Planet Zoo 2 - Mechanics, changes, tweaks, and wishes.

Hey there, I've been thinking of Planet Zoo 2 and what I would need most, so here I share all of it.
My feedbacks come after a looooot of hours on Planet Zoo's Franchise Mod (my most played game by far) and after I looked some of Planet Coaster 2 and Jurassic World Evolution 3 additions. Also after testing Prehistoric Kingdom which is another serious proposition in the genre. I will refer to them but I clearly don't want to mix all of these. Each has his own identity but obviously they somehow live together and impact themselves.
I'm totally open to critics, so feel free to discuss. I haven't thought of everything and I may forget some problems/downsides on my different ideas and wishes. Also please forgive my English it may be approximative sometimes.
Here we go !


- Main concern : Globally, there is an absence of rewards for commitment in genes, conservation, and efforts in zoos. The main mechanic, customization and creativity in building (habitats or facilities) is wonderful. But apart from that, all the other mechanics feel like shy attempts. They're all good ideas, so I feel like they have to step up and being deepened in Planet Zoo 2.


- Inbreeding :

Problem : Inbreeding is not a real problem, gameplay mechanics can even make its impacts inexistant. I feel that inbreeding penalties was a good idea to encourage people mixing genes but isn't deep enough. Finally in Planet Zoo it's not a problem, a lot of people end-up doing inbreeding to have skin variants easily. You can even have perfect animals while inbreeding (playing with the fastest speed in a park, leaving animals doing inbreeding several time until it works)...

Solution : It needs a rework. I assume that inbreeding is a serious problem for animals in captivity so let's keep it in this simulation game. So it needs to really affect genes, making them worst and worst. Being unable to enhance genes with inbreeding (easiest way), or with no possibility to finally, with time, have good genes (harder to manage).
Another possibility is to make animals born from inbreeding unable to breed, or make every animal unable to mate with family members.
Those solutions aren't realistic obviously but hey, it's a game and a game needs to step away from reality sometime, but on purpose.


- Conservation (new mechanic) :

Problem : Poor conservation commitment. Very good to make it a focus point at the very least in Planet Zoo marketing but you've done more. Again mechanically it feels dispensable. There is a lack of "ecological" feeling. I'm not feeling like my zoos act for conservation.

Solution : A way to strengthen that could be, like for real zoos, to finance conservation programs. Animals which are not of least concern interest for conservation could be locked until you keep financing programs all over the world. It could somehow be similar to dig sites in Jurassic World and Prehistoric Kingdom. Some sites around the world could be adapted to create preserved areas for several species. So on a worldmap you have sites for every in game species. If you finance those sites you can have access to the least threatened species, breed them, reintroduce them and then gain access to more threatened species. Having several steps for each site (and several financial contribution steps) adds a lot of progression and rewards. It could also give educational bonus for those species.
If you stop financing them you lose bonuses and the ability to buy those animals on the market until you finance it again. Or just have access to mediocre genes animals but it could be less motivating to contribute for conservation and stimulate people to use the gene system. I think it should work as Research, for the entire Franchise. Meaning unlocked animals and progression are the same between your zoos. If you worked on a site and unlocked all animals in it with one of your zoos, if you go to another one, you still need to finance the site with the new zoo to access animals, but you don't have to go through each step so you can directly have threatened animals.


- Genetic Mechanic :

Problem : Every efforts in genes selection are too difficult/fragile to maintain the will to do that. Genetic is a very great idea for a zoo game, also it would need to be fleshed out in depth. For having animals with really great genes we have no reward. Worst we depend (in franchise mod) on other players who are not really encouraged to have better genes, to maintain genes diversity AND quality. The market is overloaded with "exception" animals having a leucistic gene or other variants. Even when they actually have a normal skin, very (too) often they have the gene and you end-up having offsprings with variants too. If you want "normal" animals to stay close to realistic population, with good genes, you're almost totally screwed. So you end-up having farms to have in your zoos a large enough population, allowing you to have breeding projects while not saying goodbye to your genetic efforts.

Solution : The new gameplay mechanic I imagined (next point) could somehow reward gene progression. I think that if animal rating (and so guest attractivity) better reflects the genes of your animals it would be another motivation for doing quality breeding programs.


- Releasing to the Wild and Gene System (new mechanic) :

Problem : As I said earlier, there is a lack of "ecological" feeling. I do breed animals but if they have unwanted skin variants or genes I end up selling them to other players most of the time. And if they don't sell I throw them away by releasing them to the wild. So I end-up releasing poor genes animals (or poor use for contribution, like leucistic variants) and keeping the others to enhance genes or keep genes at max. That's not really a great action for conservation. To reward releasing to the wild, and gene selection, I imagined the next mechanic.

Solution : So for example you can only have animals with mediocre genes at the beginning. Then if you are doing selection and upgrading genes, if you release to the wild X animals with medium genes, you can then buy likewise animals on the market. Going further you release X animals with good genes, then you can buy good genes on the market. Etc until you have 100% for the first 2 gene types which is the final step. With each step you can't go back to lower quality animals (at least for "Frontier Zoo" animals). It's essential otherwise efforts keep being fragile and you can lose what you've done.
I think it would add progression and reward to the gene system while reintroducing animals on purpose and not, like it is right now, to throw animals away, because they don't sell or don't have expected genes.
A question remains about endgame : If you have done it to all species in the game then what ? You can say that you never have a step with 100% Size and Longevity genes, which isn't satisfying to me. Or you can ask the player (through missions maybe but they need to be logically rewarding) to regularly reintroduce animals with those genes and financing conservation programs to keep the right of buying them on the market. Animals from the market not being able to be released obviously, as they are now.
A way to motivate players could be with a kind of status bar, slowly decaying with time. Needing reintroduction to get filled. If the bar isn't high enough you lose bonuses (concerned animal and zoo ratings for example, so less guests and less donations).


- Franchise mod :

With the two points (conservation & gene system) above it enhances the franchise feel. Because as you are a franchise, your progress must be for the whole franchise. I don't want to have to pass through all the steps I described to unlock species or to have good genes when I open a new Zoo.
So this is somehow linked to what we already have in the Franchise Successes : The medals for buying/raising/releasing animals but... Making it rewarding and making the player more invested.


- Animal variants :

Problem : This is a great part of the game and feel like one of the most enjoyed by players. Not for me but I can't be blind to that. Those animals should have more guest appeal than others but if so, this would encourage people to have only those animals in their park. And it's already overloading the market, so it needs something to balance that.

Solution : It could be by having an appeal bonus for variants, so more guests come, but poor conservation value : Not counting in the "conservation" rating, can't being sold for conservation credit (or at less lower prices to still enable trade between players if conservation credits remains the only money for that) and can't be reintroduced. They would also not count for the mechanics I explained above.
This could make everyone happy : It recognizes the value of it for players by having an impact on guest appeal while encouraging people to have normal animals because you can't rely on variants for everything linked to conservation. You could then imagine an optimised gameplay having one enclosure for "basic" tigers and another with white tigers. You have then both bonuses, more guests, more money, and you contribute to conservation. Or in franchise mod doing one or the other depending in which park you are and what you want, as conservation and genetic mechanics count for the whole franchise.


- Animal Rating :

Problem : Between individuals with different ratings, within the same specie, there is no real consequence and impact. So as I said, I want genes selection to be rewarded, and variants too.

Solution : It could be by adding some bonuses for skin variant (a relatively big one), for each gene quality and for financing a conservation program linked to the specimen. There is already bonuses for having babies (and so for taking part of a breeding program) so it could work the same way.


- Zoo Rating :

Problem : It's way too easy to have 5 stars, in every sector.

Solution : No particular plan, I suppose it's easy to add progression and to make it longer to achieve with all implemented mechanics and ideas I've listed.


- Guests :

Types : A system of different guest types like in Jurassic World Evolution could be interesting. For exampl, those who enjoy conservation would donate more for species you're committed to and if you have a good overhaul rating in conservation they would be more numerous in the park. Same with those who are interested in knowledge etc...


Vision : The system for guests exploring enclosures needs a rework as well. I don't know exactly how it's working but they seem to be blind... It's really annoying that they can't see animals at 10m. They also seem to go at a spot, as close to an animal as possible, but if the animal go they are like "mmh... This animal is not visible". Well yeah, it lives and goes around the enclosure, if you stay looking in that direction, effectively, you can't see it. But because animals are living, guests end-up having bad impressions about an enclosure, being most of the time disappointed.
It could be change to a kind of "bar" filling when they actually see the animal, and they keep exploring until it's full. If they take more time because you didn't make a good enclosure it can still make them disappointed but it will also affect you cash flow as they're not spending money in your park while exploring.

Pathfinding : The way that guests adapt to your constructions in Prehistoric Kingdom feels like a really big advantage for that kind of building game. Like in Planet Zoo it was a revolution for animals to adapt to player's constructions, guests adapt themselves too. It feels really rewarding when they explore your constructions like you wanted.
It pushes forward the satisfaction feeling : You make an enclosure and animals occupy the space like you wanted, and furthermore you construct guest facilities and they use it like expected. Double reward when you open a new area.


- Hitboxes :

They are often too big for me. Don't know how hard it is to make them better though. For rocks, trees and objects they deteriorate the quality of animations. Animals often move in a straight line, stop, turn, advance, to avoid objects. Better hitboxes could make them less jerky and more fluid.


- Animals :

Shyness : I have to say that for zoo animals, those of Planet Zoo are reaaaaally shy. It felt a good idea to introduce that, really. But here again it needs some tweaks. Animals in zoos are used to being observed by dozens of people. Some need more privacy and calm than others it's true but the action for that are already in the game.
As an example : Red deer, I made an enclosure with people able to see them directly around the water pond. The rest of the enclosure is heavily lush, with one way glass and they are stressed very often. I've never seen a real Zoo having this problem : Lots of animals are really okay being watched by humans. Same for gazelles. In addition to making them less shy, the changes between stress status could be more dynamic, more reactive. If they began to have their stress bar going down, they seek shelter right away. If they go behind a rock, unvisible to guests, or at distance from guests, the comfort bar starts going up right away and more and more quickly.

Herding : Animals living in groups really lack the herding system. They always scatter around enclosures, not feeling like a group. It's really problematic in multi species enclosures. In zoos I've always seen species moving in groups, chilling in groups. From carnivores to herbivores, monkeys like reptilians. If they live in a group they really stick together. It would emphasizes the system you made with bonds between individuals, and could also act as a stress regulator. Prehistoric Kingdom did a great job with this so it could be similar. Different group cohesions and behaviours between species.

Animations : Too often they go from laid down to running over which isn't realistic. Animals in zoos look peaceful (when requirements and needs fulfilled). They may run from time to time to chase themselves, playing or maintaining hierarchy but in Planet Zoo they just run with no reason (In fact there is one : I HAD WATER IN MY ENCLOSURE BUT DIDN'T DRANK NOW I'M DYING I NEED WATER ! RUN !).
They also lack a step between walking and running. In Jurassic World Evolution or Prehistoric Kingdom there are animations like trotting which is waaaaay more realistic than the running option for navigating the enclosure. With an amelioration on the behaviour I described for the hitboxes it would be another step further into realism.

Jumps : I have also a real problem with jumps in Planet Zoo. They have been enhanced since day one which is good, but they still seem floating in air a bit when jumping. They also need a loooot of concentration before jumping. Overhaul jumping looks really weird so I feel like I would prefer this not to exist in game if it stays like that. Otherwise it needs to be way less jerky but needs a lot of work so not a priority I'd say.

Seamless growth for baby animals : I must admit it is really satisfying to observe in Prehistoric Kingdom. But I see it as a minor wish. I suppose it would need too much work to have this for each species, and if I have to choose, I prefer having more species than this functionality for each.

Realistic animals : The incredible work your teams have done for DLC animals along Planet Zoo life is fantastic. Always got better ! Base game animals end up looking more cartoony somehow and with very less details. I think everyone agrees that we want quality animals, like those of the most recent DLCs. I have to say that Damas Gazelle, White Rhino or African Wild Ass blew me away !

Exhibits : I have a problem with exhibit animals. They are a must have in the game but they seem to only be moneymakers... They would greatly benefit from being like habitat animals, with proper animations and behaviours, gene selection, reintroduction and market between players.

Do I have to say birds ? Obviously a must have in zoos with real flying ones, like habitat animals we have.

Little species : As you did along the DLCs, adding more little species would be great, for example little monkeys, tamarins or mouse deers (and birds !).


- Construction Pieces :

Modifying pieces size : The possibility to do it, as in Prehistoric Kingdom or Planet Coaster 2, is a must for builders I'd say. So in Planet Zoo 2 it needs to be in !

List : The way Prehistoric Kingdom sorts building pieces is interesting to me as it allows to easily change between different styles. You have a basic 4m wall and then you choose the texture. In a group you can switch from one to another rapidly.
 
I like some of these ideas for sure...particularly implementing at least least some form of progression for Franchise Mode.
But there is already a big thread for PZ2 speculation. I recommend dumping this in there:
- Planet Zoo 2 Speculation and Ideas -
 
Yeah I see your point. The "Planet Zoo 2 Specualation and Ideas" seemed too general. I wanted to point at mechanics especially, and often people discuss of animal roster and some times about 1 or 2 mechanics but it's secundary. That's why I made another topic. I'll put in there too, don't know, it may have some echoes in there.
thanks for your answer ;)
 
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