If you want to sell a zoo game with realistic animals "curved movements" are a must, I don't know how people could be satisfied with the same animal mechanics of ten or twelve years ago, sometimes it really seems like I'm watching Zoo Tycoon 2 with a better design, animals' behavior is pretty much on that level. For sure they were talking about something more.
I disagree with this. Until this post, I've never once even thought about this. Functionally, the animals certainly do a lot more than they did in Zoo Tycoon 2. And they are significantly more complicated in both the movements they present and in terms of their demands.
The engine is more complicated too, which goes beyond what the animals can or cannot do. As I understand it, you would also need to factor in how the animal is going to navigate around each object they encounter, etc. How does the animal turn when going up/down a hill versus on flat land? What about turning when climbing? Turning when swimming?
For much of what people want/are asking for, Frontier would need to completely revamp the game engine. I'm not saying it wouldn't be cool, but that it's probably not feasible given the game's current set-up. The fact that it was originally designed for a theme park game rather than a zoo game is probably at least partially to blame for that. I sometimes daydream about what the game would be like if it started as a zoo building game and they went the theme park route after that...
Tell me the truth, let's say you have an exhibit with 10 lions, would you enjoy staying 10 minutes watching them? Would it be interesting/beautiful to watch them living their lives and interact with each other? How much would it take before a lion does somethign completely stupid like changing direction after a walk, start running with no reason and no destination, collapse into another lion, ignore cubs, ignore other lions, drink from a pond without touching the water, make some weird movements ecc?
Let's be honest, building is the only really well made thing of Planet Zoo, animals are not far away from ZT2, of course they look soo much better, but they still can't make you feel like they're living beings. I can't think of the engine, if the game was originally designed for a theme park or whatever, I bought a zoo game in 2019, and animals are pretty much a disappointment.
Oh trust me, I really don't know if we bought the same game..most of the time I think we didn't...Yes, I would. Actually, I do. It's great fun looking at my animals.
Last time I checked, I played a Zoo game.
Are you sure you bought the right game?
"It's great fun looking at my animals." well I guess everyone has his own idea of great fun.
Tell me the truth, let's say you have an exhibit with 10 lions, would you enjoy staying 10 minutes watching them? Would it be interesting/beautiful to watch them living their lives and interact with each other? How much would it take before a lion does somethign completely stupid like changing direction after a walk, start running with no reason and no destination, collapse into another lion, ignore cubs, ignore other lions, drink from a pond without touching the water, make some weird movements ecc?
Let's be honest, building is the only really well made thing of Planet Zoo, animals are not far away from ZT2, of course they look soo much better, but they still can't make you feel like they're living beings. I can't think of the engine, if the game was originally designed for a theme park or whatever, I bought a zoo game in 2019, and animals are pretty much a disappointment.
So what I described is not the behavior of your lions? "changing direction after a walk, start running with no reason and no destination, collapse into another lion, ignore cubs, ignore other lions, drink from a pond without touching the water, make some weird movements " really?I'm not sure we're looking at the same game. My animals interact with their surroundings, as well as other animals, on a fairly consistent basis. And I find it pretty interesting to watch and see the different patterns... I've also been to a number of zoos, and frankly, lions spend more time sleeping than not. So... If you want to go the realism route, I don't know that that would make for a very compelling game. Most of the animals would be sleeping 75% of the in-game play time.
So what I described is not the behavior of your lions? "changing direction after a walk, start running with no reason and no destination, collapse into another lion, ignore cubs, ignore other lions, drink from a pond without touching the water, make some weird movements " really?
I never saw a lioness licking her cubs, a lion staring or sniffing at something, a lying lion interacting with a standing one, but it would be already something if they could go wherever they want to go without having to stop and then turn, wich is pretty bad to watch.
I know that lions sleeps 18/24 hours, well, if they had more sleeping positions, and time in game would be slower, I would not mind more sleepy lions. But well, now if a lion sleeps for 10 minutes is like 2 moth in the game.
I just don't think it's feasible, at least not in a way that would satisfy people.
Building really is the game's strongest suit, but I can't help but wonder what people were expecting? I don't know that any game would be able to pull off what people are wanting in terms of AI for the animals. I can agree that the developers probably overplayed their hand in their description of the animals as being truly unique, etc. But I also remember reading that when it was first announced and basically saying "Oh yeah, okay suuuuure." I didn't believe it because it seemed infeasible.
I think they went the middle-road for some features to have all features in the game. Maybe if they included only 25 animals in the base-game that would've been an option to have detailed personalities/interactions. I think for some people this will be the only zoo game that will come close to their preferred zoo-game, so requesting for these features isn't that strange - but in the end it won't be detailed enough for some people.This is a zoo simulator. Not an animal simulator. The animals are a critical part of the game, and truly do drive most of the decisions that you make as a player. But... It was never meant to be a catch-all for every animal interaction or concern. For that to happen you would need to have a game with a much smaller scope and more limited creativity. With the freedom Planet Zoo allows, there are limitations with what you can present as far as the animal behaviors go.
It looks weird but als looking at the "less active animals" comment, I really think more animations to get rid of the robotic look of the animals could help.But getting back to the original point: The "turning" thing. It doesn't look great, but with every decision I would imagine the devs were weighing the PCU cost versus how much it would add to the overall user experience. I'd imagine the number of people craving that level of detail is much smaller than those who are happy with what we have. And while it would be technically possible, they'd have to consider how it would "interact" with everything else they already have in play.
Well ... I usually go to zoos to see the animals, and players who want to design things have many alternative softwares. I love desinig my zoo, but it take so much effort, sometimes I would love to enjoy what I created, I would like to see animals "living" in the places I created, and most of the time is just frustrating.This is a zoo simulator. Not an animal simulator.
Well ... I usually go to zoos to see the animals, and players who want to design things have many alternative softwares. I love desinig my zoo, but it take so much effort, sometimes I would love to enjoy what I created, I would like to see animals "living" in the places I created, and most of the time is just frustrating.
People often say "it would be too difficoult", "it would be a big effort for the CPU", "the engine can't handle this"; but as a player who doesn't ask for the moon I don't like to hear this excuses, I didn't announce realist animals, different personalities etc ... my role was to give them money, and I did it everytime I could, but I feel like they didn't give me what they said. I'm not expecting miracles, but improvments, and a bigger care for those kind of things. For example, this animation is cute, too bad that the lioness mouch disappear inside her shoulder. Or every time and african elephant change direction, the ear disappear inside the body.
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People shouldn't take comments like "realistic animals, different personalities" that literally.
Something that still really amuses me.
I feel like that's what people want. But I really feel like that level of detail is truly challenging for a game like this with so many different moving parts. There's changes one could make to achieve it (like making the time slower and having fewer guests in the zoo) but that would require an overhaul/re-balancing of many of the game's core features.
I think it should be possible to include simplistic personality traits, a bit like in The Sims.
Say there's a list of traits;
- Solitary
- Playful
- Shy
- Lazy
- Outgoing
- Clingy
Assign these at random to animals in the market. Solitary animals still need the welfare boost from being in a group, but don't interact as often with other animals and are more difficult to breed. Playful animals don't get bored with enrichment items. Shy animals prefer areas of low visibility. Clingy animals always stick close to other animals. Outgoing animals never get stressed by guests.
Basically, you'd be applying buffs to animals based on personality traits, and maximising certain behavioural/animation cues based on whatever value the trait is assigned in the animal's AI.
This was more or less what I was thinking about and would totally be enough. If they would/could implement animal-guest interaction at least to some animals (apes, monkeys, elephants, llamas and camels ), outgoing animals could also interact with guests more often, raising their interest points (forgot the real term).I think it should be possible to include simplistic personality traits, a bit like in The Sims.
Say there's a list of traits;
- Solitary
- Playful
- Shy
- Lazy
- Outgoing
- Clingy
Assign these at random to animals in the market. Solitary animals still need the welfare boost from being in a group, but don't interact as often with other animals and are more difficult to breed. Playful animals don't get bored with enrichment items. Shy animals prefer areas of low visibility. Clingy animals always stick close to other animals. Outgoing animals never get stressed by guests.
Basically, you'd be applying buffs to animals based on personality traits, and maximising certain behavioural/animation cues based on whatever value the trait is assigned in the animal's AI.
I could be incorrect about this, but I'm pretty sure not long after the 1.3 update went live in August, someone did a datamine of PZ and found hidden, inactive values for traits similar to what you have described. I remember seeing this on the PZ reddit. so perhaps it's something they've been working on?I think it should be possible to include simplistic personality traits, a bit like in The Sims.
Say there's a list of traits;
- Solitary
- Playful
- Shy
- Lazy
- Outgoing
- Clingy