No day and night cycles? Whaaaaat?

his is going to be a much simpler game targeted at a more casual, broader audience, aiming for maybe 80-100 total hours played, with a relatively short lived development and support window. I don't see this as a years long, long term project with a building and changing ever more robust feature set. I have a feeling that what we get upon release is going to be pretty close to the end state as far as features go.

You must be fun at parties...That has to be the most gloomy prediction I've seen so far in this forum. And we already have a thread about it being a monumental letdown so that says a lot! I hope you're wrong...
 
You must be fun at parties...That has to be the most gloomy prediction I've seen so far in this forum. And we already have a thread about it being a monumental letdown so that says a lot! I hope you're wrong...

He seems to be under the impression that Universal is funding and publishing the game. Which is not true. So I doubt Frontier is just making this as some quick tie in cash grab. Besides there isn't much in the game about Fallen Kingdom. People are so quick to get down on the game. At least play it for the 2 hours on Steam before you refund it. lol
 
Also they did indicate (on Gameinformer I believe) that looking at their other games would give us a good idea about post release support. So I'm hopeful.
 
You must be fun at parties...That has to be the most gloomy prediction I've seen so far in this forum. And we already have a thread about it being a monumental letdown so that says a lot! I hope you're wrong...

Trust me, I hope I am wrong too. I have just seen many game-movie tie ins that are just as I described, and the feature set, options, design choices feel very similar. From everything we have seen and heard so far, this game from the ground up does not appear to be intended as Planet Coaster with Dinosaurs, or Planet Safari with Dinosaurs. I will grant that we have only seen a limited amount so far, so there are no doubt going to be additional things beyond what we have seen.
 
Try to see the lack of D/N cycle from a positive angle, you can always switch to a setting that you crave for in the moment (after you unlocked all Islands of course). I think it will also add challenges to the verious Islands themselves and will also make them stand out gameplay wise (which is a good thing in my eyes). If every Islands had a D/N cycle all Islands would feel more or less the same. Making the islands topographically completely different doesn't make much sense because they are all part of one Island chain. Also making them have completely different in climate or vegetation wouldn't make much sense in the real world. So it think it isn't the worst design choice ever.
 
I couldn't give a monkey's about having night in the game. All night does in management games is make it difficult to see what you're doing.
 
I don't really mind day or night cycles.
Even if it was permanently dark on island, that would be cool to enhance the atmosphere.
 
Why a day/night cycle would be cool.
Ok so along with sandbox mode, the addition of a day/night cycle (on a sandbox or Nublar) is pretty much universally agreed upon; or at least the option for it.
I have also seen a few comments talking about implementing a feature where guests arent allowed to walk on certain paths and only staff can. The possibility of these two features caused a really cool little idea to pop into my head:

I was thinking that it might be cool to create a security area on the island encompassing the ACU and ranger station that is well isolated from the rest of the park. First of all I would lead a path to it and then put an electrified fence surrounding the two buildings and have one those automatic gates opening up on to the path so that the only way in or out is through the gate. That then got me thinking about how awesome would it be during night when you have to send rangers out to repair something and you drive this jeep out of this area bathed in light into the darkened jungle. You would be weaving in and out of light as you trace your way along a jungle path around the island. I had intended on creating a large access path for the jeep so that the rangers can drive around the park without interrupting the guests.

Hopefully (although not vital), guests go to sleep at night and staff leave the island so as you're driving around you're not seeing anyone and all you hear is just the sounds of the jungle and perhaps the call of some dinosaur far off in the distance. Suddenly an alert pops up saying that one of your carnivores has escaped. THIS is why it's important for the jeep and/or staff to be killable because in that exact moment your rangers are in danger and you feel a sense of excitement and terror as you drive through the dark and dense jungle knowinging full well that there is an animal out there that has the capacity to kill you.

Now that is the feeling I want from this game because to me that feeling IS Jurassic Park.
 
Try to see the lack of D/N cycle from a positive angle, you can always switch to a setting that you crave for in the moment (after you unlocked all Islands of course). I think it will also add challenges to the verious Islands themselves and will also make them stand out gameplay wise (which is a good thing in my eyes). If every Islands had a D/N cycle all Islands would feel more or less the same. Making the islands topographically completely different doesn't make much sense because they are all part of one Island chain. Also making them have completely different in climate or vegetation wouldn't make much sense in the real world. So it think it isn't the worst design choice ever.

This is a good idea. I don't need the clock. Just give me the lighting. Let me set it. You can do this in Planet Coaster. It could be 8 in the morning and you can make it look like it's constantly 10 at night.
 
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