aesthetic. Its also just smart. Why not be able to light up the park so you can see the assets? Why have really poor lighting in an ultra modern resort? Isla pena looks like a cross between dusk and dawn all at once because theyve had to compromise between having the park not too dark. That could be alleviated with floodlights. It's a nit-pick but its an important one.
 
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