For me, this kind of game isn't about scares. There's a reason that so many horror games are in first-person or pull the camera closer towards the character- it limits your field of view, creating a claustrophobic effect. There are some horror games with a top-down or isometric perspective (like Darkwood) but again, they often play with limiting your field of view. This is a builder/management game. The camera is pulled back so that you can see as many things at once as possible. You can see the moments when the dinosaurs break out, and you can see the guests that are going to be eaten a mile away. There's no surprise there, and not much horror as you are the one responsible for setting things right and you should have the tools to correct things (properly equipped security teams, et cetera) at your disposal, if you're playing a responsible park chief.
Now I do agree with the crowd that wants to have a lot of animations for detailed interactions, that makes your position as the "eye in the sky" more fun because you have cool events to zoom in on and watch. But this isn't the kind of game that's going to try to be very scary. Just look at the tone of the reveal trailer-- the Rex breaks out and starts eating people without any real shift in tone. The breakouts are to be expected; they're a normal part of the gameplay cycle.
I get your point but.....
No offense here. I would like to bring up an important point I think most people have missed out.
" Mr. Masrani: Are the guests having fun? Are the animals enjoying life?
Claire: Well, guest satisfaction is steady in the low 90s. We don't have a way to measure the animals' emotional experience.
Mr. Masrani: Sure you do. You can see in their eyes. "
Do you see? This is not only a park management game. This is a Dinosaur park management game!
It's fine if one's management style is just like Claire. But for those who share Mr. Masrani's viewpoint, they should be given the incentives in doing so.
What I propose here is:-
-The animals' states should not only be given as numbers/percentage/bar; Instead, certain states should only be accessible through direct observation of the animals. These are living things - we as human can only, at best, estimate/feel their states through observation.
-For instances, as I proposed earlier about Dino AI, certain suspicious scouting behaviors on a specific area should act as a precaution sign that the Dino is planning a breakout and causing a maximum casualties. Also, a sad Dino always hide from visitor's view and withdraw from engaging in social behaviors - decreasing its entertainment value/survival rate. Moreover, Dino should react differently with different ranger teams - giving a hint of how much they like/dislike them.
All these said, the point here is to provide an intimate relationship between the players and the digital creatures. Instead of zooming out all the time managing other aspects of park management, one must be given the incentives to zoom in observing the magnificent realistic creatures created by Frontier.
Winterwalker, I agree with everything you said. I just want to add in a point though.
In cases of breakout, it has to be made epic! Depending on the species, aggressiveness, intelligence level, personalities, how they have been treated, a certain level of concerted effort to cause chaos must be in place. For the extreme case of Indominus Rex, its breakout AI should be made in such that it prioritizes maximum casualties, actively searching for victims aiming to cause total annihilation, engaging strategically with ACU (evasive maneuvers, hiding, ambushing, counter-attack etc), and possibly helping Raptors/smaller animals to break out and act as a team in their rampage mode. In that way, the tension we felt in the movie can be duplicated in the game, making us fear of a potential breakout as it has the potential to make us building the island over on scratch again.
Reptar, I simplly love your ideas!