Replayability & Game Dynamics

Been following this game pretty much since its reveal. I have stayed pretty quiet for the most part save for a short window of activity, but I have still followed the game's development. While I have to compliment Frontier for their progress with the game, I confess to being a little astonished that no one is discussing this issue. I see plenty of threads and suggestions for new dinosaurs and so on, but whenever it comes to replayability people only ever talk about terrain tools and decorations. While I feel those are vital to fleshing out the game and providing more content that players can create themselves, the biggest problem with the game overall is still its replayability.

Frontier has teased terrain tools and they have steadily added options to Sandbox mode and both introduced and broadened the scope of Challenge Mode which has helped enormously, but I feel they are still missing the mark. The recent carnivore pack was much welcomed, as are most new dino additions, but even if they had completely unique rigs and animations, we are still going to hit a wall. Right now Frontier has done a lot to prolong hitting that wall, but they aren't actually overcoming it, just buying more time. That is what I really wanted to discuss today and get the community talking about it. This is truly important and I have scarcely seen more than a handful of comments here and there in months about the matter. In game design the goal of game mechanics is to create emergent, organic, dynamic, etc. gameplay, it goes by many terms by different developers/studios. This is Jurassic World Evolution's greatest obstacle and why even sizable DLCs like the Secrets of Dr. Wu simply cannot sustain momentum for the community in between updates.

So lets go back to a basic premise of Jurassic Park/Jurassic World--failure is inevitable. Humans try to assert themselves as masters of nature and revive extinct species without understanding how and why that aim is folly. The results are clear and apparent from Michael's Crichton's novels as well as pretty much every film and most pieces of media made based on the property. In Jurassic World Evolution you are invited to create your own Jurassic World with all that that entails. Naturally catastrophe is not only expected its a desired result, and that is very important because that is how you gain your emergent gameplay for this title. In order to set this up, it is a very complex balancing act where the developers have to juggle a large number of different variables without making them too taxing and oppressive on the player to the point they grow bored or no longer want to interact with the game. The basic idea, however, is that you are going to toss all these different options at the player and entice them to build out their parks using the different dinos as lures. In doing so, the player will have a decided goal and actively work to meet the requirements to have that dino in their park stomaching the consequences of pursuing their ambition. In this sense, you really are seeing things through the eyes of John Hammond himself, this is intentional, they got to toss many enticing things at you both keeping you preoccupied while simultaneously setting in motion several variables all vying for your attention at once. The emergent gameplay and end result is that you overlook something no matter how remotely small or ostensibly inconsequential by pulling your attention in all different directions that you miscalculate and create a disaster of your own making.

Sometimes, however, that isn't always enough and that is where storms & disasters come into play. If you are an ultra conscious and patient player, you will build at a really gradual pace and take steps using the tools provided to you to minimize risk. When that happens it can be hard to create dynamic gameplay, so what can the developers do to influence this type of player to interact with the game in a different manner, knock them out of their comfort zone and retain their interest with new things to do? Well, you build in a few naturally and recurring events beyond the player's control nudging them in the direction of responding to the emergent situation. Now that we understand how you make Jurassic World Evolution authentic to its source material as well as an engaging gameplay experience, how does the game in its current state fare? As it stands, there are some good ideas and the foundations for what can be in place, but there is a clear lack of variables that can consistently trigger this emergent gameplay much less doing so in a way that feels dynamic and interesting rather than a predictable retread.

I wanted to touch back on the terrain tools and decorations for a moment as well. Both of these essentially accomplish the same goal, they give creative control to the player to build their park as they see fit (core to the genre/title's selling point), but under the lens of creating emergent gameplay they are flat. What they really accomplish is creating a massive attention sink that makes it easier for organic gameplay experiences to develop. Though that is a bit harsh, for the most part, that is what they do. I could make a case for decorations in that you might be incentivized to build different structures to meet guest needs thus creating a more functional park, or if somehow the environment becomes a big factor in combating disasters or creating natural barriers to isolate your dangerous carnivores. For the sake of time and staying on topic, lets put that aside for now on this already very lengthy post.

Now let me briefly list some of the "risk variables" and the "naturally occurring risks" presently in the game:

Risk Variables: Division loyalty, Power usage, Genetic modifications

Naturally occurring Risks: Tropical Storm, Twister, Disease

(Feel free to list any I might have missed)


Now if that list isn't setting off some alarms, I don't know what will. There are so few risks baked into the game that it doesn't create the kind of emergent gameplay it really needs to do. This often results in long stretches of inactivity where the game grows stale because you are pretty much just waiting on incubation of your species or for research, extraction, or dig teams to return. So in the meantime you pretty much just try and plan new enclosures and start building this, but that often stops being fun and feels more like a chore. This is where the terrain tools and decorations would really improve the game; however, there is nothing filling in the dead time and you can't speed up the above without severely imbalancing or tripping up the reward loop. Naturally, the Campaign throws another wrench into things since it locks so many research and species behind island and reputation requirements making that mode even more taxing although for a first play through it shouldn't be much of a chore, these lack of risk variables impact the campaign somewhat, but not significantly since it has its own objectives/missions whereas the end game/post game is where replayability really takes a hit for this game.

I think the risk of "sabotage" stemming from your reputation with the divisions is significant and a great risk variable. I might not agree on the balance of some sabotages like opening all gates in the park, but I digress. The outage risk on the power stations is more standard, but a solid example to lead with and its the quintessential Jurassic disaster. The ability to upgrade your power stations in various ways in exchange for varying degrees of risk of outages is wonderful. Genetic modifications can also play a significant role in dinos acting up, if you are hyper focused on boosting their rating, tweaking social, population, environment, lifespan, or achieving the ultimate notoriety (possibly spurred by contracts) you can easily run the risk of losing that creature during incubation, and if successful still run the risk of making a very unhappy creature that will rampage in a manner its unmodified kin might not.

The above are risks the player can exert more control over rather directly. However, the ones that are probably even more impactful are the naturally occurring disasters and other events. Storms will cause damage to your structures and drive your dinos into a frenzy; however, good foreplanning can minimize risk such as placing down Storm Defense Stations for early warning and protections of key structures. Disease is another though its a bit of a unique case since it can be both triggered as a sabotage or naturally occurring. Sadly, I find disease to be the most underutilized of the existing emergent gameplay mechanics, so long as you have the Ranger Station and researched your medical treatments it is an event with rapidly diminishing returns to the point its virtually pointless once you have them all researched. I feel more can be done to push the envelope like limiting tranquilizers available for a disease or some other fascinating risk variables I will propose towards the end of this post. Then finally we have twisters, the rarest of the natural disasters, they are terrifying to see in this game, but the actual impact is less than what I would hope. For their rarity and image, they do surprisingly little damage and I speculate the reason is due to the lack of different disasters that Frontier has been cautious about making them too destructive, but at the same time they have really been de-fanged. Emergency shelters are an existing counter play to these events, you can't eliminate the damage altogether, but you can cope with it which is exactly what I expect of something like this, but they simply aren't threatening when neither your guests nor your dinosaurs are at risk when one comes through your park.

Now that I have briefly touched on the above, notice my comments on each of them. The majority of my comments are that they too weak, avoidable, and/or lacking in staying power to really affect your gameplay experience.I am not unhappy with regular tropical storms, its still a weather effect and not all disasters are or should be treated equally. Twisters should be the most devastating while storms can cause harm to unprepared players who failed to account or ignored their risk potential. They target two different kinds of players really, both the storms and twisters are countermeasures to create gameplay for players who might be doing good in one area but lacking in another. In this instance, tropical storms with diminishing returns isn't an issue, it still adds a lot of atmosphere and most importantly it still has an impact on your dinosaurs comfort even if its direct damage is really cut down.

Emergent gameplay is lacking in Jurassic World Evolution for some obvious reasons. A cursory glance conveys there are too few to really cast that wide net to prompt a player response. Looking at it a little more in-depth we see that a few are really excelling at what they are intended to do while others are failing to live up to their potential. We also encounter a couple other situations particularly unique to the weather based events. The game really doesn't have that much variety in its weather patterns since they are tied to the disasters, and there is a fine balance of also ensuring that adding new disasters doesn't result in too high a frequency where one or another is always happening. Its an obvious thing, but it has to be stated nonetheless, not too many disasters can be added, otherwise due to sheer volume even with low percentage rates they might occur too often and drive players off from sheer difficulty or annoyance rather than giving them a new and interesting organic gameplay experience.

Most importantly of all dynamic gameplay results in a title that can stand on its own. There is going to come a time where Frontier will no longer support Jurassic World Evolution for whatever their next title will be and so it is vitally important that this doesn't get swept under the rug under a billion dinosaur and skin requests. What we achieve from this dynamic gameplay is infinite replayability that will finally tackle the downtime and add a degree of uncertainty and variation into the game creating unique experiences that can be enjoyed for the coming years. We have some good events such as the genetic modifications, storms, sabotages, and power outages that point us in the right direction of what can be and some like diseases and twisters as examples of those that need improvement. So let me just give a short list of possible new events:

-Stampede (Refer to Jurassic Park: Operation Genesis; makes herbivores more of an equal threat, we already see they can trample guests now imagine a herd on the move)

-Heat Wave & Drought (See JP:OG; why not add a more subtle environmental factor it would be radically different from the others in the game and it can even tie in with diseases making some more virulent or enable new additions)

-Breeding (This has been core to the idea of "Life finds a way" in the Jurassic franchise; it would also make dinosaur incubation of any sort a risk in itself. Say you have between a 0.1 and 1% chance of your dinosaur being able to breed with default genes and that number can increase as you genetically modify them adding another risk factor beyond just their social and behavior tolerances)

-Immunity & Susceptibility (The unique disease enhancement I had in mind, imagine that your dinosaurs could not just have default immunities/susceptibilities, but could develop them based on conditions they experience over time like heat waves, breeding with genetically modified kin, or simply develop them based on past exposure to a disease in their enclosure requiring a more advanced medical response involving research or a new veterinarian service; the sky is the limit for implementation it could be simple or very in-depth depending on time, resources, and interest)

-Famine (You have to grow food at a greenhouse/abattoir, but during this event your food stores are hit forcing you to respond to how to feed your dinos before supplies resume, it takes away from micromanaging your feeders to adding a macro element where you must be aware of growing/preparing food for your dinos and stocking some of it just in case, so now your feeder resupplies are actually more important)

-Corporate Espionage (BioSyn [insert generic replacement] has conspired to steal InGen trade secrets causing a financial setback to your operations; you can interpret whether that loss stems from a competing company establishing its own Jurassic World equivalent or InGen's legal fees suing them into oblivion; the legal fees research in Global Operations can also help reduce this loss in addition to guest lawsuits [which need to be increased by the way] so there is actually counter play already in the game you can use, similarly to twisters it would be a rare but unavoidable loss, but one that can be managed)


These are some of my best ideas for new random events in the game. Some of them do require new buildings with unique functionality like the Famine & Immunities to work properly I also wanted to make it clear for Frontier that some of these could be implemented without being overly demanding on resources. I have a hard time imagining Universal would deny "Breeding" considering it is literally one of the biggest things prevalent in the Jurassic franchise, the whole "Life finds a way" thing stems entirely from the fact that the park had already failed and that the dinos found a way to breed. Its hard to even conceive of a Jurassic game without something so core to its identity in it. You could even scale it accordingly with a mere downscaled model if its too much work to create new infant models for the.. what was it, 60+ dinos we have and those in the works. I have always emphasized there are ways to put these ambitious stuff in without going so detailed on every aspect of it particularly if it means having it versus not getting it at all.

Anyhow, let me know what you think. Do you agree or disagree with me? I hope this topic really catches on and Frontier will take notice.
 
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The most insightful post so far on the core-game's deeper lacks. Totally agree with this.

Also, I would like to add a couple of ideas more:

1) Fires, both natural (thunderstorm or heatwave related) and accidental (if you overcharge a power station, for instance; or if during a heat wave some dinosaur breaks down an electrified fence).

2) External influences: decreasing public interest after certain time with no additional exhibit added to the Park, lobby pressures from enviromentalists, laws or any other group which could hinder fossil retrieving or Park expansion, shortage of supplies while storms (meaning no feeder replenishing, no new fossils, etc while the storm rages on).

It would also be nice to have land-transport for dinosaurs as default and getting them to have a chance to wake up while sedated.
 
Love your ideas, expecially the implimentation of the breeding mechanic. Last year when i wrote my long review i suggested the addition of far more events and problems to make the game feel more dynamic and changable. Its possiable this will come in time but at present I am pesimistic, primarily due to what I've seen so far.

The game is nearly a year old now. So far we have had 3 DLCs, 2 of which only added more dinosaurs. The Dr Wu DLC atleast added more space (while limited) to build on. The problem is we don't need more dinosaur species for the game. While more carnivores is appreciated, 2 from Jurassic Park's past and one from JPOG (even if they made Arco look really weird) it still isn't what the game needs.

What is needed is two fold. As you suggested we need the islands to feel more risky and challenging. Legal costs should be HUGE. At the moment dinosaur break outs don't cause enough problems. We need more disasters. Bring back Biosyn...i love the idea of fires...maybe Isla Muerta could suffer Tsunami since its on the beach front.

The second thing we need for replayability is the design tools to make our parks look unique. Modding and modding in new islands should be usable by PC players. At present i feel a lot of the issues the game has are because it has cut off a leg to make consoles happy. PC players shouldn't be restricted. Let us mod the thing.
 
Love your ideas, expecially the implimentation of the breeding mechanic. Last year when i wrote my long review i suggested the addition of far more events and problems to make the game feel more dynamic and changable. Its possiable this will come in time but at present I am pesimistic, primarily due to what I've seen so far.

The game is nearly a year old now. So far we have had 3 DLCs, 2 of which only added more dinosaurs. The Dr Wu DLC atleast added more space (while limited) to build on. The problem is we don't need more dinosaur species for the game. While more carnivores is appreciated, 2 from Jurassic Park's past and one from JPOG (even if they made Arco look really weird) it still isn't what the game needs.

What is needed is two fold. As you suggested we need the islands to feel more risky and challenging. Legal costs should be HUGE. At the moment dinosaur break outs don't cause enough problems. We need more disasters. Bring back Biosyn...i love the idea of fires...maybe Isla Muerta could suffer Tsunami since its on the beach front.

The second thing we need for replayability is the design tools to make our parks look unique. Modding and modding in new islands should be usable by PC players. At present i feel a lot of the issues the game has are because it has cut off a leg to make consoles happy. PC players shouldn't be restricted. Let us mod the thing.

I had the very same feeling about modding since the beginning :( I also agree with everything you said.

Also, nice idea there! Earthquakes!! They can be another huge, although very, VERY rare, source of problems. Being also huger, the good player could prepare for them because, ideally, dinosaurs could feel it coming. But that would also need to add another layer to the already weak dinosaur AI so I don't really know how to feel about it yet.
 
... But that would also need to add another layer to the already weak dinosaur AI so I don't really know how to feel about it yet.

The dinosaur AI is really a problem and therefore also my biggest hope that the AI will finally be improved in the summer update. That alone will improve the game length, because you will finally have fun watching your dinosaurs when the park is finished. That's how I did it with all Zoo based Tycoon games. Begun with the name giver Zoo Tycoon, over JPOG or the underestimated PC Game Creatures.
 
The dinosaur AI is really a problem and therefore also my biggest hope that the AI will finally be improved in the summer update. That alone will improve the game length, because you will finally have fun watching your dinosaurs when the park is finished. That's how I did it with all Zoo based Tycoon games. Begun with the name giver Zoo Tycoon, over JPOG or the underestimated PC Game Creatures.

I agree. I even posted some lengthy post of most basic behaviors that need to be implemented for some basic dinosaur AI, but I also wonder to what length most of them can be implemented, particularly with the system they built (1-1 fights, for instance). Having realistically behaved dinosaurs would be a delight, though.

Still, now that the game is almost a year old I think the game needs much more just to keep going, more variety of attractions and terrain tools mainly, specially since there's no suitable map for a proper sandbox.
 
Those 1-1 fights were a little shock to me, too. The fights had that mobile game feeling. I was already waiting for the Lootbox, with the laser pistols that you can mount on your T-Rex head or similar nonsense. Thankfully, this system didn't make its way into the game.

Found your post. Exactly such an AI system I would have preferred. Or at least moving in this direction. That's why I'm a little worried about the alleged announcement about a JWE2. If there should be something to it in the future, I would feel a little betrayed.
 
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Thankfully, this system didn't make its way into the game.

Yet. With all the hybrid frenzy and the ideas of Hoskins, I'm still praying JW3 comes back the JP origin, or else... 😅

Found your post. Exactly such an AI system I would have preferred. Or at least moving in this direction. That's why I'm a little worried about the alleged announcement about a JWE2. If there should be something to it in the future, I would feel a little betrayed.

Thanks. I share your worries... let's see what the summer brings.
 
I hate to say it but the appeal of a JP park builder is not constant disaster. Yes the books and the movies all revolve around that but that is because they are stories and need something to drive the plot. Otherwise it would not have the excitement and danger needed to make the setting interesting. Now that doesnt mean breakouts and disasters shouldnt be a part of the gameplay but there is only so much you can do until that becomes irritating and not fun. But if for the sake of keeping on topic and discussing how to make that part of the gameplay better here is what could be done...

dieseases:

currently when disease pops up all you do is send a ranger to go medicate it and its all good. I personally think when a dino gets sick you should quarantine it by isolating it in a paddock dedicated to quarantine. This paddock could have special feeders/water troughs that help fix certain diseases and having rangers near by for repeat medications would be encouraged. When a dino gets sick it shouldnt tell you what it is but simply that its sick, send out a ranger to determine what it is then you decide what to do with it. Remember different dinos currently already have stats for succeptibility and resistance to illnesses in the game so if your metri has a cold and his paddock mate is a diplo who has a resistance to colds (this is hypothetical btw) then you can decide to keep it in that paddock and treat it there as opposed to removing it. Another thing you could do is have routine vacinations that rangers can do for paddocks with lots of dinos so that the likely hood of an outbreak is less.

weather:

Hard one with the current state, maybe add something like flooding?

divisions:

This is honestly the worst aspect of gameplay currently in the game. since the start people have complained that it doesnt make sense that divisions just flat out sabotage the park because you didnt treat them like a special snowflake or their missions were just terrible. Division loyalty shouldnt be based on JUST doing missions, it should be based also on what types of dinos and buildings you have in the park. Entertainment should be glad/mad if you have alot/little to no shops or boring dinos, security should be glad/mad you have alot/little to no electric fences/shelters/weather stations, science should be glad/mad if you dont use a variety of genes in your dinos or lack of quarantines etc. As for sabotage they should be more specific in their fields as well.
 
Been following this game pretty much since its reveal. I have stayed pretty quiet for the most part save for a short window of activity, but I have still followed the game's development. While I have to compliment Frontier for their progress with the game, I confess to being a little astonished that no one is discussing this issue. I see plenty of threads and suggestions for new dinosaurs and so on, but whenever it comes to replayability people only ever talk about terrain tools and decorations. While I feel those are vital to fleshing out the game and providing more content that players can create themselves, the biggest problem with the game overall is still its replayability.

Frontier has teased terrain tools and they have steadily added options to Sandbox mode and both introduced and broadened the scope of Challenge Mode which has helped enormously, but I feel they are still missing the mark. The recent carnivore pack was much welcomed, as are most new dino additions, but even if they had completely unique rigs and animations, we are still going to hit a wall. Right now Frontier has done a lot to prolong hitting that wall, but they aren't actually overcoming it, just buying more time. That is what I really wanted to discuss today and get the community talking about it. This is truly important and I have scarcely seen more than a handful of comments here and there in months about the matter. In game design the goal of game mechanics is to create emergent, organic, dynamic, etc. gameplay, it goes by many terms by different developers/studios. This is Jurassic World Evolution's greatest obstacle and why even sizable DLCs like the Secrets of Dr. Wu simply cannot sustain momentum for the community in between updates.

So lets go back to a basic premise of Jurassic Park/Jurassic World--failure is inevitable. Humans try to assert themselves as masters of nature and revive extinct species without understanding how and why that aim is folly. The results are clear and apparent from Michael's Crichton's novels as well as pretty much every film and most pieces of media made based on the property. In Jurassic World Evolution you are invited to create your own Jurassic World with all that that entails. Naturally catastrophe is not only expected its a desired result, and that is very important because that is how you gain your emergent gameplay for this title. In order to set this up, it is a very complex balancing act where the developers have to juggle a large number of different variables without making them too taxing and oppressive on the player to the point they grow bored or no longer want to interact with the game. The basic idea, however, is that you are going to toss all these different options at the player and entice them to build out their parks using the different dinos as lures. In doing so, the player will have a decided goal and actively work to meet the requirements to have that dino in their park stomaching the consequences of pursuing their ambition. In this sense, you really are seeing things through the eyes of John Hammond himself, this is intentional, they got to toss many enticing things at you both keeping you preoccupied while simultaneously setting in motion several variables all vying for your attention at once. The emergent gameplay and end result is that you overlook something no matter how remotely small or ostensibly inconsequential by pulling your attention in all different directions that you miscalculate and create a disaster of your own making.

Sometimes, however, that isn't always enough and that is where storms & disasters come into play. If you are an ultra conscious and patient player, you will build at a really gradual pace and take steps using the tools provided to you to minimize risk. When that happens it can be hard to create dynamic gameplay, so what can the developers do to influence this type of player to interact with the game in a different manner, knock them out of their comfort zone and retain their interest with new things to do? Well, you build in a few naturally and recurring events beyond the player's control nudging them in the direction of responding to the emergent situation. Now that we understand how you make Jurassic World Evolution authentic to its source material as well as an engaging gameplay experience, how does the game in its current state fare? As it stands, there are some good ideas and the foundations for what can be in place, but there is a clear lack of variables that can consistently trigger this emergent gameplay much less doing so in a way that feels dynamic and interesting rather than a predictable retread.

I wanted to touch back on the terrain tools and decorations for a moment as well. Both of these essentially accomplish the same goal, they give creative control to the player to build their park as they see fit (core to the genre/title's selling point), but under the lens of creating emergent gameplay they are flat. What they really accomplish is creating a massive attention sink that makes it easier for organic gameplay experiences to develop. Though that is a bit harsh, for the most part, that is what they do. I could make a case for decorations in that you might be incentivized to build different structures to meet guest needs thus creating a more functional park, or if somehow the environment becomes a big factor in combating disasters or creating natural barriers to isolate your dangerous carnivores. For the sake of time and staying on topic, lets put that aside for now on this already very lengthy post.

Now let me briefly list some of the "risk variables" and the "naturally occurring risks" presently in the game:

Risk Variables: Division loyalty, Power usage, Genetic modifications

Naturally occurring Risks: Tropical Storm, Twister, Disease

(Feel free to list any I might have missed)


Now if that list isn't setting off some alarms, I don't know what will. There are so few risks baked into the game that it doesn't create the kind of emergent gameplay it really needs to do. This often results in long stretches of inactivity where the game grows stale because you are pretty much just waiting on incubation of your species or for research, extraction, or dig teams to return. So in the meantime you pretty much just try and plan new enclosures and start building this, but that often stops being fun and feels more like a chore. This is where the terrain tools and decorations would really improve the game; however, there is nothing filling in the dead time and you can't speed up the above without severely imbalancing or tripping up the reward loop. Naturally, the Campaign throws another wrench into things since it locks so many research and species behind island and reputation requirements making that mode even more taxing although for a first play through it shouldn't be much of a chore, these lack of risk variables impact the campaign somewhat, but not significantly since it has its own objectives/missions whereas the end game/post game is where replayability really takes a hit for this game.

I think the risk of "sabotage" stemming from your reputation with the divisions is significant and a great risk variable. I might not agree on the balance of some sabotages like opening all gates in the park, but I digress. The outage risk on the power stations is more standard, but a solid example to lead with and its the quintessential Jurassic disaster. The ability to upgrade your power stations in various ways in exchange for varying degrees of risk of outages is wonderful. Genetic modifications can also play a significant role in dinos acting up, if you are hyper focused on boosting their rating, tweaking social, population, environment, lifespan, or achieving the ultimate notoriety (possibly spurred by contracts) you can easily run the risk of losing that creature during incubation, and if successful still run the risk of making a very unhappy creature that will rampage in a manner its unmodified kin might not.

The above are risks the player can exert more control over rather directly. However, the ones that are probably even more impactful are the naturally occurring disasters and other events. Storms will cause damage to your structures and drive your dinos into a frenzy; however, good foreplanning can minimize risk such as placing down Storm Defense Stations for early warning and protections of key structures. Disease is another though its a bit of a unique case since it can be both triggered as a sabotage or naturally occurring. Sadly, I find disease to be the most underutilized of the existing emergent gameplay mechanics, so long as you have the Ranger Station and researched your medical treatments it is an event with rapidly diminishing returns to the point its virtually pointless once you have them all researched. I feel more can be done to push the envelope like limiting tranquilizers available for a disease or some other fascinating risk variables I will propose towards the end of this post. Then finally we have twisters, the rarest of the natural disasters, they are terrifying to see in this game, but the actual impact is less than what I would hope. For their rarity and image, they do surprisingly little damage and I speculate the reason is due to the lack of different disasters that Frontier has been cautious about making them too destructive, but at the same time they have really been de-fanged. Emergency shelters are an existing counter play to these events, you can't eliminate the damage altogether, but you can cope with it which is exactly what I expect of something like this, but they simply aren't threatening when neither your guests nor your dinosaurs are at risk when one comes through your park.

Now that I have briefly touched on the above, notice my comments on each of them. The majority of my comments are that they too weak, avoidable, and/or lacking in staying power to really affect your gameplay experience.I am not unhappy with regular tropical storms, its still a weather effect and not all disasters are or should be treated equally. Twisters should be the most devastating while storms can cause harm to unprepared players who failed to account or ignored their risk potential. They target two different kinds of players really, both the storms and twisters are countermeasures to create gameplay for players who might be doing good in one area but lacking in another. In this instance, tropical storms with diminishing returns isn't an issue, it still adds a lot of atmosphere and most importantly it still has an impact on your dinosaurs comfort even if its direct damage is really cut down.

Emergent gameplay is lacking in Jurassic World Evolution for some obvious reasons. A cursory glance conveys there are too few to really cast that wide net to prompt a player response. Looking at it a little more in-depth we see that a few are really excelling at what they are intended to do while others are failing to live up to their potential. We also encounter a couple other situations particularly unique to the weather based events. The game really doesn't have that much variety in its weather patterns since they are tied to the disasters, and there is a fine balance of also ensuring that adding new disasters doesn't result in too high a frequency where one or another is always happening. Its an obvious thing, but it has to be stated nonetheless, not too many disasters can be added, otherwise due to sheer volume even with low percentage rates they might occur too often and drive players off from sheer difficulty or annoyance rather than giving them a new and interesting organic gameplay experience.

Most importantly of all dynamic gameplay results in a title that can stand on its own. There is going to come a time where Frontier will no longer support Jurassic World Evolution for whatever their next title will be and so it is vitally important that this doesn't get swept under the rug under a billion dinosaur and skin requests. What we achieve from this dynamic gameplay is infinite replayability that will finally tackle the downtime and add a degree of uncertainty and variation into the game creating unique experiences that can be enjoyed for the coming years. We have some good events such as the genetic modifications, storms, sabotages, and power outages that point us in the right direction of what can be and some like diseases and twisters as examples of those that need improvement. So let me just give a short list of possible new events:

-Stampede (Refer to Jurassic Park: Operation Genesis; makes herbivores more of an equal threat, we already see they can trample guests now imagine a herd on the move)
-Heat Wave & Drought (See JP:OG; why not add a more subtle environmental factor it would be radically different from the others in the game and it can even tie in with diseases making some more virulent or enable new additions)
-Breeding (This has been core to the idea of "Life finds a way" in the Jurassic franchise; it would also make dinosaur incubation of any sort a risk in itself. Say you have between a 0.1 and 1% chance of your
dinosaur being able to breed with default genes and that number can increase as you genetically modify them adding another risk factor beyond just their social and behavior tolerances)
-Immunity & Susceptibility (The unique disease enhancement I had in mind, imagine that your dinosaurs could not just have default immunities/susceptibilities, but could develop them based on conditions
they experience over time like heat waves, breeding with genetically modified kin, or simply develop them based on past exposure to a disease in their enclosure requiring a more advanced medical response involving research or a new veterinarian service; the sky is the limit for implementation it could be simple or very in-depth depending on time, resources, and interest)
-Famine (You have to grow food at a greenhouse/abattoir, but during this event your food stores are hit forcing you to respond to how to feed your dinos before supplies resume, it takes away from micromanaging your feeders to adding a macro element where you must be aware of growing/preparing food for your dinos and stocking some of it just in case, so now your feeder resupplies are actually
more important)
-Corporate Espionage (BioSyn [insert generic replacement] has conspired to steal InGen trade secrets causing a financial setback to your operations; you can interpret whether that loss stems from a competing company establishing its own Jurassic World equivalent or InGen's legal fees suing them into oblivion; the legal fees research in Global Operations can also help reduce this loss in addition to
guest lawsuits [which need to be increased by the way] so there is actually counter play already in the game you can use, similarly to twisters it would be a rare but unavoidable loss, but one that can be managed)


These are some of my best ideas for new random events in the game. Some of them do require new buildings with unique functionality like the Famine & Immunities to work properly I also wanted to make it clear for Frontier that some of these could be implemented without being overly demanding on resources. I have a hard time imagining Universal would deny "Breeding" considering it is literally one of the biggest things prevalent in the Jurassic franchise, the whole "Life finds a way" thing stems entirely from the fact that the park had already failed and that the dinos found a way to breed. Its hard to even conceive of a Jurassic game without something so core to its identity in it. You could even scale it accordingly with a mere downscaled model if its too much work to create new infant models for the.. what was it, 60+ dinos we have and those in the works. I have always emphasized there are ways to put these ambitious stuff in without going so detailed on every aspect of it particularly if it means having it versus not getting it at all.

Anyhow, let me know what you think. Do you agree or disagree with me? I hope this topic really catches on and Frontier will take notice.
In relation to breeding I totally agree with you, we need dinosaur breeding, even if there are more than 50 dinosaurs, the models of puppies can be simple, not to mention that babies do not need to fight animation. Compensates for more breeding than not doing
 
The most insightful post so far on the core-game's deeper lacks. Totally agree with this.

Also, I would like to add a couple of ideas more:

1) Fires, both natural (thunderstorm or heatwave related) and accidental (if you overcharge a power station, for instance; or if during a heat wave some dinosaur breaks down an electrified fence).

2) External influences: decreasing public interest after certain time with no additional exhibit added to the Park, lobby pressures from enviromentalists, laws or any other group which could hinder fossil retrieving or Park expansion, shortage of supplies while storms (meaning no feeder replenishing, no new fossils, etc while the storm rages on).

It would also be nice to have land-transport for dinosaurs as default and getting them to have a chance to wake up while sedated.

I appreciate that.

You picked up on what I was hinting at there, I hope people start to see the possibilities. The disasters/sabotages can chain into one another creating even more emergent gameplay if they aren't taken seriously and addressed. It can lead to new layers of gameplay and challenge by having plausible events unfold. Initially I wasn't so sure of the overall possibilities introduced by the Heat Wave & Drought disaster, but I started to think about it and then you mentioned a wildfire and it clicked.

Heat Wave & Drought = Fire, Famine, Stampede, Disease, Twister


Depending on how long it lasts and goes unchecked, a Heat Wave can trigger a variety of subsequent disasters by amplifying the risk variables already in motion. Don't keep an eye on your herbivores and they might overheat becoming restless, angry, and ultimately start a stampede. Similarly, if you aren't careful with how you manage your forest and vegetation and there is a chance a wildfire might start and you would be required to call in emergency aircraft to douse the flames before it can spread this would be even more prominent if grazing has an impact on your herbivores hunger in addition to their environmental needs. Other times, you might trigger diseases arising from the prevalence of the heat. Finally, if its a prolonged heat wave it could turn into a drought that not only will impact your dinos negatively, it could have an impact on the food you grow for them leading to famine or causing atmospheric changes increasing the possibility you might get hit by a tropical twister.

These are all possibilities, so you never know for sure what event might chain together next. This creates significantly more replay value, rewards those that prepare well, and the consequences can be dire if you don't seriously switch up how you are playing to address the conditions impacting the park.

It would also be convenient to have some sort of appeal factor at play when it comes to your guests. The guests in the game are very basic and don't seem to have much preference, so while it can't be on an individual basis like JP:OG, Frontier could clearly add something like this to make things more interesting and make the concerns of your guests a real thing. There are all sorts of small guest-centric things that could be done to further diversify gameplay.

I will give it to you, it would be interesting for ground based transportation, maybe if we see a ground based ACU in the future.

Love your ideas, expecially the implimentation of the breeding mechanic. Last year when i wrote my long review i suggested the addition of far more events and problems to make the game feel more dynamic and changable. Its possiable this will come in time but at present I am pesimistic, primarily due to what I've seen so far.

The game is nearly a year old now. So far we have had 3 DLCs, 2 of which only added more dinosaurs. The Dr Wu DLC atleast added more space (while limited) to build on. The problem is we don't need more dinosaur species for the game. While more carnivores is appreciated, 2 from Jurassic Park's past and one from JPOG (even if they made Arco look really weird) it still isn't what the game needs.

What is needed is two fold. As you suggested we need the islands to feel more risky and challenging. Legal costs should be HUGE. At the moment dinosaur break outs don't cause enough problems. We need more disasters. Bring back Biosyn...i love the idea of fires...maybe Isla Muerta could suffer Tsunami since its on the beach front.

The second thing we need for replayability is the design tools to make our parks look unique. Modding and modding in new islands should be usable by PC players. At present i feel a lot of the issues the game has are because it has cut off a leg to make consoles happy. PC players shouldn't be restricted. Let us mod the thing.

Thank you.

I have seen a few people mention it in different threads, but I can't recall anyone creating a topic dedicated to this subject. I have spent a lot of time pondering how to implement breeding. I wanted to really find that right balance of making it an omnipresent threat without making it so much of a deterrent that newer players are completely overwhelmed by its implementation. Without prototyping/testing this kind of feature out its hard to judge exactly, if its too much the breeding possibility could be introduced only if you modify the genome of an animal. However, I wanted to include the default animals since the null gene is a frog which taken from the original Jurassic Park was the crucial genetic makeup needed to allow the dinosaurs to breed. It would just seem wrong not to have that inherent risk with any creature you are creating, but for game balance's sake if that is too much I would be fine with them pushing that back to only creatures you have genetically modified. I have also thought quite a bit how practical it might be from Frontier's perspective.

Looking at the long and rapidly growing list of dinos in the game, there is no way I would make infant models for all of those species, the amount of work would be ridiculous and would take away from pretty much everything else they wanted to do. They wouldn't even need to make unique models, its what I even suggest just scale down the existing models so you still get the idea of what it is without having to go through the absurd amount of effort making new rigs, texturing and modeling them just right, and so on. At most they would downscale the dinos to 1-2 sizes and also have a generic nest variant or two and then slap in the functionality. Naturally most of the work is in the background though, for instance, having to detect the presence of at least one other of their species (which they do anyone for their social requirements) further they wouldn't even need male dinosaur models either, they are ambiguous enough as is so it wouldn't be necessary in the slightest. Its probably just not the highest priority they want to discuss with Universal at this time though I do hope this is one thing they get added in at some point.

Jurassic World Evolution had a pretty abrupt and short development period even when you look at the way Activision cranks out yearly Call of Duty games, each of those still takes about 2 years with two studios rotating their release years. I think its just been a matter of priority for Frontier same with the breeding. I can't imagine Universal just handed them the license for the Jurassic property without some form of royalty paid out. In all likelihood they probably are incentivized to released more frequent/regular DLCs packs to pay for those rights to use the property. In that situation I can understand devoting more resources to bite sized dinosaurs inclusions. I think they just wanted something out for the holiday season with the Secrets of Dr. Wu even though I use it as my definitive example of why the game needs improvements. The missions were pretty stale, the only new and interesting objective they brought to the table with it had been the Spinoraptor being immune to tranquilizer darts which is the kind of gameplay we need, it makes you find a creative workaround to the problem than overreliance on the ACU helicopter for every single situation.

Regarding the breakouts I agree and this mostly stems from the fact guest lawsuits are puny and there is no real consequence to it. The larger your park gets, the more money you bring in; therefore, guest deaths mean less and less. Breakouts turn into routine: "Oh, stupid Rex is ramming the fence again" and they make so much noise that you know one is trying to get out. That isn't a bad thing, but it certainly isn't ideal to only have only one way for your dinos to get out. Most of all, I am still surprised that this game has no "Park Closure" penalty essentially a "Game Over" screen for allowing too many guest fatalities. Players would be more mindful and care about building strategically placed emergency shelters and other obstacles to deter their dinosaurs from trampling and mauling their guests.

Regarding BioSyn, I think this is one of the least likely names we will ever hear. There is a real company with that name now and Universal has never acknowledged BioSyn in their film canon to my knowledge. So even if Universal were all right with it, Frontier would need to potentially contact the company for permission to use the name and possibilities pay royalties if they are even allowed to use it. Its hard to say exactly, I haven't researched copyright/trademark laws of that company to know if there would be a conflict, but it seems like it probably just won't happen hence why I imagine a generic name would be invented instead for the espionage disaster I proposed.

For the tsunamis that is a great idea, but I think it is in a similar spot to the marine reptiles, they would need to modify the Cobra Engine pretty heavily to implement it and actually have it be effective. In the game's current state, I imagine a tsunami risk might just deter people from building near the coastlines and actually hurting what space players have to build on already exacerbating the problem and if that happens on Pena you might as well quit and restart.

Finally, with the modding, I don't see it ever gaining official support. Universal is very protective of the Jurassic property and Frontier would never cross that line against Universal's wishes. I think we are going to have to contend with some unofficial modding occurring since any official sanctioning is probably a pipe dream in stark contrast to how Frontier has always been like: "not at this time" whenever discussing the marine/flying reptiles people have been asking about.

I hate to say it but the appeal of a JP park builder is not constant disaster. Yes the books and the movies all revolve around that but that is because they are stories and need something to drive the plot. Otherwise it would not have the excitement and danger needed to make the setting interesting. Now that doesnt mean breakouts and disasters shouldnt be a part of the gameplay but there is only so much you can do until that becomes irritating and not fun. But if for the sake of keeping on topic and discussing how to make that part of the gameplay better here is what could be done...

dieseases:

currently when disease pops up all you do is send a ranger to go medicate it and its all good. I personally think when a dino gets sick you should quarantine it by isolating it in a paddock dedicated to quarantine. This paddock could have special feeders/water troughs that help fix certain diseases and having rangers near by for repeat medications would be encouraged. When a dino gets sick it shouldnt tell you what it is but simply that its sick, send out a ranger to determine what it is then you decide what to do with it. Remember different dinos currently already have stats for succeptibility and resistance to illnesses in the game so if your metri has a cold and his paddock mate is a diplo who has a resistance to colds (this is hypothetical btw) then you can decide to keep it in that paddock and treat it there as opposed to removing it. Another thing you could do is have routine vacinations that rangers can do for paddocks with lots of dinos so that the likely hood of an outbreak is less.

weather:

Hard one with the current state, maybe add something like flooding?

divisions:

This is honestly the worst aspect of gameplay currently in the game. since the start people have complained that it doesnt make sense that divisions just flat out sabotage the park because you didnt treat them like a special snowflake or their missions were just terrible. Division loyalty shouldnt be based on JUST doing missions, it should be based also on what types of dinos and buildings you have in the park. Entertainment should be glad/mad if you have alot/little to no shops or boring dinos, security should be glad/mad you have alot/little to no electric fences/shelters/weather stations, science should be glad/mad if you dont use a variety of genes in your dinos or lack of quarantines etc. As for sabotage they should be more specific in their fields as well.

I did take the time to acknowledge the frequency of disasters is a fine balance. At its heart a Jurassic park simulator may not be centered around breakouts, we have seen JP:OG get away with having minimal breakout potential. That said, you will encounter the selfsame problem that JP:OG did, an inability to escape the monotony. Modding might have given the game substantial longevity as well as the random island generator giving it replayability, but I would very much say that the dinosaurs threat level being so minimal was a negative that hurt it. The breakouts were rare and not as impactful as they could be even when they were out. I mean, I thought the murder turrets were also overkill, it completely negated the threat. Right now both Evolution and JPOG have the same problem with making breakouts meaningful, in the former it happens too much and the later too rare, but in both they are underwhelming.

No one plays a park simulator based on Jurassic Park without hoping for some dinosaurs shenanigans. Some people are really creative and can build new unique parks all day long, but even they will eventually start to burn out if there is nothing dynamic that happens while they play. The breakouts and potential chaos are what set Jurassic themed park simulators aside from the competition. You would be better served with another park simulator with more content since a lot of time and resources in a Jurassic park simulator goes towards building that chaos. It is all about frequency, too much and you wind up with an unenjoyable game that goes to hell every 5 minutes leading to frustration, annoyance, and ultimately players quitting. On the other hand, no stakes and people will tire from the monotony and grow bored and still quit just at a later time. Jurassic World Evolution needs help on both fronts, but if this game is to gain longevity I firmly believe it needs more random events, for instance, the Sandbox Mode and Campaign already impose restrictions on breakouts/disasters so players who just want to build the perfect park can do so.

I do like how you are picking up and trying to make diseases better. I didn't really touch on this too much in my initial post instead mentioning a new idea. We got an idea of how this might be like in the Secrets of Dr. Wu with the Foot & Mouth disease requiring identification before treatment. Quarantine versus pre-planning the dinosaurs housed together factoring in their immunities and susceptibilities is definitely the kind of decision making I was hoping for when it came to down to it. The way JPOG handled disease was a big sticking point for me and I was disappointed to see Evolution fall into the same trap. Its boring and does nothing if all you do is research it from your universal research station and then send the Rangers you already had to do it. I still think they should add a veterinarian and place the research on the vet's associated building. It would also be useful if you were required to purchase medicated dart quantities from the vet that way you couldn't just spam cure the disease with the Rangers, but actually had to identify and stock up on the required medication. This would incentivize precautions and the use of quarantines to prevent the spread of disease. Right now disease illogically jumps all over the place, it would make more sense that you can control its spread by taking control of the situation as well as having to plan and invest in curing specimens. This could be streamlined by allowing you to research medication immediately like at present, but still require you to purchase the appropriate medical darts after the Rangers have identified which disease it is and it combos with the immunities concept I mentioned. I wish disease functioned like this in the game, in fact, I will probably create a dedicated thread for disease discussion.

Similar to the tsunami idea, I think flooding would require an overhaul of how water is utilized in Jurassic World Evolution and Frontier won't readily do this due to the engine modifications necessary, I expect a sequel or at least a very long wait before they could implement a flooding mechanic that wasn't half-baked. Its a tough sale since you could wind up just discouraging players from building near coasts for fear of tsunamis and floods thus artificially limiting building space. On top of that, the floods and tsunamis would again just affect the coasts, if you don't build near it then its a wasted mechanic that isn't doing anything. I think it would have to come alongside marine reptiles which have dedicated aquatic structures so you are always exposed to water damage potential.

I have heard people's complaints with it, but I disagree. The motivations and kind of sabotage can be the problem not the idea itself. The balance of the sabotage opening all the gates is overkill, it causes a disproportionate amount of damage, and logically it doesn't make sense and I would have preferred it didn't exist at all, but I would accept it simply being scaled back to a few gates rather than bloody all of them. Like if they only opened a few gates to maybe some herbivores it would be more believable in causing chaos without your divisions seeming like bloodthirsty mass murderers trying to get the park closed just because you hurt their feelings. The power outage and maybe the disease sound fine, you could always tweak their sabotages as well. Like Nedry or my Corporate Espionage disaster, it could be a random event by a hostile competitor or disgruntled former employee who commits the egregious acts while your divisions commit some slightly less deplorable sabotages. This is actually a pretty easy fix, just change some dialogue around, the core idea of balancing your loyalties is a good one though.

I can definitely concur that more incentive for different division playstyles should be encouraged. I always found it weird when Science/Security propose you build some sort of shop as it makes no sense they would want to waste the time and resources of their divisions for that purpose. I still think the idea is good, but refinement and expansion is welcomed, I probably should have clarified this since I expected this response.


Thank you for all indulging in the topic though. I already feel ideas are more fleshed out and we have come up with some excellent ideas to refine the game into what we truly want it to be. I am hopeful Frontier has acknowledged and been reading our discussion thus far and are taking notes for future possibilities.
 
I think the reason why people want terrain/decor added as a priority is not only the new world of customization that would come with it but also new gameplay aspects. Someone mentioned earlier dino AI is the most lackluster feature in terms of gameplay and a way we could build on that is having a better environment to build on that. Mud to wallow in, tall grass to stalk through, rocks/logs to climb on. With what we have currently in the game there isn't much to build off of for new dino behaviors.
 
I think the reason why people want terrain/decor added as a priority is not only the new world of customization that would come with it but also new gameplay aspects. Someone mentioned earlier dino AI is the most lackluster feature in terms of gameplay and a way we could build on that is having a better environment to build on that. Mud to wallow in, tall grass to stalk through, rocks/logs to climb on. With what we have currently in the game there isn't much to build off of for new dino behaviors.

Oh, don't get me wrong, I have long been an advocate that terrain tools are the top priority in the short term. The amount of time it would give Frontier to work on other things is mind-boggling, the community would be much happier and for far longer. I didn't mean to insinuate that terrain tools and decorations are meaningless to gameplay, they just don't create emergent gameplay, they are still creative gameplay to the max though. AI is also pretty high on the list for emergent gameplay, imagine if the Raptors behaved more intelligently like their film counterparts, it would make them a pretty unique threat and a terrifying one at that. I'm going to get around to discussing that sort of stuff soon. I am kind of trying to break my ideas up into different segments.

This was like an overview for emergent gameplay. I have an idea I splintered off from this into another thread based on disease already. Similarly, I plan to eventually consolidate my thoughts on Compy implementation. My goal is to try and make it easy on Frontier and layout different options, so they could prototype ideas and not significantly detract from their internal schedules and plans. If it results in them seeing my ideas and taking some inspiration, that would be great, but I just kind of want the community to discuss features in more depth. I see far too many skin and dinosaur requests and not enough focus on core gameplay mechanics, and so I want to make sure Frontier is getting some good feedback on other aspects of the game.
 
I see far too many skin and dinosaur requests and not enough focus on core gameplay mechanics, and so I want to make sure Frontier is getting some good feedback on other aspects of the game.

Yeah hopefully after this summer update (that is if it proves to be the satisfying terrain tools/decor we all have been expecting) we can focus solely on gameplay. Since this thread is recent and has good feedback we should bump it every so often so that when that time comes we can keep it at the top of the discussion page for visibility so that the devs see this as "the next big thing the community wants".
 
Absolutely love and approve of this post, I think implementations such as drought as a new and corporate espionage would be great additions (the latter acting like a division sabotage only you can't control for it), some of them maybe too difficult to implement, such as breeding and famine as they would require a MAJOR overhaul to the current system, especially breeding since that would mean baby models for every dinosaur in the game.

In addition to this, I would love if there was a difficulty option for the division reputations, as I feel it is too easy to avoid ever getting sabotaged if you play semi-competently, so having a bigger weight to contracts could be huge, make it incredibly difficult to keep all 3 divisions happy, especially if you intend to max them out. Of course maybe this option would be left out of challenge mode as being forced to deal with sabotages may make challenge mode too difficult to deal with. Another possible addition would be for wild dinosaurs to suddenly appear in the map (this can be restricted to areas like Sorna and maybe some of the other late-game islands), where a random wild dinosaur will walk into the map, potentially becoming a threat to guests, and it is up to the play to decide what to do with the newcomer.
 
Absolutely love and approve of this post, I think implementations such as drought as a new and corporate espionage would be great additions (the latter acting like a division sabotage only you can't control for it), some of them maybe too difficult to implement, such as breeding and famine as they would require a MAJOR overhaul to the current system, especially breeding since that would mean baby models for every dinosaur in the game.

In addition to this, I would love if there was a difficulty option for the division reputations, as I feel it is too easy to avoid ever getting sabotaged if you play semi-competently, so having a bigger weight to contracts could be huge, make it incredibly difficult to keep all 3 divisions happy, especially if you intend to max them out. Of course maybe this option would be left out of challenge mode as being forced to deal with sabotages may make challenge mode too difficult to deal with. Another possible addition would be for wild dinosaurs to suddenly appear in the map (this can be restricted to areas like Sorna and maybe some of the other late-game islands), where a random wild dinosaur will walk into the map, potentially becoming a threat to guests, and it is up to the play to decide what to do with the newcomer.

I appreciate the sentiments.

Some of these need more consideration than others to get working properly. Corporate Espionage in some ways is literally an attempt to make money more valuable. Right now its too easy to stockpile a massive fortune and it also gets boring since you have nothing to spend it on. It can easily be expanded upon though for other benefits. Droughts causing famines is also a neat way they can chain off one another if you aren't paying attention makes the game feel really dynamic and responsive to your actions or inaction as it might be. When it comes to the divisions they could certainly use some work still, but I like the idea of balancing loyalties and the risks you take for overly favoring one over the others, for example.

Famine in general might be a bit trickier to implement, but I don't think it would be massive project. Admittedly there are still a few grey areas for its exact implementation like how the transition from Heat Wave to Drought occurs and how long is a good balance for dinosaurs to choose to rampage or simply begin starving. In terms of breeding its actually significantly easier than you might think. I actually detailed a way in this thread:


During my earlier discussion around the divisions I do tend to agree its kind of weird that they don't push a certain gameplay perspective more. It seems kind of obvious that they would and the motivations for some of their sabotages are a little extreme and nonsensical. I think it works pretty great as it is, right now since its only one of a few mechanics its way easier to keep up with, I think the difficulty curve will naturally increase with the divisions once more things are added to soak up your attention.

Thinking about wild animals, it is one idea for how to add the Compy if Frontier is against having them as interactive dino. We'll just have to see, but thank you for reading through the thread. I appreciate every comment on it and seeing the discussion spawning out of it.
 
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