About to sit on my soapbox for a while, so for anyone interested enough to read, here are my (unranked, except for the first) expectations and wishlist for a potential PZ2:
0. So important I'm putting it at step 0 is a significant improvement in game performance. They should have the expectation that a moderate to high level PC should be able to run a zoo that contains every single species in game at a usable FPS. It's a bit absurd that such a thing isn't currently possible, so optimising performance (the first basic step would be multi-threading) should be the primary reason that the game should be a sequel and not just an expansion pack
1. I want a lot of PZ1 species - it would suck for players to lose their favorite species when transitioning into the "better" game, and there's no saying it won't be mine or yours. Something along the lines of a statement that PZ1 species will all eventually be added would suffice - assuming there is a good reason that they can't be ported over directly, which leads me to...
2. Improved pathfinding and animal interactions. It's annoying how much space we have to give animals in order for them to move. Nothing worse than creating an awesome looking cave, door, tunnel, etc. only to find that despite the fact it's 2x the size of your animal, it still can't pathfind through. Animation improvements for jumping and (possibly an entire rework of) the climbing system and swimming would be nice
3. I think it's a given that we'll be getting aviaries, and most likely aquariums. Personally I'm not too concerned with aquariums, but I'd obviously take them... I don't go to the zoo expecting to see any sharks or other aquarium species so it might feel a bit non-zoo to add, but obviously you don't have to use them. Aviaries on the other hand are a must have, and it should be a major priority to get the flying system absolutely on point from the get go, rather than things like adding (the equivalent of) janky deep diving in later updates
4. Improved guest interactions, ranging from selling upgraded tickets to access behind the scenes experiences like animal feeding, to having usable drinking fountains, playgrounds, binoculars etc.
5. It goes without saying that paths need an overhaul. Ranging from allowing us to make 1m paths, making one-way paths, making elevated paths take up much less space vertically, allowing us to create automatic elevation without needing to use transport tricks, allowing us to designate any path style as staff only paths, and of course making them behave normally in the first place. I first bought this game many years ago, and genuinely quit after about an hour because the paths were so incredibly awful that I didn't want to play. After a few years I tried again, and once I moved past the path issues, I loved it. I wonder if any others quit because of this...
6. Basic item scaling should be added, or at the very least some simple things such as adding 50cm versions of most construction pieces, adding thinner versions of most walls, adding a lot more rock variants, etc
7. This is a 2 parter: I would love to see a more realistic approach to franchise/challenge mode. Starting with a more realistic approach to funding. Currently having to add multiple donation boxes at every habitat looks ugly and is absolutely nothing like how a real zoo operates. It doesn't need to be a full on financial simulator, but we could have sponsorships, charity fundraising, and other options available that would be more immersive and realistic. Outside of pure gameplay, we should address:
8. Animal welfare significantly takes away from the ability to build a realistic and functioning zoo. Animals being upset that plants are not part of their native continent is an absurdity. Terrain requirements can be way too strict, and often contradict what you see in real zoos. Animal AI does not mesh at all with their requirements. I can give them a nice, cooled indoor area of their habitat where any real animal would go during a heatwave, but mine will stay outside and suffer and cause protests because they can't work it out. Same with stress levels, when 95% of their habitat is shielded from view and yet every few minutes I get a notification that they are stressed. I understand it's not a simple fix, but it needs to be addressed in some way - it's so frustrating playing anything but sandbox and feeling funnelled into making a zoo where half the animals will never be seen due to their stress
9. Map and biome options are so limited. We should be able to pick the map size (let's say up to 2x2 km assuming improvements from the current 1x1 maximum), as well as (realistic) temperature ranges. Making us use magical outdoor heaters and coolers that can create snow in a desert takes significantly away from the immersion - it would be great to just set a basic temperature range of 3-35 degrees and leave it at that.
10. Allow us to use all terrain paints in a map. So strange how limited we are in that respect given how much freedom we have in others. We can place a magical floating concrete slab, we can clip a tree through the ground so only its leaves are showing, we can place hundred-year-old redwoods instantly, and yet we can't put normal brown dirt in a grassland.
11. I'd like to see improvements to power options. It's annoying to have to create generators everywhere. Wires exist. I wouldn't even mind if I could place a solar farm somewhere and use that throughout my zoo, but needing to be within a certain radius, once again, pushes me away from playing franchise and towards playing sandbox.
12. Lastly, exhibits are in such a messy state right now. 64 cubic metres to store a cockroach is bizarre and makes it really hard to use them in a realistic manner. There should be 1x1, 2x1, 2x2, 4x2, 4x4, and 8x4 exhibits as a minimum. They would also be assisted by the aforementioned path rework.
If anyone stuck through reading that, I'm impressed! I'm sure I'm not the first to say a lot of these things, but I've had little ideas along the way for a while and figured it was time to put them in one spot