General Gameplay Possible Visitor Overhaul - A Feature Suggestion

As someone who's played this game more than he necessarily needed to I am incredibly satisfied with Frontier's continued support and development of it. Now with the release of Return to Jurassic Park just around the corner I'd like to ask your attention for something I've been stewing on for a good while now:
An overhaul of the visitor system in Jurassic World Evolution.
Whilst the dinosaur and aesthetical aspects of this game have both received a tonne of love, the visitor and overall "Park Tycoon" part of the game still feels somewhat lackluster. Hence I propose a slight rework alongside maybe a single new building.

1 - More complex visitors
It's no secret that the number of visitors in this game is incredibly high and thus an individual UI for every person in your park would be an unreasonable thing to request. Whilst it wouldn't be outside of Frontier's abilities it would simply become a headache to manage in-game. This is why I propose a system like so:
  • Visitors are packed together in groups that go up to a number such as 30 before a new group is formed.
  • Within each group there are demographics such as Thrill Seekers, Palaeo-Nerds, and Fun Lovers. Each demographic gets a percentage of representation within a group, with a tooltip saying "least represented", and "most represented" for whichever applies. Certain demographics want to see different types of dinosaurs, behaviours, or even events such as fights in the park. A Thrill Seeker might want to view a fight between Tyrannosaurus rex and Spinosaurus, whilst a Palaeonerd might instead prefer a fight between two creatures that would've interacted and fought in real-life.
  • Outside of that these groups also have other stats, similar to those in the "visitor satisfaction" screen in the Management tab of the menu. Each group has toilet, rest, food, and shopping stats that contribute to your park's overall performance.
2 - Rest Area
Arguably this is the simpler part of the suggestion. The rest area would be a building similar in function to the Emergency Bunker, this building would provide a place for visitors to take a breather. How it functions I'll detail below.
  • Rest Areas have an aura similar to that of the Emergency Bunker or the Storm Defence Stations. This aura provides a bonus that doesn't stack but increases profit for any buildings in its radius with a percentage.
  • The previously mentioned radius would also then count towards a "Rest Area Coverage" stat in the Management Tab.
3 - A Change In The Shop System
I'm going to be blunt about this and state clearly that currently the shops feel... lackluster. They all have the same UI, with the same "pick one product" option, and they all work in the same way. You can increase staff members and price but that's where it ends. If at all possible they should get a small rework.
  • Allow us to select multiple products and set a price for each. The "one product per shop" system we have now has existed since at least the original Zoo Tycoon and it's honestly quite tired.
  • perhaps allow the player to staff employees in certain parts of the shop, depending on where you put them you could affect your park rating both positively and negatively.
I do hope this suggestion isn't too demanding. It's really more or less a barebones approach to spark ideas within Frontier themselves to perhaps see their take on a tycoon aspect overhaul.
 
The problem with a proper overhaul is existing saves (They'd have to delete the guests in the park and have them pour in again, which could mean failing challenge mode for some). A DLC campaign on the other hand can possibly be as different as you want it to be.

In terms making guests feel more real, I have suggested VIPs before as selectable guests, but that doesn't really solve any other problems.

Guest factions could be interesting, though I'd imagine a simple system like the current factions being more likely/less intrusive, possibly giving attendance boosts, perhaps even with directed advertising for each faction.

Buildings that effect other buildings is something I'm in favour of, having advocated for it before, though the idea of Rest is sort of represented by the Transport rating as well as Capacity, so I'm not sure about it being a separate stat (mainly if nothing fundamental changes).

I agree that the one product per shop dynamic is a bit odd, especially considering Frontier's other offerings, even going back to RCT3. Having a percentage charge, rather than dollar charge could make multiple items simpler. You could even have items geared towards each guest faction and give biases to each area of the park.
 
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