This is the case realistically, but in the game it’s a different matter. The Gyrostation with all 5 staff members, can operate the attraction constantly with a maximum capacity of around 1500 guests. All players need to do is to build a couple of Gyrosphere enclosures, and that it; as they satisfy a large number of guests and generate a significant amount of money for the island. Queues are nonexistent in the game as well, overcrowding, and by and large, queuing, is alleviated by building more hotels rendering this point null and void.
Especially since the guests in JWE are just a graphic that approximately represents how many people are in the park with no preferences to either the dinosaurs or the attractions.
So, in a nutshell, you're saying that you're happy with a bad base game design and that it shouldn't be addressed and improved?
What about queue management then? Do you think it shouldn't be a crucial part of a park management game? That just adding more Hotels is a logical and good enough answer to fix that?
JPOG had it to some extent and I remember thinking it was fun; queue management is also novel and JW movie canon. It's a huge part of any theme park management... the fact that it doesn't exist currently in JWE doesn't mean that it shouldn't be addressed in the future if they indeed want to add depth to the game.
For rule 1, while it was featured in Jurassic World, unfortunately it fails in regards to InGen and Masrani Global's policy for Jurassic World to operate using green and sustainable energy. The Jungle Trek operates using diesel powered Pinzgauer's, and unfortunately, diesel is now considered more harmful than petrol due to the nitrogen based gases they emit alongside the CO2 levels.
Personally, I believe rule 1 is also one of Universal Studio's stipulation for Frontier to adhere to for developing JWE. What else could explain why all of the vehicles in Blue Tongue's JPOG, non-emitting electric cars and helicopters?
That's also NOVEL-canon.
And no, it doesn't. There are all kinds of non-enviromental-harming vehicles now so I'm fairly sure they could came up with some of them, even if not that precise one from the movie (which, btw, is also movie-canon so it must have met that particular JW rule, doesn't it?)
2. It provides something new (e.g. Mechanical wise) to the game and engaging to the player.
(...) it fails to pass rule 2 because gameplay wise, building and operating this attraction would be exactly the same as the Gyrosphere except it uses safari trucks. (..)
As for the Jungle Trek, yes, realistically a safari truck would be able transport 10 more visitors than the Gyrosphere. But it’s still hopelessly outclassed by the Monorail, which can carry 110 more visitors than the safari truck.
I've already said it wouldn't. In fact, if they deepen the game to include some sort of queue management besides just hiring more employees for a certain station, this could provide much more variety:
Monorail: fast, mass transport with very limited-quality view of the animals (thus providing a lot of transport rating, and low visibility).
Gyrosphere: low, inefficient transport with great-quality view of the dinosaurs (thus providing a lot of visibility, but low/none transport rating).
Jungle Trek: low, medium transport with above average view of the animals (thus providing valuable amounts to both transport and visibility).
So, a Gyrostation would have lots of queues, specially on a succesful Park, but any Jungle Trek station activated near it could greatly help addressing visitor's needs.
The “dangerous” aspect is rendered null and void when considering that none of the vehicles in JWE, both for staff and visitors, can’t be attacked by the dinosaurs. Also I don’t see the point realistically either, in a busy theme park where the quick movement and transportation of people is key for both safety reasons and for the enjoyment of visitors (e.g. Getting to the attractions they want to go on as fast as possible), visitors will always need and want the fastest method of getting to their destination. In Jurassic World's case, it would be the monorail system.
About the first part of this statement I could agree, even I also don't like that particular decision. Yet, also from a management perspective here, they would have design the ride so as the danger was just perceived, fictitious if you like, since they would never put guest in actual danger for the sake of it. The attraction fun comes just from the thrill, the illusion, of driving through open enclosures full of dinosaurs "unprotected" (with no glass like the Gyrospheres) and trusting only the driver's skill and the vehicle's speed (which, by the way, wouldn't be that much).
About the second one... kindly explain JP's Tour then. No, the point of transport in a theme park like this might be what you're saying, but I guess you're forgetting the attractions we are discussing are not just devised mainly as a transport means, but as attractions in themselves.
Even the monorail was some flair of attraction in itself. What we're saying here is that it is not enough. There should be more options. Jungle Trek might nicely be one of them.
Also the monorail track, with exception to the station, takes up none of the island's building space. Anything that's built under the track (buildings, footpaths and Gyrosphere tracks) just removes the column that’s obstructing their placement.
Again, no. Try building around one of the tightest turns. In any case, you wouldn't be able to build as normally as if the monorail wasn't there. And, either way, it's such a landscaping ruin anyway.
I doubt it would be implemented, I think it would take too much computational power for Gyrospheres to drive about aimlessly and take random turns in an enclosure full of dinosaurs and be unaesthetically pleasing for players. Instead of following a set path with some stops in between, it'll just be literal stop-start movement.
Agree again, although we need to remember that this shouldn't be the case.