Updated 12/8/23
[DISCLAIMER] This will be an extremely long thread, I try to break it up by sections, horizontal lines, and tables, but this will be very in-depth. I reference some of my own threads, links will be provided where deemed appropriate.
I have previously made two separate attempts to cover this subject, but never got it to work as I intended. However, seeing how the game is shaping up it is overdue that we really emphasize the guest and their central role in the "park" side of the game. While I'll operate under the assumption of no "individualized guests" that is still by far the best option for the game.
In Jurassic World Evolution 2, Guest Types were introduced as a concept to help create more distinction between park guests, so you could better tailor your parks to 1 or more of these groups.
Guest Types
It's pretty much a homage to the system in Jurassic Park: Operation Genesis, and it worked pretty well. In JWE2 to date, however, these categories don't mean a whole lot as most players aren't likely to even notice them outside of Amenity Modules. You really don't have much flexibility in how you manage your guests to achieve the tailored experience. Underpinning all Guest Types is a foundational need for admission fees, this is fundamental to tailoring your parks towards what sort of guests you'll attract. Park admission rates, attractions, hotels, and restrooms; all of these need an optional fee the player can administer and dynamically alter at any time.
From here we can discuss some changes to the base needs of specific guest types. The accompanying image from the Park Management interface highlights the current Park Desires of the Guest Types live in-game juxtaposed against my own proposals in the following table.
Frontier
Revised
There is a level of asymmetry in Frontier's guest desires list as well as duplicate wants. I feel this robs each guest type of things that make them unique and its more difficult to tailor a park to any of them. In general, we lack enough options to even do much with them, so these revisions of mine are dependent on some new additions as functionally the game just doesn't have enough together to support any real depth in guest management.
These desires also aren't all or nothing, they may have synergy with other guest types or be diametrically opposed. Rather should I say every Guest Type has another Guest Type that serves as its inverse.
Ex:
General v. Luxury
Nature v. Adventure
The Guest Types above have inverse relationships with one another. If you want Luxury guests in your park, you are going to sacrifice General guests and the reverse. These relationships maintain a state of balance, symmetry, and replayability for the general audience. It adds flavor to help you build your parks differently and set personal goals ahead of time. More advanced players are also presented with some benefits from this setup as they can leverage some synergies that exist between other Guest Types for a more mixed group of guests in their parks.
Ex:
Ex: Hybrids appeal to Luxury Guests, but also Adventure Guests
A bit of this is just simple logic. I mean, Luxury guests like hybrids since those are unique additions to your park, but they are obscenely genetically modified in and of themselves so they preclude appealing to Nature Guests. However, due to their aggression, hybrids love fighting and hunting which easily builds infamy all of which has a delightful synergy with the interests of Adventure Guests. You can extrapolate a number of these synergies and incompatibilities from my revised proposal, but it won't much hurt the experience of casual audiences. I'd like to think appealing to 3 Guest Types in 1 park is a challenge while appealing to all 4 Guest Types requires an advanced player who takes all these factors into consideration to fine tune a perfectly balanced park.
Defining the Stats
Prestige System
This is a relatively simple system, its purpose is overall to give the player more to do in order to achieve a 5-Star Rating. From elaborate pathing to decorations they are now given some more gameplay significance; decorations especially are the primary means of acquiring prestige. Each individual decoration will award a small amount of prestige; attractions and more extravagant pathing similarly increase the prestige of your park. The more you have the easier it will be to attract Luxury Guests (the most difficult guest type) to reach a true 5-Star Park Rating.
Ex:
Guest Attractions
The primary and quickest way to attract a certain guest type is by the attractions you host in your park. Each attraction will hold a certain degree of thematic conformity with the Guest Type being appeased. Secondary and tertiary appeal to other guest types may not be as thematically sensible. Further, your guests will make a difference aesthetically speaking with regards to your parks based on the types of attractions you build. It is also a more difficult balancing act to host inverse guest types when you have certain attractions, so park planning becomes an important skill.
Naturally, the modular Guest Attraction building can be configured to appeal to a specific guest type too, so I went ahead and included them in the above table alongside a new module: Reptile House. The more exciting attractions are visually and more functionally distinct that consist largely of new proposed attractions or tailoring existing ones to specific guest types.
Viewing Galleries (Regular, Dome, Log, Stands), and Viewing Platforms are agnostic attractions, they serve as the baseline for parks and don't help or harm.
Park Tours are also fairly neutral, but they lean slightly towards a more General audience.
Monorails are no longer considered attractions, but transportation.
References: Guest Attractions (Revisited), Events & Feeding Shows, Corpse Disposal, Lagoon & Marine Reptile Overhaul, Live Bait Feeders & Hunting Behavior
Guest Amenities
Now we have a solid foundation with admission fees, stricter roles defining each Guest Type, and really hammered it home with attractions, we need to do a tuning pass to round things out with the amenities.
Right away there are two small additions I feel would fill in some holes in our guest facilities.
Now for some thematic retooling of the Amenity products & modules, these need a serious balance tuning in consideration of the newly asserted Guest Types. Every product/module will have some level of appeal to every guest type unless otherwise noted "N/A" and marked with 1-4 checkmarks; 4 being highest appeal, 1 being lowest appeal.
Food Amenities
Drink Amenities
Shopping Amenities
Amenity Modules
I can't promise I listed every single item in the amenities, but I damned well tried. And, yes, it did take an eternity to put these altogether. This is my level of commitment to the game and its success. In the future, I will likely come back and do some tuning passes like I do in some of my old threads. These are for personal reference as much as for Frontier and the community. Anyhow, having now thoroughly exhausted guest amenity content, I think now is time for a shift.
Guest Safety
To this point we have assumed a functional, well-working park completely within the hands of the player. Guest management, however, also applies to when things go awry. From JWE to JWE2 we saw a seismic shift in the importance of guest safety. You can very quickly go bankrupt if you don't keep your park in the black following a bad storm. The game is certainly more serious about the subject than its predecessor though it's still too much of a flash in the pan for my liking.
Quarterly Reports
These are pretty basic snippets of information on your park's performance for a given time period. However, I think it is a good barometer to use these reports for tracking time including events that fall within the parameters of the report. Tracking catastrophes, lawsuits, and protests all have some presence in the reports currently, but its pretty vague and usually is just a blip in an otherwise stable chart. However, this tool is going to be much more useful as it pertains to some negative consequences of guest management.
Lawsuits
Lawsuits are a mechanism to punish the player for letting their guests come to harm whether it be from a storm or breakout. Largely, the economic penalty here stems from lawsuits piling up too quickly and the costs incurred doled out effective immediately. Can't deny it gets results, but most often it comes down to two things:
1) Do you have a bank saved?
2) Do you not have a bank saved?
Either you can weather a few minutes of inconvenience while the park gets back onto its feet, or you suffer crippling instantaneous bankruptcy. I propose some modifications to how lawsuits are leveraged to make them feel less totally game ending and like a more persistent threat that has longer term ramifications.
Guest Protests
A nice new addition with JWE2, you will probably run into these in Challenge Mode more than anywhere else. I believe a guest protest can be triggered as part of a random event or more commonly through a scientist sabotaging you. I like the idea in theory, but in practice it is pretty underwhelming. Protests suffer a similar problem to lawsuits, but inarguably worse than the lackluster suits. What they do is cause bad PR for your parks which you'd think would have the effect of lowering guest numbers in the parks; therefore, hitting your bottom line. Sadly, the protests are incredibly brief and the dip in guest numbers are almost unnoticeable even with Challenge Mode conditions triggering them constantly.
Address safety concerns especially after storms to avoid a second round of misfortune. Don't price gauge your guests too much particularly in wild swings, and don't abuse your animals. Even Adventure Guests still care about Dinosaur Welfare even if they have a much higher tolerance for violence than the other guest types. If you consistently have fatalities in your park, too many protests, breakouts, and so forth in a Reporting Period, then expect a Park Closure when the report arrives. Notifications warning you about too many incidents will be routinely sent throughout the Reporting Period if a pattern of recklessness is established. These warnings are designed to give you time to correct issues preceding any imminent park closure risk.
Conclusion
As far as guest management is concerned, we haven't even gotten the basics down yet. Without admissions fees we don't even have the beginnings of the tools to distinguish our 4 guest types. From there our guest types need better alignment thematically and functionally to the core gameplay loop. Nature Guests should be people that love seeing the wonder of nature, they are environmentalists, oppose cruel entertainment, and lean pescatarian, vegetarian, and vegan. Adventure guests are thrill seekers that like big carnivorous animals; they want to be on the edge of danger without really being in it, and to sink their teeth into decadent foods while all-around having a good time. General Guests are price conscience, and enjoy having modern amenities at their disposal while dabbling in a variety of park offerings. Luxury guests are the wealthy few, they have a lavish sense of taste, high standards, and they revel in the exclusivity of their vacation getaway spots.
To reinforce the thematic roots of each guest type, we need attractions, things that wow and stand out as special experiences for the guest and the player. All aspects of the game need to ooze with cohesion around the core of what the guests represent. Guest and Dinosaur are two parts of the same whole except half of the whole has been badly overlooked. Without guests, there is no park. There is no reason for there to be a Jurassic Park or a Jurassic World if no one is there to bear witness to the majesty, or face the terror of these magnificent creatures.
The root of all park building games, even those that place more emphasis on the animals, is still to its very core the guest. Jurassic World Evolution: 2 dearly needs to remember the customer is king.
[DISCLAIMER] This will be an extremely long thread, I try to break it up by sections, horizontal lines, and tables, but this will be very in-depth. I reference some of my own threads, links will be provided where deemed appropriate.
I have previously made two separate attempts to cover this subject, but never got it to work as I intended. However, seeing how the game is shaping up it is overdue that we really emphasize the guest and their central role in the "park" side of the game. While I'll operate under the assumption of no "individualized guests" that is still by far the best option for the game.
In Jurassic World Evolution 2, Guest Types were introduced as a concept to help create more distinction between park guests, so you could better tailor your parks to 1 or more of these groups.
Guest Types
General | Nature | Adventure | Luxury |
It's pretty much a homage to the system in Jurassic Park: Operation Genesis, and it worked pretty well. In JWE2 to date, however, these categories don't mean a whole lot as most players aren't likely to even notice them outside of Amenity Modules. You really don't have much flexibility in how you manage your guests to achieve the tailored experience. Underpinning all Guest Types is a foundational need for admission fees, this is fundamental to tailoring your parks towards what sort of guests you'll attract. Park admission rates, attractions, hotels, and restrooms; all of these need an optional fee the player can administer and dynamically alter at any time.
From here we can discuss some changes to the base needs of specific guest types. The accompanying image from the Park Management interface highlights the current Park Desires of the Guest Types live in-game juxtaposed against my own proposals in the following table.
Frontier
Revised
General | Nature | Adventure | Luxury |
Feeding Shows | Herbivores | Carnivores | Premium Experiences |
Affordability | Dinosaur Welfare | Dinosaur Combat | High Infamy | Decorations |
Park Tours | Unmodified Dinosaurs | Dinosaurs Hunting | Hybrids |
Lagoons & Aviaries | Dinosaur Variety | High Risks, High Rewards | High Park Ratings |
There is a level of asymmetry in Frontier's guest desires list as well as duplicate wants. I feel this robs each guest type of things that make them unique and its more difficult to tailor a park to any of them. In general, we lack enough options to even do much with them, so these revisions of mine are dependent on some new additions as functionally the game just doesn't have enough together to support any real depth in guest management.
These desires also aren't all or nothing, they may have synergy with other guest types or be diametrically opposed. Rather should I say every Guest Type has another Guest Type that serves as its inverse.
Ex:
General v. Luxury
Nature v. Adventure
The Guest Types above have inverse relationships with one another. If you want Luxury guests in your park, you are going to sacrifice General guests and the reverse. These relationships maintain a state of balance, symmetry, and replayability for the general audience. It adds flavor to help you build your parks differently and set personal goals ahead of time. More advanced players are also presented with some benefits from this setup as they can leverage some synergies that exist between other Guest Types for a more mixed group of guests in their parks.
Ex:
- Nature Guests - Dinosaur Welfare - very important
- Luxury Guests - Dinosaur Welfare - important
- General Guests - Dinosaur Welfare - somewhat important
- Adventure Guests - Dinosaur Welfare - not very important
Ex: Hybrids appeal to Luxury Guests, but also Adventure Guests
A bit of this is just simple logic. I mean, Luxury guests like hybrids since those are unique additions to your park, but they are obscenely genetically modified in and of themselves so they preclude appealing to Nature Guests. However, due to their aggression, hybrids love fighting and hunting which easily builds infamy all of which has a delightful synergy with the interests of Adventure Guests. You can extrapolate a number of these synergies and incompatibilities from my revised proposal, but it won't much hurt the experience of casual audiences. I'd like to think appealing to 3 Guest Types in 1 park is a challenge while appealing to all 4 Guest Types requires an advanced player who takes all these factors into consideration to fine tune a perfectly balanced park.
Defining the Stats
- Affordability
- General Guests are price conscious, low to no admission fees are preferable, and they don't like expensive, low capacity amenities
- Dinosaur Hunting
- Hunting live bait is acceptable, but works even better when its dino v. dino (negatively impacts Dinosaur Welfare)
- High Risk, High Reward
- Adventure Guests are daredevils, they are willing to take relative safety risks to experience being up close to large predators
- Premium Experiences
- Luxury Guests love lavish things, they enjoy the most expensive pampering money can buy: premiere quality food, goods, & accommodations
- Decorations
- Guests want to feel welcomed and are in search of something special catered to their needs, a lavishly decorated park suits them well
- High Park Ratings
- The higher the Park's Star Rating the more Luxury Guests you'll attract, but this also applies to higher Dinosaur & Facility Ratings
Prestige System
This is a relatively simple system, its purpose is overall to give the player more to do in order to achieve a 5-Star Rating. From elaborate pathing to decorations they are now given some more gameplay significance; decorations especially are the primary means of acquiring prestige. Each individual decoration will award a small amount of prestige; attractions and more extravagant pathing similarly increase the prestige of your park. The more you have the easier it will be to attract Luxury Guests (the most difficult guest type) to reach a true 5-Star Park Rating.
Ex:
- Innovation Center | +250 Prestige
- Lagoon/Aviary | +150 Prestige
- Resort | +100 Prestige
- Spa | +75 Prestige
- Raptor Pen | +60 Prestige
- Hammond Statue | +50 Prestige
- Skeleton (Spino, Rex, Alamo) | +50 Prestige
- Indoraptor Cage | +35 Prestige
- Fossilized Skull | +25 Prestige
- Fountain (Large) | +25 Prestige
- Amber Deposit | +15 Prestige
- Fountain | +15 Prestige
- Banner | +10 Prestige
- Planter/Pot | +5 Prestige
- Light | +5 Prestige
- Bin | +5 Prestige
- Bench | +5 Prestige
- Fancy Path | +5 Prestige
Guest Attractions
General | Nature | Adventure | Luxury |
Jungle River Cruise | Cretaceous Cruise | Treetop Gazers | Amphitheatre | Pachy Arena | Innovation Center |
T-Rex Kingdom | Lagoon Feeding Show | Fossil Zone | The Bone Shaker | Velocicoaster | Pteratops Lodge |
Zip-Lines | Aquarium | Submarine Tour | Marine Viewing Dome |
Cinema | Lab Tour | Rock Climbing | Gyrospheres |
Arcade | Reptile House | Gym | Spa |
Bowling Alley | Troodon Den | Virtual Reality (VR) | Mini Golf Course |
The primary and quickest way to attract a certain guest type is by the attractions you host in your park. Each attraction will hold a certain degree of thematic conformity with the Guest Type being appeased. Secondary and tertiary appeal to other guest types may not be as thematically sensible. Further, your guests will make a difference aesthetically speaking with regards to your parks based on the types of attractions you build. It is also a more difficult balancing act to host inverse guest types when you have certain attractions, so park planning becomes an important skill.
Naturally, the modular Guest Attraction building can be configured to appeal to a specific guest type too, so I went ahead and included them in the above table alongside a new module: Reptile House. The more exciting attractions are visually and more functionally distinct that consist largely of new proposed attractions or tailoring existing ones to specific guest types.
Appeal for each attraction with every Guest Type is listed below. Cells marked with N/A do not apply, all others are marked with 1-4 checkmarks; 4 being highest, 1 being lowest.
Attraction | General | Nature | Adventure | Luxury |
Amphitheatre / Pachy Arena | ![]() ![]() ![]() | N/A | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() |
Arcade | ![]() ![]() | ![]() | ![]() ![]() | N/A |
Aquarium | ![]() | ![]() ![]() | N/A | N/A |
Bowling Alley | ![]() ![]() | ![]() | ![]() | ![]() ![]() |
Bone Shaker / Velocicoaster | ![]() ![]() ![]() | N/A | ![]() ![]() ![]() ![]() | N/A |
Cinema | ![]() ![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() |
Fossil Zone | ![]() | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() |
Gym | ![]() | ![]() ![]() | ![]() ![]() | ![]() |
Gyrospheres | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() |
Innovation Center | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() ![]() |
Jungle River / Cretaceous Cruise | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() | N/A |
Lab Tour | ![]() ![]() | ![]() ![]() ![]() | N/A | ![]() |
Lagoon Feeding Show | ![]() ![]() ![]() ![]() | N/A | ![]() ![]() ![]() | N/A |
Marine Viewing Dome | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() |
Mini Golf Course | N/A | ![]() ![]() | N/A | ![]() ![]() ![]() ![]() |
Pteratops Lodge | N/A | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() ![]() |
Reptile House | ![]() | ![]() ![]() | N/A | ![]() |
Rock Climbing | ![]() | ![]() ![]() | ![]() ![]() ![]() | N/A |
Spa | N/A | ![]() ![]() | N/A | ![]() ![]() ![]() |
Submarine Tour | ![]() ![]() ![]() | ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() |
T-Rex Kingdom | ![]() ![]() ![]() ![]() | ![]() | ![]() ![]() ![]() | ![]() ![]() |
Treetop Gazers | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() |
Troodon Den | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() |
Virtual Reality (VR) | ![]() ![]() | ![]() | ![]() ![]() ![]() | ![]() ![]() |
Zip-Lines | ![]() ![]() ![]() | ![]() | ![]() ![]() | N/A |
Viewing Galleries (Regular, Dome, Log, Stands), and Viewing Platforms are agnostic attractions, they serve as the baseline for parks and don't help or harm.
Park Tours are also fairly neutral, but they lean slightly towards a more General audience.
Monorails are no longer considered attractions, but transportation.
Guest Amenities
Now we have a solid foundation with admission fees, stricter roles defining each Guest Type, and really hammered it home with attractions, we need to do a tuning pass to round things out with the amenities.
Right away there are two small additions I feel would fill in some holes in our guest facilities.
- Kiosks
- Fulfill Food, Drink, or Shopping need
- Very Small radius of effect
- Limited Product Choices
- Inexpensive
- Resorts
- High Prestige
- Size of a Small Hotel
- Less Capacity than the Small Hotel
- Expensive
Now for some thematic retooling of the Amenity products & modules, these need a serious balance tuning in consideration of the newly asserted Guest Types. Every product/module will have some level of appeal to every guest type unless otherwise noted "N/A" and marked with 1-4 checkmarks; 4 being highest appeal, 1 being lowest appeal.
Food Amenities
Product Type | General | Nature | Adventure | Luxury |
Authentic Sushi | N/A | ![]() ![]() ![]() | N/A | ![]() ![]() ![]() |
Bento Sushi | ![]() ![]() | ![]() ![]() | ![]() | N/A |
Burgers & Fries | ![]() ![]() | N/A | ![]() ![]() | N/A |
Candy | ![]() ![]() ![]() | N/A | ![]() ![]() | N/A |
Cheap Burgers | ![]() | N/A | ![]() | N/A |
Churros | ![]() ![]() | ![]() | ![]() | N/A |
Crepes | ![]() ![]() | ![]() ![]() | N/A | ![]() ![]() ![]() |
Deep Fried Fish | ![]() ![]() | ![]() | ![]() ![]() | N/A |
Dhal | N/A | ![]() ![]() ![]() ![]() | N/A | ![]() ![]() |
Doughnuts | ![]() ![]() | ![]() | ![]() ![]() | N/A |
Falafel Wraps | ![]() | ![]() ![]() | N/A | N/A |
Gourmet Steaks | N/A | N/A | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() |
Ice Cream | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() |
Korean BBQ | ![]() ![]() | N/A | ![]() ![]() ![]() | ![]() ![]() |
Paella | ![]() ![]() | ![]() ![]() ![]() | ![]() | ![]() ![]() |
Seafood | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() |
Steaks | ![]() ![]() ![]() ![]() | N/A | ![]() ![]() ![]() | ![]() |
Teppanyaki | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() |
Vegan Buffet | ![]() | ![]() ![]() ![]() ![]() | N/A | ![]() |
Vegan Moussaka | N/A | ![]() ![]() ![]() | N/A | ![]() ![]() ![]() ![]() |
Waffles | ![]() ![]() ![]() | ![]() | ![]() ![]() | N/A |
Drink Amenities
Product Type | General | Nature | Adventure | Luxury |
Boba | ![]() ![]() | ![]() ![]() ![]() | ![]() | ![]() |
Bottled Water | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() | N/A |
Coffee | ![]() | ![]() | ![]() ![]() | N/A |
Connoisseur Coffee | N/A | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() |
Energy Drinks | ![]() ![]() | N/A | ![]() ![]() ![]() ![]() | N/A |
Flavored Lattes | ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() |
Ginger Beer | ![]() ![]() | ![]() ![]() | ![]() ![]() | ![]() |
Hot Chocolate | ![]() ![]() ![]() | ![]() | ![]() ![]() | N/A |
Ice Slushies | ![]() ![]() | N/A | ![]() ![]() ![]() | N/A |
Kefir | N/A | ![]() ![]() ![]() | ![]() | ![]() ![]() |
Kombucha Tea | N/A | ![]() ![]() ![]() ![]() | N/A | ![]() ![]() ![]() |
Loose Leaf Tea | ![]() | ![]() ![]() | ![]() ![]() | ![]() |
Milkshakes | ![]() ![]() ![]() | N/A | ![]() | N/A |
Root Beer | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | N/A |
Smoothies | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() | ![]() |
Soda Cans | ![]() ![]() ![]() ![]() | ![]() | ![]() ![]() | N/A |
Superfood Juice | N/A | ![]() ![]() | N/A | ![]() |
World Teas | N/A | ![]() ![]() ![]() | ![]() | ![]() ![]() ![]() ![]() |
Yoghurt Drinks | ![]() | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() |
Shopping Amenities
Product Type | General | Nature | Adventure | Luxury |
Action Figures | ![]() ![]() ![]() | N/A | ![]() ![]() ![]() ![]() | N/A |
Artwork | ![]() | ![]() ![]() | N/A | ![]() ![]() ![]() |
Beads | N/A | ![]() | N/A | N/A |
Books | ![]() | ![]() ![]() | ![]() | ![]() ![]() |
Designer Goods | N/A | N/A | N/A | ![]() ![]() ![]() |
Dinosaur Adoptions | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() |
Formal Wear | N/A | ![]() ![]() | N/A | ![]() ![]() |
Fossilized Ammonite | ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() |
Fossilized Teeth | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() |
Hats | ![]() ![]() | ![]() ![]() | ![]() ![]() | N/A |
Jewelry | N/A | N/A | N/A | ![]() ![]() ![]() |
Key Rings | ![]() | N/A | N/A | N/A |
Leisure Wear | ![]() ![]() ![]() | ![]() ![]() | ![]() | ![]() |
Park Sponsorships | N/A | ![]() | ![]() | ![]() ![]() ![]() ![]() |
Playsets | ![]() ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() |
Smart Plushies | N/A | N/A | ![]() | ![]() ![]() |
Stationery | ![]() | ![]() | N/A | N/A |
Stuffed Toys | ![]() ![]() ![]() | ![]() ![]() | N/A | ![]() |
T-Shirts | ![]() ![]() | ![]() ![]() | ![]() ![]() | N/A |
Amenity Modules
Module | General | Nature | Adventure | Luxury |
Arcade | ![]() ![]() ![]() | N/A | ![]() ![]() | N/A |
Aquarium | ![]() ![]() | ![]() ![]() ![]() | N/A | ![]() ![]() |
Beanbags | ![]() | ![]() ![]() | ![]() ![]() | N/A |
Bench Seating | ![]() ![]() | ![]() ![]() | ![]() ![]() | N/A |
Charity Boxes | ![]() | ![]() | ![]() | ![]() ![]() |
Claw Machine | ![]() ![]() | N/A | ![]() ![]() ![]() | N/A |
Couches | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | N/A |
Dance Machine | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() |
Dense Racks | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() | N/A |
Digital Ordering | ![]() ![]() | ![]() | ![]() ![]() | ![]() |
Display Cabinet | ![]() ![]() | ![]() | ![]() | ![]() ![]() |
Entertainer | ![]() ![]() ![]() ![]() | ![]() ![]() | ![]() | N/A |
Extra Shelves | ![]() ![]() | N/A | ![]() | N/A |
Fish Tank | ![]() | ![]() ![]() | N/A | N/A |
Fossil Display | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() |
Fountain | ![]() ![]() | ![]() ![]() | ![]() | ![]() ![]() ![]() |
Gift Stand | ![]() ![]() ![]() | ![]() | ![]() ![]() | N/A |
Ice Cream Machine | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() |
Ice Cream Parlor | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() |
Infotainment | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() | N/A |
Jukebox | ![]() | ![]() | ![]() ![]() | N/A |
Karaoke | ![]() ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() |
Photo Booth | ![]() ![]() ![]() ![]() | ![]() | ![]() ![]() | N/A |
Play Area | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() | ![]() |
Play Zone | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() |
Pic'N'Mix | ![]() ![]() ![]() | ![]() ![]() | ![]() | N/A |
Product Display | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() |
Product Kiosk | ![]() ![]() ![]() ![]() | ![]() | ![]() ![]() | N/A |
Sculpture | N/A | ![]() ![]() | N/A | ![]() ![]() ![]() |
Seating Booths | ![]() ![]() | ![]() | ![]() ![]() | N/A |
Selfie Spot | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | N/A |
Skeleton Display | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() |
Statue | N/A | ![]() ![]() ![]() | N/A | ![]() ![]() ![]() |
Stools | ![]() | N/A | ![]() | N/A |
Storage Space | ![]() | ![]() ![]() | ![]() | N/A |
Sunglasses Stand | ![]() ![]() | ![]() | ![]() ![]() | N/A |
Sweets Stand | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() |
Table Seating | ![]() ![]() | ![]() ![]() | ![]() ![]() | N/A |
TVs | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() |
Water Feature | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() ![]() |
I can't promise I listed every single item in the amenities, but I damned well tried. And, yes, it did take an eternity to put these altogether. This is my level of commitment to the game and its success. In the future, I will likely come back and do some tuning passes like I do in some of my old threads. These are for personal reference as much as for Frontier and the community. Anyhow, having now thoroughly exhausted guest amenity content, I think now is time for a shift.
Guest Safety
To this point we have assumed a functional, well-working park completely within the hands of the player. Guest management, however, also applies to when things go awry. From JWE to JWE2 we saw a seismic shift in the importance of guest safety. You can very quickly go bankrupt if you don't keep your park in the black following a bad storm. The game is certainly more serious about the subject than its predecessor though it's still too much of a flash in the pan for my liking.
Quarterly Reports
These are pretty basic snippets of information on your park's performance for a given time period. However, I think it is a good barometer to use these reports for tracking time including events that fall within the parameters of the report. Tracking catastrophes, lawsuits, and protests all have some presence in the reports currently, but its pretty vague and usually is just a blip in an otherwise stable chart. However, this tool is going to be much more useful as it pertains to some negative consequences of guest management.
Lawsuits
Lawsuits are a mechanism to punish the player for letting their guests come to harm whether it be from a storm or breakout. Largely, the economic penalty here stems from lawsuits piling up too quickly and the costs incurred doled out effective immediately. Can't deny it gets results, but most often it comes down to two things:
1) Do you have a bank saved?
2) Do you not have a bank saved?
Either you can weather a few minutes of inconvenience while the park gets back onto its feet, or you suffer crippling instantaneous bankruptcy. I propose some modifications to how lawsuits are leveraged to make them feel less totally game ending and like a more persistent threat that has longer term ramifications.
- Lawsuits
- Distributed across a Quarterly Earnings Reporting Period
- Guest Numbers (All Types) are down (20-30%) for the remainder of the Reporting Period
- Each lawsuit individually incurs a much higher cost than at present
- Injuries & Fatalities generate bad PR
Guest Protests
A nice new addition with JWE2, you will probably run into these in Challenge Mode more than anywhere else. I believe a guest protest can be triggered as part of a random event or more commonly through a scientist sabotaging you. I like the idea in theory, but in practice it is pretty underwhelming. Protests suffer a similar problem to lawsuits, but inarguably worse than the lackluster suits. What they do is cause bad PR for your parks which you'd think would have the effect of lowering guest numbers in the parks; therefore, hitting your bottom line. Sadly, the protests are incredibly brief and the dip in guest numbers are almost unnoticeable even with Challenge Mode conditions triggering them constantly.
- Protests
- Reduces guest count by 25-50%
- Triggered when PR falls below 50%
- 5 real-time minutes continuously
- Does not end until PR is 60% or above
- 3 real-time minutes continuously
- New triggerable events & conditions
- Prolonged Safety Issues
- Major Price Hikes
- Terrible Dinosaur Welfare
- Can stack additively with lawsuits
- Park Closure if too many incidents in a Quarterly Earnings Period
Address safety concerns especially after storms to avoid a second round of misfortune. Don't price gauge your guests too much particularly in wild swings, and don't abuse your animals. Even Adventure Guests still care about Dinosaur Welfare even if they have a much higher tolerance for violence than the other guest types. If you consistently have fatalities in your park, too many protests, breakouts, and so forth in a Reporting Period, then expect a Park Closure when the report arrives. Notifications warning you about too many incidents will be routinely sent throughout the Reporting Period if a pattern of recklessness is established. These warnings are designed to give you time to correct issues preceding any imminent park closure risk.
Conclusion
As far as guest management is concerned, we haven't even gotten the basics down yet. Without admissions fees we don't even have the beginnings of the tools to distinguish our 4 guest types. From there our guest types need better alignment thematically and functionally to the core gameplay loop. Nature Guests should be people that love seeing the wonder of nature, they are environmentalists, oppose cruel entertainment, and lean pescatarian, vegetarian, and vegan. Adventure guests are thrill seekers that like big carnivorous animals; they want to be on the edge of danger without really being in it, and to sink their teeth into decadent foods while all-around having a good time. General Guests are price conscience, and enjoy having modern amenities at their disposal while dabbling in a variety of park offerings. Luxury guests are the wealthy few, they have a lavish sense of taste, high standards, and they revel in the exclusivity of their vacation getaway spots.
To reinforce the thematic roots of each guest type, we need attractions, things that wow and stand out as special experiences for the guest and the player. All aspects of the game need to ooze with cohesion around the core of what the guests represent. Guest and Dinosaur are two parts of the same whole except half of the whole has been badly overlooked. Without guests, there is no park. There is no reason for there to be a Jurassic Park or a Jurassic World if no one is there to bear witness to the majesty, or face the terror of these magnificent creatures.
The root of all park building games, even those that place more emphasis on the animals, is still to its very core the guest. Jurassic World Evolution: 2 dearly needs to remember the customer is king.
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