Since the release of JWE1 all the way until now, over a year since the launch of JWE 2, guests have consistently been the most lacking feature in the game by far. Some others have tried to come up with ideas to improve guests and I will list some of my own ideas and reference others.
Fundamentally JWE2 struggles with its lack of individualized guests, which is unlikely to be dealt with for technical reasons. For that reason the following suggestions take that into account and could be implemented without individualizing guests. At the core of this game's issues with guests is that there is a lack of immersion from the player building the park. The game is fundamentally built around the idea that you are building a park for yourself, the player, rather than your guests. The following suggestions are made with the intention of making guests interesting to observe and accommodate rather than being a purely utilitarian way to represent statistics and be killed by dinosaurs.
In theory, I suggest a guest overhaul leading to various improvements such as:
Another thread of note containing some ideas:
forums.frontier.co.uk
Other threads of interest relating to this topic:
forums.frontier.co.uk
forums.frontier.co.uk
forums.frontier.co.uk
Fundamentally JWE2 struggles with its lack of individualized guests, which is unlikely to be dealt with for technical reasons. For that reason the following suggestions take that into account and could be implemented without individualizing guests. At the core of this game's issues with guests is that there is a lack of immersion from the player building the park. The game is fundamentally built around the idea that you are building a park for yourself, the player, rather than your guests. The following suggestions are made with the intention of making guests interesting to observe and accommodate rather than being a purely utilitarian way to represent statistics and be killed by dinosaurs.
In theory, I suggest a guest overhaul leading to various improvements such as:
- functional benches and bins and other path elements
- a rest area for tired guests
- better attractions (this has been covered in depth elsewhere)
- petting zoo, tide pool, and/or some kind of direct interaction with dinos such as sauropod feeding
- guest feedback (relating to the park and specific dinosaurs) such as in these images 1 2 3 from other games in the genre
- something akin to media management
- benefits to the park or guest appeal from decorating
- some unique attribute to non-guest visitors (dfw/biosyn/etc.)
Another thread of note containing some ideas:
Guest Management - Comprehensive Overhaul
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...
Other threads of interest relating to this topic:
Visitors update
Hey everyone, the visitors in this game feel extremely lifeless. Like they’re just there and they don’t have a big impact on the game which is sad because they’re visitors to our parks that we create. A future update Frontier could possibly do is a Visitors Update. I feel like JPOG did a good...
More Varied, Meaningful Decorations
The decorations currently available are great. But I find myself sort of adding the same things over and over. It would be really nice to have directional signs -- restaurant (icons match amenity) with an arrow, for instance. There are a few directional signs already, but nowhere near the number...
Meaningless amenity options
The first thing that comes to mind when I look at food/drink/shopping amenities tweaking is, as vast as an ocean and deep as a puddle. Its easy enough to code in "Water Fountain" into the menu and make it change some guest happiness variable, but what if we went a step further and actually...
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