How to fix the game for JWE2.

I finally got JWE, and have been playing it. This is a very shallow game. I SINCERELY hope that JWE is just a stepping stone to laying down the foundation for a good Jurassic Park game. So here's how to do it:

Repeat this mantra: Quality over quantity. Quality over quantity. Quality over quantity.


1.) It doesn't matter if there are 30, 40, or 50 dinosaurs if they are all identical. It doesn't matter if there are 100 dinosaurs in JWE if you can't fit more than 15 in any given park. Quality over quantity. So cut the number down to 15 (or so). AND make every single dinosaur have a unique behavior. I'm not just talking about the Dino's stat screen being different. I mean an actual quantifiable behavior and way of acting different than the others.

If I make a pack of velociraptors, they should be causing so much strife. And right now they just don't. 15 individual dinosaurs with unique behavioral traits is better than 50 clones with new models.

Further, every single Dino should have a memory. If an overhead helicopter hits them with a tranquilizer, they should fear the helicopter until the helo passes over them several times without incident. I.E. This game should feel like you're battling living, breathing creatures that have their own desires, wants, and foibles. If you do it well enough, you can program in pack behavior or experiences learned through the pack. I.E. If one deinonychus hits the fence, the rest will also learn that it's a bad spot. But if two hit the fence they notice the warning lights dimming...


2.) The genetic system. While interesting, completely ignores all the lore from the movies, and from the books. So we're going to change it completely.

To start, it's easy to harvest fossils to get a specific dino genome up to 50%. Then it is spectacularly difficult to get the genome up to 100%.

You can't birth an animal that's missing half of its chromosomes. So the NEW genetic system is about filling in the rest of the genome with various modern day animal genes to get the dino up to 100%. The catch is that the new genes make the dino's react unpredictably. Not necessarily in a bad way, but in ways you'd not expect. But since you can't make money off of an unborn dino, you must deal with this problem. AND every single gene may react differently with every single dino species. Introducing Raven DNA in a Carnotaurus may make them start experimenting with tools, but the same DNA in the same spot with Edmontosauruses will make them hold funerals for the dead. (No, really, ravens do that.)

Let me give you an example from the book / movie: In the first one, they made all the dino's female to prevent them from breeding. BUT they used frog DNA to fill in some of the gaps. This DNA allowed some of the Dino's to change gender, and allowed them to breed and multiply under their noses.

This would be the purpose of the Gene system. You'd be forced to compromise on the genetics of an animal in order to put them in your park, but you'd have to deal with your choices as the animals act oddly. The ultimate goal would be to introduce 100% complete genome dinosaurs which would be much more stable and predictable, but you gotta make money to get there, so you have to deal with 50->70->90% genome dinos to do it.


3.) Scale / Park size. Either the scale of items within the park is off, or the usable areas of the park are too small. We need some sort of way to either expand the size of the buildable areas, or they need to be bigger to begin with.


4.) Adjusting the missions / contracts. On the surface they are a lot of fun and interesting. But the back bone of the favor / influence system is just poorly thought out. Take for example a mission I just got: Hatch 8 Dinosaurs. This had a rating of Science +4, Entertainment -2, and Security -2. Now, why would the Entertainment division NOT want 8 more dinosaurs in the park? It's just silly to have the contracts be +4, -2, -2 to the different factions every single time. This example mission should have had a rating of Science +4, Entertainment +2, and Security -1. Security would be mad about having 8 new dinos for no reason, but they would still benefit from it somewhat.


5.) The sandbox needs the option to make it cash optional. I.E. Start with $10 mil, and build it from there.


6.) ACU's vs. Rangers. From mission 1 I thought it was silly that rangers couldn't do everything. It was very clear that ACU's should be the more expensive, quicker acting Rangers who can do most everything that the Rangers could.


7.) Economics. At a point in every mission I've done so far, I got to a stage where money was no concern. I need not even bother looking at my bank account or income per minute because I'm making more money than I could possibly dream of spending. But it shouldn't be this way. The bigger a park is, the more expensive it should be.

For example, in the game "Total War: Rome 2" they had a neat mechanic called "Corruption." As your empire grew in size, so did the number of dirty bureaucrats operating in your empire. These people would siphon off more money the larger you got. This is a clever system to check your progress when you're growing. So you don't capture half of europe, and have so much money that no one can stop you.

JWE needs a mechanic like this. I can't think of what to call it, but some function that subtracts more money the larger your park footprint.


8.) Grand Campaign. We're going old school for this one. The Main Campaign starts in the 1980's with the original park. Including original 3D models, AND original technology. You'll have to build up the OG park with the track riding Jeeps and the DOS security systems.

Then you'll see simulated time scale. You'll have day and night schedules, and the park will progress through the years. You wouldn't see 365 day/nights per year, but maybe only 10 day / nights to show the progression of time per year, ala Tropico.

New technology will become available as the years advance, or you'll have to research them, or both. The value of money will change due to inflation. Hyper expensive technology in the 1980's will be commonplace and cheap in 2020. But new technology will itself be expensive.

An example from the lore: The first park kept track of the dinosaurs via cameras posted around the park. Your park will have to mount cameras in order to track the dinos. Any dino not in camera view will not be tracked. In the Jurassic World park, the dinos are tracked via subcutaneous trackers, which also give them a shock if they approach the borders of their zones.


9.) Failure. At some point with these new, dangerous and clever dinosaurs, you're going to lose. It's going to happen. Maybe you shouldn't have bred those Velociraptors that ate everyone. Now your park is empty and people won't come back. So what happens if you fail?

Your corporate sponsors will give you the opportunity to retake the park. They'll give you some ranger crews, some money, and you get a shot at reclaiming the island. Maybe you kill all the bad dinosaurs. Maybe you capture and rehouse them. It's up to you. But if you fail at retaking the island, you fail for good. Have to start over or revert to an earlier save (probably much earlier).


10.) Islands. While the islands were interesting in that they had separate layouts and missions (not withstanding the problems I've already highlighted), we're using the islands for their original purposes.

(If you think about it, the parceling of the islands in JWE is stupid. Why would you build 6 (SIX!) separate dinosaur parks right next to each other? If these were one off missions just for fun, it would be one thing. But it's part of the main story. So we'll be ditching that concept.)

Each island will have its own purpose, and you'll be able to switch between them at will. You'll have the main park island. You'll have the science island, where all the research is done. You'll have the dinosaur testing island, where you can test out new dino's to make sure they won't go bonkers when you put them next to people. Lastly you'll have the Baby Dinosaur island. This is where the baby dinosaurs are hatched, and grown before they are put in the park. (The 5th island we'll cover momentarily.)


11.) DLC. Now we can come out swinging for the fences with Hybridization and Dr. Wu. Do it for real. Every single dinosaur in the game can be mixed with all the others. It might not work, but you can try. They hybrids bring in a lot of fame and money, but they always cause problems. There would be maybe 5-10 hybrids (each fully fleshed out) from combinations of 2-3 dinosaurs.

Dr. Wu's experiments would happen on the 5th island. Sequestered from the rest, it'd be your job to figure out which dinosaurs can mix with the others, and how to deal with them as they grow up.

You can also introduce other dinosaurs as other DLC, but remember, quantity over quality. Every single dinosaur introduced must be fully fleshed out behavior wise.


12.) Research system. The research was pretty well implemented in JWE, but I'd introduce new tiers, like 4 and 5. Make them progressively better stats, but MUCH more expensive and time consuming to research. So that way a player would have to prioritize a new research item over a new dinosaur, possibly.

(Note that if we're doing a grand campaign of 80's->20's, we may need more than 4-5 tiers of stuff. I was just bring up 4 and 5 as examples for the current levels of research.)


13.) Buildings. The number of structures is pitiful. But if we stick to my Grand Campaign idea, we can really stretch it out. For example, we currently have the Incubation center, the Fossil Center, and the Expedition Center. If we're splitting up the islands, we can split up the Fossil center into Fossil Center and Amber Center. Then we need a Genetics building to splice in animal DNA into the dino's. Then on a separate island, we need a Hatchery for creating and incubating the eggs. Then a "Daycare Center" for taking care of the baby dino's (not to mention paddocks for the adolescent ones). Lastly we'd need a staging building on the main island for distributing the newly adult dinos. 3 buildings become 7 with very little effort.



So what do you think? Would JWE:2 be worth it with my ideas?
 
Wow....100% would buy.....

So many good ideas in this post that would add a lot of playability. I feel these concepts are pretty well thought out so want to add a few comments to each point/topic:

1.) It doesn't matter if there are 30, 40, or 50 dinosaurs if they are all identical. This would be amazing if each individual dinosaur had it's own behaviours, I was hoping this would link in with the genetic modifications more than currently in JWE. But.... while I love this idea, it feels like huge undertaking and if a games company did this, we'd either be waiting years or other aspects of the game would be neglected (like map size!). But this is the only idea I'm not that keen on being massively improved as a priority. Maybe I'm easily pleased but I think the animations/behaviours currently in the game are pretty good and just need a little smoothing out and a few more adding if anything.

2.) The genetic system.
Yeah totally onboard with this..... that the 100% pure genome would be the ultimate goal and result in the best rewards - better behaved dinos that are easier to meet the needs of and therefore increase customer satisfaction seems more logical to me than just 'add modification = better dino rating'. It's a bit like Indoraptor in the movies - that would never be on show despite the extreme modification, plus it's the hardest to handle etc.

3.) Scale / Park size. This always has seemed a limited due to console release. I'm a PS4 player and if a sequel to JWE was done with bigger maps, maybe the way to do it is scale the sizes down - smaller everything with not quite the fine level of detail we have in this version - unless it ends up being a next gen console game?

4.) Adjusting the missions / contracts. I think they have done some contract revisions already so they're more appropriate to the faction but yeah - some tweaks still needed I agree!

5.) The sandbox needs the option to make it cash optional. Personally not really fussed about this but could easily be introduced even for this game.

6.) ACU's vs. Rangers. My view is the rangers really should have some sort of tranq ability - seems so odd that you can drive past a dino after a breakout and do absolutely nothing - maybe their tranqs should be weaker, or temporary so to not completely make the ACU redundant. Or make the ACU more powerful as well so we are more inclined to use it even though the ranger team can assist?

7.) Economics. Hammond Foundation Fee - already in the game, just needs to be in the campaign! Along with difficulty levels in the campaign too.

8.) Grand Campaign. Cool idea - doubt we'll ever get this though. Feels like Universal wouldn't want to mix the JP and JW licensing up - not sure why but that's my impression so far. Unless of course the legacy contact is being held back for a deliberate future update?

9.) Failure. Yeah, always thought that breakouts should have more severe consequences meaning you have to restart the island if there are too many guest deaths. Maybe if there were difficulty levels on campaign this would be something on the harder levels and leave the current setup as 'easy'.

10.) Islands. I agree this concept of more purpose to each island is good - a bit like the Tacano Research Facility in Secrets of Dr Wu. Maybe we need more themes than Science/Entertainment/Security - or subdivide these out so that Science covers different research levels, dino diversity, medicine and conservation/habitats. Entertainment is about park aesthetics, attraction integration, ultimate guest satisfaction. Security could branch into militarisation/dino training/dino fighting and obviously methods of containment. At the moment, I feel the 'Island Rating' star & stat screens could be refined based on the path chosen. E.g. for an island focused on Science, you need to have much higher authenticity and welfare to get 5 stars, compared with the islands focused on Security. Wheres you might still be awarded 5 stars on a science focused island even if you guest satisfaction for fun and shopping are really low like even just 25% or something. I found when going back and replaying the islands that I felt forced to build 7/8 hotels on the big maps, just to achieve the facility rating even though I wanted to say make say Isla Sorna themed on science or security.

11.) DLC. Personally I'm not a fan hybrids, but I get that others do want more of them. I'm happy with the way the Fallen Kingdom and Dr Wu DLCs have been done.

12.) Research system. I agree that this has been done well so far - only gripe really is the 'advanced' storm defence has a smaller radius than the standard one! What? More logic please haha. It should have bigger coverage so we need less of them, but much more costly and possibly taking up less build space. Then I think everyone would agree it's a more advanced building. I'd like to see a few more buildings added like this - a different style hotel that looks more like a safari lodge that is smaller? Upgrades for the ACU/Ranger as mentioned above could be factored in the the higher levels as you say. If they were to add heatwave as a weather type, then maybe a geo-thermal power station could also be researched, with different upgrades for coolant otherwise you have more outages during this weather period?

13.) Buildings. Personally the functional buildings we have seem ok. I'd rather see more attractions like a treetop walkway, river cruise, roller-coaster or small shops like an ice-cream/smoothie stand etc. Maybe for security I think something to with surveillance cameras, or an advanced tracking system that integrates with user defined dinosaur territories would be great. This would allow max authenticity as a Rex could be contained in the same enclosure as Edmontos & Trikes, but not actually hunt them very often as we could mark out areas (maybe a fake nest as the centre?) for each dino to occupy in the enclosure - and we'd need to ensure each 'territory' had enough water/trees/grassland or whatever other terrain comes along in it to meet the species needs.
 
This sounds like the best summary of every lacking area in JWE I've ever read, and it also have some nice insightful ideas to solve them too. Well done.
 
One of the biggest problems of ARK: Survival Evolved is that the dinosaurs feel so bland. People bought that game because secretly they wanted to be chased down by a dinosaur in a video game setting. They had the same main problem (IMO) as JWE.

It should feel like a battle with the dinosaurs! Giant, thinking, creative, hunting "monsters" that don't want to be contained vs. the piles of cash you can rake in if you do contain them. And that feeling is just missing from JWE.

For example, right now we get a IG cinematic everytime we release a dino from the hatchery, regardless if it's the very first one you've made, or the 21st. But there is no cinematic when a T-Rex bursts through an electric fence in front of screaming park goers?


Edit: The difference I foresee for Rangers vs. ACU would be pretty simple. Rangers would have a smaller building, and may require multiple buildings spread across the park in order to reach any crisis in any reasonable time. ACU would only need 1 building, could do most everything that rangers can do, are more expensive (even factoring multiple ranger stations), are MUCH quicker than rangers (it's easier to take a helo to the corners of the islands than it is to drive there), BUT traumatize all of the dinosaurs as they fly over (not just any dino they are targeting), AND you only have 1 helo to work with.

Another reason this distinction is important would be a change to the way Dinosaurs panic. Basically I'd make it so that a Panicking dinosaur would run into the fence (they wouldn't stop or turn away), and do damage to the fence and to themselves. So even with ACU's being the faster rangers, there would still be a reason to use rangers over ACU's sometimes.
 
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I'd like to make an addition / edit of my suggestion for Research. Basically as I'm playing further into the game, I'm running out of things to research, but I'm not running out of time to research, or money to spend on research.


So I'd suggest doubling or even tripling the research trees. If I have the money, I should be able to incrementally make my park better and better if I'm putting in the time.

I'd still keep the idea of "tier 4 and 5" research options being very expensive paths to take at the end of the cycle. So if I want to specialize in making my dino's live slightly longer, and I have the money to pay for it, I should be able to do it.
 
It doesn't matter if there are 100 dinosaurs in JWE if you can't fit more than 15 in any given park. Quality over quantity. So cut the number down to 15 (or so). AND make every single dinosaur have a unique behavior. I'm not just talking about the Dino's stat screen being different. I mean an actual quantifiable behavior and way of acting different than the others.

If I make a pack of velociraptors, they should be causing so much strife. And right now they just don't. 15 individual dinosaurs with unique behavioral traits is better than 50 clones with new models.

Further, every single Dino should have a memory. If an overhead helicopter hits them with a tranquilizer, they should fear the helicopter until the helo passes over them several times without incident. I.E. This game should feel like you're battling living, breathing creatures that have their own desires, wants, and foibles. If you do it well enough, you can program in pack behavior or experiences learned through the pack. I.E. If one deinonychus hits the fence, the rest will also learn that it's a bad spot. But if two hit the fence they notice the warning lights dimming...
I think that reducing the number of dinosaurs is only a good idea if your suggestion for a single park island is also heeded; with multiple parks, players would find the same few animals creatively limiting, even if animal behaviour is improved over its current state. It is important to bear in mind that video games catering to a single demographic are less likely to be profitable, and that profitability is a factor, whether we like it or not. That being said, developers following extreme quality-over-quantity design principles have been known to garner cult followings whose voracity in supporting them can mitigate the negative effects of those principles.
I agree wholeheartedly with your suggestion for improvements to behaviour, and specifically with the idea of unique behaviours for each species. Velociraptor should display elevated intelligence, Parasaurolophus should flee from predators as a herd rather than scattering, and players should need to cater their crisis response to the species involved, as opposed to the current state, wherein the response is identical for all escapes. An example I can think of is being able to herd hadrosaurs and ornithomimids like modern-day sheep or cattle, rather than employing the sole currently viable tactic of sedation and transport by air. In a more general sense, the territorial behaviour, especially of theropods, should be far more obvious - if such a feature even exists at the moment - though this behaviour would necessitate larger maps.
I also like the idea of introducing learned behaviour, especially regarding dinosaurs fearing the jeeps and helicopter. I recall the existence in real life of Ōkunoshima, an island on which a large rabbit population has little fear of humans thanks to regular tourism, prohibition of hunting, and the permission of feeding. I would like to see animals initially showing caution of jeeps and helicopters and becoming less cautious and more familiar with them over time, unless an interaction is negative e.g. medication or sedation. Dinosaurs should fear helicopters by default as an expression of a natural extinct present in many extant species today, including the aforementioned rabbits. Similarly, Hammond Creation Labs which only release neutral or friendly animals such as hadrosaurs and sauropods should attract a crowd from similar species expecting a new friend, whilst those who have once released a predator should be feared and avoided by those same dinosaurs, who now know them to be a location from which danger is released. These are complicated ideas involving what I can only assume to be fairly advanced programming, but it would truly push the game to the top of any appreciative player's list, and begin to set a new standard for animal behaviour in video games.

2.) The genetic system. While interesting, completely ignores all the lore from the movies, and from the books. So we're going to change it completely.

To start, it's easy to harvest fossils to get a specific dino genome up to 50%. Then it is spectacularly difficult to get the genome up to 100%.

You can't birth an animal that's missing half of its chromosomes. So the NEW genetic system is about filling in the rest of the genome with various modern day animal genes to get the dino up to 100%. The catch is that the new genes make the dino's react unpredictably. Not necessarily in a bad way, but in ways you'd not expect. But since you can't make money off of an unborn dino, you must deal with this problem. AND every single gene may react differently with every single dino species. Introducing Raven DNA in a Carnotaurus may make them start experimenting with tools, but the same DNA in the same spot with Edmontosauruses will make them hold funerals for the dead. (No, really, ravens do that.)

Let me give you an example from the book / movie: In the first one, they made all the dino's female to prevent them from breeding. BUT they used frog DNA to fill in some of the gaps. This DNA allowed some of the Dino's to change gender, and allowed them to breed and multiply under their noses.

This would be the purpose of the Gene system. You'd be forced to compromise on the genetics of an animal in order to put them in your park, but you'd have to deal with your choices as the animals act oddly. The ultimate goal would be to introduce 100% complete genome dinosaurs which would be much more stable and predictable, but you gotta make money to get there, so you have to deal with 50->70->90% genome dinos to do it.
I love this expansion on the current genetic modification system. This whole section is just a no-brainer to which I can think of little to contribute. Perhaps the use of tools is a step too deep into the rabbit hole, but all enthusiastic players have the right to dream of even the most specific features.

3.) Scale / Park size. Either the scale of items within the park is off, or the usable areas of the park are too small. We need some sort of way to either expand the size of the buildable areas, or they need to be bigger to begin with.
4.) Adjusting the missions / contracts. On the surface they are a lot of fun and interesting. But the back bone of the favor / influence system is just poorly thought out. Take for example a mission I just got: Hatch 8 Dinosaurs. This had a rating of Science +4, Entertainment -2, and Security -2. Now, why would the Entertainment division NOT want 8 more dinosaurs in the park? It's just silly to have the contracts be +4, -2, -2 to the different factions every single time. This example mission should have had a rating of Science +4, Entertainment +2, and Security -1. Security would be mad about having 8 new dinos for no reason, but they would still benefit from it somewhat.
6.) ACU's vs. Rangers. From mission 1 I thought it was silly that rangers couldn't do everything. It was very clear that ACU's should be the more expensive, quicker acting Rangers who can do most everything that the Rangers could.
Edit: The difference I foresee for Rangers vs. ACU would be pretty simple. Rangers would have a smaller building, and may require multiple buildings spread across the park in order to reach any crisis in any reasonable time. ACU would only need 1 building, could do most everything that rangers can do, are more expensive (even factoring multiple ranger stations), are MUCH quicker than rangers (it's easier to take a helo to the corners of the islands than it is to drive there), BUT traumatize all of the dinosaurs as they fly over (not just any dino they are targeting), AND you only have 1 helo to work with.
All of the above is good and patently correct. I agree with all of it.

7.) Economics. At a point in every mission I've done so far, I got to a stage where money was no concern. I need not even bother looking at my bank account or income per minute because I'm making more money than I could possibly dream of spending. But it shouldn't be this way. The bigger a park is, the more expensive it should be.

For example, in the game "Total War: Rome 2" they had a neat mechanic called "Corruption." As your empire grew in size, so did the number of dirty bureaucrats operating in your empire. These people would siphon off more money the larger you got. This is a clever system to check your progress when you're growing. So you don't capture half of europe, and have so much money that no one can stop you.

JWE needs a mechanic like this. I can't think of what to call it, but some function that subtracts more money the larger your park footprint.
I would prefer to see the game punish players more for irresponsible handling of the dinosaurs, rather than arbitrarily remove funds. The latter is a form of punishment for progress which might discourage players from building truly impressive parks. I speak only for myself, of course, as I know many players will also welcome such a challenge.

8.) Grand Campaign. We're going old school for this one. The Main Campaign starts in the 1980's with the original park. Including original 3D models, AND original technology. You'll have to build up the OG park with the track riding Jeeps and the DOS security systems.

Then you'll see simulated time scale. You'll have day and night schedules, and the park will progress through the years. You wouldn't see 365 day/nights per year, but maybe only 10 day / nights to show the progression of time per year, ala Tropico.

New technology will become available as the years advance, or you'll have to research them, or both. The value of money will change due to inflation. Hyper expensive technology in the 1980's will be commonplace and cheap in 2020. But new technology will itself be expensive.

An example from the lore: The first park kept track of the dinosaurs via cameras posted around the park. Your park will have to mount cameras in order to track the dinos. Any dino not in camera view will not be tracked. In the Jurassic World park, the dinos are tracked via subcutaneous trackers, which also give them a shock if they approach the borders of their zones.
This appears to be a significant shift from the current state of the game, approaching a different sub-genre of management simulation. As you mentioned, this change will have the proposed sequel closer to Tropico than to JW:E. I'm not averse to the idea, but it's hard to imagine this being the direction developers choose if a sequel is ever released. Time scale is something that could be implemented into the current game without significant redesign of game mechanics, I think.

9.) Failure. At some point with these new, dangerous and clever dinosaurs, you're going to lose. It's going to happen. Maybe you shouldn't have bred those Velociraptors that ate everyone. Now your park is empty and people won't come back. So what happens if you fail?

Your corporate sponsors will give you the opportunity to retake the park. They'll give you some ranger crews, some money, and you get a shot at reclaiming the island. Maybe you kill all the bad dinosaurs. Maybe you capture and rehouse them. It's up to you. But if you fail at retaking the island, you fail for good. Have to start over or revert to an earlier save (probably much earlier).
It is very difficult to fail permanently in the game's current state. Even if your ceratopsids trample hundreds of guests, you bounce back if you have just a few tens of millions reserved, and in my endgame, I'm approaching a billion in some parks. I agree that failure should be true.

10.) Islands. While the islands were interesting in that they had separate layouts and missions (not withstanding the problems I've already highlighted), we're using the islands for their original purposes.

(If you think about it, the parceling of the islands in JWE is stupid. Why would you build 6 (SIX!) separate dinosaur parks right next to each other? If these were one off missions just for fun, it would be one thing. But it's part of the main story. So we'll be ditching that concept.)

Each island will have its own purpose, and you'll be able to switch between them at will. You'll have the main park island. You'll have the science island, where all the research is done. You'll have the dinosaur testing island, where you can test out new dino's to make sure they won't go bonkers when you put them next to people. Lastly you'll have the Baby Dinosaur island. This is where the baby dinosaurs are hatched, and grown before they are put in the park. (The 5th island we'll cover momentarily.)
I don't know where I stand on this suggestion. On the one hand, the current system is a little strange, particularly that I can't use profit from one island to improve the next. I suspect developers couldn't think of a sensible explanation for having to start anew on each island, and I don't blame them, as not can I. Your idea solves this issue. On the other hand, as you acknowledge, I rather enjoyed the gameplay profile resulting from the separate island funds, and limiting research and expeditions by number of relevant buildings was a fairly robust way to pace those aspects of progression, though research could be expanded over its current state to be more involved in the endgame, as mentioned by yourself in the OP and a reply:
12.) Research system. The research was pretty well implemented in JWE, but I'd introduce new tiers, like 4 and 5. Make them progressively better stats, but MUCH more expensive and time consuming to research. So that way a player would have to prioritize a new research item over a new dinosaur, possibly.

(Note that if we're doing a grand campaign of 80's->20's, we may need more than 4-5 tiers of stuff. I was just bring up 4 and 5 as examples for the current levels of research.)
I'd like to make an addition / edit of my suggestion for Research. Basically as I'm playing further into the game, I'm running out of things to research, but I'm not running out of time to research, or money to spend on research.


So I'd suggest doubling or even tripling the research trees. If I have the money, I should be able to incrementally make my park better and better if I'm putting in the time.

I'd still keep the idea of "tier 4 and 5" research options being very expensive paths to take at the end of the cycle. So if I want to specialize in making my dino's live slightly longer, and I have the money to pay for it, I should be able to do it.

11.) DLC. Now we can come out swinging for the fences with Hybridization and Dr. Wu. Do it for real. Every single dinosaur in the game can be mixed with all the others. It might not work, but you can try. They hybrids bring in a lot of fame and money, but they always cause problems. There would be maybe 5-10 hybrids (each fully fleshed out) from combinations of 2-3 dinosaurs.

Dr. Wu's experiments would happen on the 5th island. Sequestered from the rest, it'd be your job to figure out which dinosaurs can mix with the others, and how to deal with them as they grow up.

You can also introduce other dinosaurs as other DLC, but remember, quantity over quality. Every single dinosaur introduced must be fully fleshed out behavior wise.
Sure! I can take or leave hybridisation, though I would have been sorely disappointed to see no Indominus Rex or Indoraptor in a Jurassic World video game. What I will say is that the behaviour of hybrid dinosaurs should be highly erratic and they should come with a slew of additional issues, as you say. In my ideal JW:E sequel, guests would come in different flavours, and hybrid animals would bring in droves of 'dino nerds', making them financially worth the effort once a player learns how to optimise the rest of their park for that demographic.

13.) Buildings. The number of structures is pitiful. But if we stick to my Grand Campaign idea, we can really stretch it out. For example, we currently have the Incubation center, the Fossil Center, and the Expedition Center. If we're splitting up the islands, we can split up the Fossil center into Fossil Center and Amber Center. Then we need a Genetics building to splice in animal DNA into the dino's. Then on a separate island, we need a Hatchery for creating and incubating the eggs. Then a "Daycare Center" for taking care of the baby dino's (not to mention paddocks for the adolescent ones). Lastly we'd need a staging building on the main island for distributing the newly adult dinos. 3 buildings become 7 with very little effort.
Buildings are somewhat limited in the game's current state and I agree that we could use some expansion on the subject. I agree with MarkyB83 that additional exhibit attractions should be a priority when deciding on new buildings to add to the game or a hypothetical sequel.

I almost feel sad about all the discussion and suggestions in this thread, because it's practically a non-starter anyway. To think that developers would read a forum thread and base a whole new game on its ideas is something approaching fantasy. Video game development is arduous and slow for the most part, especially when developers are working on multiple games at once and must cut through licensing to add new content. My personal priority is animal behaviour, and I would be impressed just to see that aspect of the game approach what we've discussed in this thread.
 
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I think that reducing the number of dinosaurs is only a good idea if your suggestion for a single park island is also heeded; with multiple parks, players would find the same few animals creatively limiting, even if animal behaviour is improved over its current state. It is important to bear in mind that video games catering to a single demographic are less likely to be profitable, and that profitability is a factor, whether we like it or not. That being said, developers following extreme quality-over-quantity design principles have been known to garner cult followings whose voracity in supporting them can mitigate the negative effects of those principles.
I agree wholeheartedly with your suggestion for improvements to behaviour, and specifically with the idea of unique behaviours for each species. Velociraptor should display elevated intelligence, Parasaurolophus should flee from predators as a herd rather than scattering, and players should need to cater their crisis response to the species involved, as opposed to the current state, wherein the response is identical for all escapes. An example I can think of is being able to herd hadrosaurs and ornithomimids like modern-day sheep or cattle, rather than employing the sole currently viable tactic of sedation and transport by air. In a more general sense, the territorial behaviour, especially of theropods, should be far more obvious - if such a feature even exists at the moment - though this behaviour would necessitate larger maps.
I also like the idea of introducing learned behaviour, especially regarding dinosaurs fearing the jeeps and helicopter. I recall the existence in real life of Ōkunoshima, an island on which a large rabbit population has little fear of humans thanks to regular tourism, prohibition of hunting, and the permission of feeding. I would like to see animals initially showing caution of jeeps and helicopters and becoming less cautious and more familiar with them over time, unless an interaction is negative e.g. medication or sedation. Similarly, Hammond Creation Labs which only release neutral or friendly animals such as hadrosaurs and sauropods should attract a crowd from similar species expecting a new friend, whilst those who have once released a predator should be feared and avoided by those same dinosaurs, who now know them to be a location from which danger is released. These are complicated ideas involving what I can only assume to be fairly advanced programming, but it would truly push the game to the top of any appreciative player's list, and begin to set a new standard for animal behaviour in video games.

I'm not a developer, but I don't think it would be too difficult to code in this behavior. For example, every dino gets 8 behavior "slots" that are prioritized 1->8. They'll be more likely to do number 1 than 8. And from there you create 30->40 generic behaviors. For example, you can create a "Pack" behavior. Under this behavior while hunting, looking for food, attacking, or panicking, the dino would be compelled to seek out fellow members of its same species and be near them. Then you can take this 1 generic behavior, and apply it to Velociraptors, Stegos, Para's... Then you create other behaviors, and just fill in the prioritized slots.


I love this expansion on the current genetic modification system. This whole section is just a no-brainer to which I can think of little to contribute. Perhaps the use of tools is a step too deep into the rabbit hole, but all enthusiastic players have the right to dream of even the most specific features.



All of the above is good and patently correct. I agree with all of it.


I would prefer to see the game punish players more for irresponsible handling of the dinosaurs, rather than arbitrarily remove funds. The latter is a form of punishment for progress which might discourage players from building truly impressive parks. I speak only for myself, of course, as I know many players will also welcome such a challenge.

It's not so much to punish players, but to prevent the situation I described. You'd still be able to get rich, but you'd never hit that "money is no object" stage.

This appears to be a significant shift from the current state of the game, approaching a different sub-genre of management simulation. As you mentioned, this change will have the proposed sequel closer to Tropico than to JW:E. I'm not averse to the idea, but it's hard to imagine this being the direction developers choose if a sequel is ever released. Time scale is something that could be implemented into the current game without significant redesign of game mechanics, I think.

If JWE is the start, where would JWE2 go from here? More dinosaurs? Same exact gameplay? There has to be a significant reason for the game to be made, and for players to want to play it.

It is very difficult to fail permanently in the game's current state. Even if your ceratopsids trample hundreds of guests, you bounce back if you have just a few tens of millions reserved, and in my endgame, I'm approaching a billion in some parks. I agree that failure should be true.

I just started Isla Sorna map. It's really rolling along and I'm really spending all my money down to 0. Suddenly a storm shows up with a tornado, and takes out half the fences. I try to keep up sending out my rangers to repair the fences, but suddenly I'm out of money. Then the dinosaurs get free and trample / eat a lot of guests. I quickly get down to -$6 million. I almost pulled the plug.

But fortunately, the guests stopped dying, and I noticed that I was making a profit, if ever so slightly. So I manually took out the helo, tranqed all my rampaging dinosaurs, sold them off, turned off my empty attractions and sold a lot of my buildings. The guests started coming back! I literally had a hole in the fence right next to the guest viewing area, but the guests returned. I had to park a jeep in the hole so no dino's would run out, and then I waited 30 minutes to get in the black. After playing for a while further, I've hit that point where money is no concern and I don't even have to look at my total.

I don't know where I stand on this suggestion. On the one hand, the current system is a little strange, particularly that I can't use profit from one island to improve the next. I suspect developers couldn't think of a sensible explanation for having to start anew on each island, and I don't blame them, as not can I. Your idea solves this issue. On the other hand, as you acknowledge, I rather enjoyed the gameplay profile resulting from the separate island funds, and limiting research and expeditions by number of relevant buildings was a fairly robust way to pace those aspects of progression, though research could be expanded over its current state to be more involved in the endgame, as mentioned by yourself in the OP and a reply:

While I wouldn't suggest we should be able to use your previous island's total money on the next island, it's a great idea to be able to use the profit per minute.

Sure! I can take or leave hybridisation, though I would have been sorely disappointed to see no Indominus Rex or Indoraptor in a Jurassic World video game. What I will say is that the behaviour of hybrid dinosaurs should be highly erratic and they should come with a slew of additional issues, as you say. In my ideal JW:E sequel, guests would come in different flavours, and hybrid animals would bring in droves of 'dino nerds', making them financially worth the effort once a player learns how to optimise the rest of their park for that demographic.

The Indominus Rex and the Indoraptor would still be in my suggestion. But they wouldn't be called out by name until after you experiment and "discover" the right successful mix to make them. I.E. There wouldn't be a button that says "Push here for the Indominus!" You'd have to plug into the system the T-Rex Genome + Velociraptor + Gigantosaurus (for example) and out would pop the Indominus.

Then there would be other mixes. The player wouldn't be told what a successful mix would be, they'd have to spend money and try them to figure out what would work.

Buildings are somewhat limited in the game's current state and I agree that we could use some expansion on the subject. I agree with MarkyB83 that additional exhibit attractions should be a priority when deciding on new buildings to add to the game or a hypothetical sequel.

I almost feel sad about all the discussion and suggestions in this thread, because it's practically a non-starter anyway. To think that developers would read a forum thread and base a whole new game on its ideas is something approaching fantasy. Video game development is arduous and slow for the most part, especially when developers are working on multiple games at once and must cut through licensing to add new content. My personal priority is animal behaviour, and I would be impressed just to see that aspect of the game approach what we've discussed in this thread.

Thank you for taking the time to read and reply to my suggestions!
 
1- No. I like my dino variety. A full-on ceratopsian or hadrosaurian paddock with a bunch of different species is much more visually appealing. Dinos ALREADY fear helos, which is how it should be, because "afraid of things in the sky" is the natural response for animals.

That AI sounds like it'd be all sorts of hells to code, too.

2 - Too much coding work for the result - resources are better spent elsewhere.

3 - Yes to bigger maps, unless they're part of the island challenge. I don't think there is anyone who DOESN'T support this.

4 - Contract-reputation interaction IS weird, nor argument there.

5 - I think this is already in?

6 - Agreed.

7 - This is already in the game and it's called the Hammond Foundation Fee. Set it to maximum and weep.

8 - The first JP novel is set in 1989 - I assure you, radio trackers were already very much a thing back then. Cameras are and will never not be a stupid tracking method. This would ALSO be hell to code, because then you have to account for each camera LOS. Most of this point is unnecessarily complicated and eats up way too many resources to be worth it.

9 - If you fail, you're screwed, because it's not like your reputation will ever recover from a massive disaster to ever make a park profitable again. It's why the JW park has no connection with the JP park other than the creation technology (well, publicly - Wu is still there, but nobody knows about him).

10 - Suuure? I guess?

11 - This sounds like hell both to code and to play through. Also, this idea that each species needs to have different behaviours is patently ridiculous - coding this would be a momentous undertaking for miniscule gains.

12 - Sure, more research, provided there's interesting stuff to put in and not just "more research for the sake of more research."

13 - We don't need more buildings. Some colouring options for the ones we do have would be nice, but otherwise it's just unnecessary bloat.

What we DO need is more varied terrain (maybe with expanding dinosaur needs to more than just forest/grassland), more guest individuality (also, spawning at the entrance and not the buildings, kkthxbai), and more decorations. Aquatic critters (flyers are... trickier). Also, yes, bigger maps forever. None of this requires JWE2, even if the guest thing will take a lot of recoding.
 
How to fix the game for the sequel?
By making sure it uses either the Unreal 4 or Unity engine (check out "how TES 6 should look like" on youtube). Photoreallistic gameengines people. ;)
 
Dinos ALREADY fear helos, which is how it should be, because "afraid of things in the sky" is the natural response for animals.
You're right here, and for what it's worth, I've amended my own reply to this thread, which initially suggested that dinosaurs not be afraid of helicopters by instinct.

2 - Too much coding work for the result - resources are better spent elsewhere.
11 - This sounds like hell both to code and to play through. Also, this idea that each species needs to have different behaviours is patently ridiculous - coding this would be a momentous undertaking for miniscule gains.
What we DO need is more varied terrain (maybe with expanding dinosaur needs to more than just forest/grassland), more guest individuality (also, spawning at the entrance and not the buildings, kkthxbai), and more decorations. Aquatic critters (flyers are... trickier). Also, yes, bigger maps forever. None of this requires JWE2, even if the guest thing will take a lot of recoding.
Your reply has a common theme - limited work - and it's a very good point to make. Even if Frontier began work on a sequel, it would be silly to expect it to break limits in all aspects of design, even if it's not silly to dream thereof. The issue with the way you express this concern is that the focus of that limited work is a matter subject to opinion. I think advanced AI is absolutely worth the work, especially in a sequel but even in free updates to the existing game. You, however, don't, and would prefer to see those manhours spent on improvements to guests, among other things, which I value far less than animal behaviour. It is my priority that the game's most unique feature, its dinosaurs, are also its most impressive, whilst it is your priority that the game is a better all-round management simulator - of course, correct me if I've misinterpreted your reply. There is nothing to be done about this difference in priority. We simply disagree on a fundamental level and that's perfectly fine. It's up to developers to decide which demographic is larger and should be catered to with more manhours.

7 - This is already in the game and it's called the Hammond Foundation Fee. Set it to maximum and weep.
It is not currently possible to add the Hammond Foundation Fee to non-sandbox islands; I think the OP, with whom I agree on this matter, would like to see some progress check implemented into the main game rather than just the Sandbox and challenges.
 
1- No. I like my dino variety. A full-on ceratopsian or hadrosaurian paddock with a bunch of different species is much more visually appealing. Dinos ALREADY fear helos, which is how it should be, because "afraid of things in the sky" is the natural response for animals.

That AI sounds like it'd be all sorts of hells to code, too.

2 - Too much coding work for the result - resources are better spent elsewhere.

3 - Yes to bigger maps, unless they're part of the island challenge. I don't think there is anyone who DOESN'T support this.

4 - Contract-reputation interaction IS weird, nor argument there.

5 - I think this is already in?

6 - Agreed.

7 - This is already in the game and it's called the Hammond Foundation Fee. Set it to maximum and weep.

8 - The first JP novel is set in 1989 - I assure you, radio trackers were already very much a thing back then. Cameras are and will never not be a stupid tracking method. This would ALSO be hell to code, because then you have to account for each camera LOS. Most of this point is unnecessarily complicated and eats up way too many resources to be worth it.

9 - If you fail, you're screwed, because it's not like your reputation will ever recover from a massive disaster to ever make a park profitable again. It's why the JW park has no connection with the JP park other than the creation technology (well, publicly - Wu is still there, but nobody knows about him).

10 - Suuure? I guess?

11 - This sounds like hell both to code and to play through. Also, this idea that each species needs to have different behaviours is patently ridiculous - coding this would be a momentous undertaking for miniscule gains.

12 - Sure, more research, provided there's interesting stuff to put in and not just "more research for the sake of more research."

13 - We don't need more buildings. Some colouring options for the ones we do have would be nice, but otherwise it's just unnecessary bloat.

What we DO need is more varied terrain (maybe with expanding dinosaur needs to more than just forest/grassland), more guest individuality (also, spawning at the entrance and not the buildings, kkthxbai), and more decorations. Aquatic critters (flyers are... trickier). Also, yes, bigger maps forever. None of this requires JWE2, even if the guest thing will take a lot of recoding.

We DO need more buildings! We need more attractions (Cretaceous Cruise, Jungle Trek, Aviary, etc), we need other utility buildings (Greenhouses, Comunnication centers, etc), and we could do with some more variety of facilities (tennis pitches, swimming pools, bungalows, etc)
That and terrain tools are the most needed things of the game now, along with further improvements to dinosaur AI (pack-hunting, territorial behaviour, etc)
 
We DO need more buildings! We need more attractions (Cretaceous Cruise, Jungle Trek, Aviary, etc), we need other utility buildings (Greenhouses, Comunnication centers, etc), and we could do with some more variety of facilities (tennis pitches, swimming pools, bungalows, etc)
That and terrain tools are the most needed things of the game now, along with further improvements to dinosaur AI (pack-hunting, territorial behaviour, etc)

I'm not sure the CC is implementable (it's not like we have rivers), the Jungle Trek is basically the sphere, and I'd prefer the Aviary to be a new fence type, because that's the only way we'll have pterosaurs. I'm not sure what you would do with greenhouses* and comm centers.

*actually, I DO know what you could do with greenhouses, but it's not going to happen and if it were it'd be like a new fence type, much like the aviary
 
For the multiple islands thing, I'm pretty sure the concept is basically the Disney World one, there's how many parks in that one thing, a lot if you include their waterparks and other bits. Spending a week at Jurassic World with day excursions included to the other islands, each ending up themed...possibly with some funding setup where the islands give a general profit that you can channel into helping with setting up the new parks.
 
I surely would still be playing the game if it had all ou pitched in there ! :D I wish sooooo much you were the creative director in the dev of JWE x)

How sorry I am for this game, I clearly haven't bought that game to collect 1290 dinosaurs species but to try to build a park out of unknown, living & thinking individual dinosaurs, and that is a pretty damn amazing risk to play with! Alas, it was not a challenge at all in the good sense and dinosaurs don't feel alive at all.

I have to admit I played JPOG to compare explicitely, and wile JPOG is far too old to enjoy fully (in my view), I still want to launch the game because it has this realistic cohesive behavior & gameplay flow. A gritty feeling and uniqueness of character in dinosaurs. And I might be referering specifically to dinosaur skins there, JWE dinosaur skins really look too arcadily unrealtic, there's almost no complexity in the patterns/dots/stripes... A shame, it's got everything that brings down the new Jurassic World trilogy as fake & gamey and unsurprising compared to Jurassic Park's originals :|

But I want to love that game, and I wait for a freaking GOOD DLC bringing all that good DANGEROUS stuff !!! For hell, my park will bleed money if visitors gets eaten !

PS: loved that corruption Total War reference dude ;P
 
In my opinion, the very first thing to fix the game for JWE2 is stop make it as multi-platform and focus in exclusive PC cz console had limits that PC don't have (Im not just talking about graphics).
Second, Fix and improve AI behavior before anything else cz yes, i rather play with 10 dinos with proper AI than 100 dinos but all looks like animatronics.
 
I'm not sure the CC is implementable (it's not like we have rivers), the Jungle Trek is basically the sphere, and I'd prefer the Aviary to be a new fence type, because that's the only way we'll have pterosaurs. I'm not sure what you would do with greenhouses* and comm centers.

*actually, I DO know what you could do with greenhouses, but it's not going to happen and if it were it'd be like a new fence type, much like the aviary

Obviously, you cannot have these things at the moment. But I think those are the only kind of things that can save the game, not more species, so they'd better make the appropriate changes for them. Otherwise, this game is doomed :(
 
If this game JURASSIC WORLD EVOLUTION 2 is coming out the question is will it be for both PC and console? after watching Planet zoo a game I was hoping would be for both consoles and PC I'm hoping Frontiers not going back to just PC. Frontier sold 2 million copies of Jurassic World Evolution something they probably wouldn't have done just by selling them on PC alone. Consoles is of New Frontier that that Frontier could make more money off of in the future especially with the next gen consoles on the way.
 
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If this game JURASSIC WORLD EVOLUTION 2 is coming out the question is will it be for both PC and console? after watching Planet zoo a game I was hoping would be for both consoles and PC I'm hoping Frontiers not going back to just PC. Frontier sold 2 million copies of Jurassic World something they probably wouldn't have done just by selling them on PC alone.

If that's the case, don't expect anything better than JWE then :(
 
If that's the case, don't expect anything better than JWE then :(
don't get me wrong I'm not bashing Frontier or anything like that I'm just hoping Frontier decide to keep Jurassic world Evolution on both PC and consoles.the next generation of console is on the horizon and I wanted to look beautiful on the console.
 
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