As great a game that JWE1, the flaws regarding the guests were quite glaring. I could mildly understand why each individual guest was not simulated in full; but the game itself was about supply and demand. Dinosaurs were the supply, guests were the demand - and really the guests didn't demand anything other than diversity in dinos and the big predators.
My suggestion for the sequel is twofold:
1. Build on idea of competing ideologies, but from the guest's perspective. So you basically have three types of guests:
2. The concept of "the Park's Big Five". This is sort of from an old game called Sim Safari, which had guests to that game's park want to see "Africa's Big Five" - Lions, Leopards, Elephants, Rhinos, and Buffalo - the inclusion of which was a major capstone to earing top marks on your park in that game. Obviously even in JWE1 you had more than five top tier dinosaurs; so the idea here is that YOUR park's top five is somewhat customizable. You decide which five dinosaur species your park is most proud of, and more or less are putting them in all the park's advertising off screen. But, as a consequence, guests will care more about the health and well being of those five species more than all your others. So in other words, if your Big Five'd T-Rex is running amok or stressed out from visitors, guests will care far more than if it's "just" your Dilophosaurus; because the former is put out in front way more than the latter. And of course contrary wise, if your Big Five'd T-Rex is as healthy and happy as possible, guests will be all the more willing to come to the park in droves. But perhaps there should be a greater expectation of care as well.
My overall point is what I said in the first paragraph.
A good zoo builder game needs two things: supply and demand. We have the supply nailed down if JWE1 is anything to go by. But the demand? Not so much. We need more demand from guests; without going crazy and simulating each person's favorite dinosaur.
My suggestion for the sequel is twofold:
1. Build on idea of competing ideologies, but from the guest's perspective. So you basically have three types of guests:
- Naturalists, who want to see dinosaurs healthy and happy with fellow dinosaurs from their era; and viewed from special viewing platforms (camouflaged blinds, basically) that limit the dinosaur's exposure to the crowds of tourists. In addition, some of the smarter dinosaurs should be provided with enrichment - and more than just live meat to hunt. Their ideal park is more like a nature reserve.
- Causals, who only view the park as a vacation and the dinosaurs as no different than a lion at the zoo. They care the most about shopping and eating, and are only interested in seeing dinosaurs they known from popular culture (the T-Rex's and the Triceratops's, not the Ceratasaurs and Kentrosaurus). They are also interested in up close and personal encounters, as after all that's what they paid for; but care the absolute most for their personal safety. Theirs is a traditional Jurassic Park, the one that John Hammond envisioned.
- Thrill Seekers, who want to see predators and dinosaurs fighting; pure and simple. And paradoxically, they also want to see a rampage or two. The park should be secure, of course, but danger is what these guests paid for and an uneventful vacation is not their idea of a vacation at all. Their ideal park is something similar to what Ingen's rivals might have envisioned. A game hunter's park.
2. The concept of "the Park's Big Five". This is sort of from an old game called Sim Safari, which had guests to that game's park want to see "Africa's Big Five" - Lions, Leopards, Elephants, Rhinos, and Buffalo - the inclusion of which was a major capstone to earing top marks on your park in that game. Obviously even in JWE1 you had more than five top tier dinosaurs; so the idea here is that YOUR park's top five is somewhat customizable. You decide which five dinosaur species your park is most proud of, and more or less are putting them in all the park's advertising off screen. But, as a consequence, guests will care more about the health and well being of those five species more than all your others. So in other words, if your Big Five'd T-Rex is running amok or stressed out from visitors, guests will care far more than if it's "just" your Dilophosaurus; because the former is put out in front way more than the latter. And of course contrary wise, if your Big Five'd T-Rex is as healthy and happy as possible, guests will be all the more willing to come to the park in droves. But perhaps there should be a greater expectation of care as well.
My overall point is what I said in the first paragraph.
A good zoo builder game needs two things: supply and demand. We have the supply nailed down if JWE1 is anything to go by. But the demand? Not so much. We need more demand from guests; without going crazy and simulating each person's favorite dinosaur.