First off I want to premise this on the fact that A, these criticisms are born of love. Not hate. I Genuinely enjoy playing Planet Zoo and I've sunk well over 1000 hours into it on steam(a status it only shares with Crusader Kings and the other paradox grand strategy games like eu4, Stellaris, hoi4. The Warhammer total war trilogy and Civ's 3 though 6). I'm not making these criticisms because I dislike the game. I'm making them because I've spent long enough playing and enjoying the game to feel where I believe I can see where its lacking in my opinion. B, with the release of Planet Coaster 2 its clear now that Planet Zoo is if not shelved, no longer the priority long term. I know a hypothetical Planet Zoo 2 is still a way off so I figured now is a good a time as any to put my feelings and opinions into words.
The CEO vs The General Manager
Planet Zoo strikes me as quite odd as far as zoo management simulators go in that it has remarkably few ways for you to directly interact with what you manage. I dubbed this style as "The CEO". You are the upstairs manager, less concerned with the day to day operating and more on the bigger picture of designing and laying out expansions to the operation, and managing the income and expenditure. This contrasts with what I've dubbed "The General Manager", a much more hands on role where you are actively participating and interacting in the day to day running of the operations as well as the role of "The CEO". Jurassic World Evolution is the best example, you can and when needs be have to actively interact with the dinosaurs, you have to take on the role of the ranger, the security, the vet. This isn't to say "The CEO" is a bad way to tackle management, far from it. Factorio is a prime example of where it works amazingly. But in my opinion, Zoo simulators in particular are where "The General manager" style is almost a tailor made fit. Being honest, Jurassic World Evolution and its sequel are just "dinosaur zoo simulators" and you could argue that since they came out after Planet Zoo you cant really argue Planet Zoo dropped the ball since it was walking for Jurassic World Evolution to run. Except another zoo game does everything Jurassic World Evolution does and more, and is 20 years old. Planet Zoo is in of itself arguably the spiritual successor to the Zoo tycoon franchise. Zoo tycoon 2 the second(and last) game of the series had Zookeeper mode; a first person mode where you could walk around the zoo you built, enter the habitats and directly interact with the animals(refill food and water, wash, heal and in later expansions ride and train them to perform tricks for sea world style shows(it was a different time, not advocating for it. Just using as an example) alongside performing basic maintenance duties like emptying bins and cleaning up litter. Which is why I'm honestly so perplexed by Planet Zoo's utter lack of such interactivity features.
Depth vs Wideness
This is something I don't have words to sum up so ill have to define what I mean.
"Wideness" is content that builds off of what is already functionally in the game, Planet Zoo's DLC's are what id consider 'wide'. They are more building pieces, new animals. They build on and expand on what already exists, giving you a 'wide' choice of options to pick from, Its more of what already intrinsically in the game, Frontier might for arguments sake put Bigfoot in the Next DLC for whatever reason. With an entirely new model, rig, animations and sounds. But even though its entirely new, its built within the "animal" framework of Planet Zoo. Its new content built into existing systems. The ever requested "bird expansion" would be an example.
"Depth" Is content not necessarily linked to the main gameplay loop but compliments it. In a way Jurassic World Evolution's drivable jeeps and helicopters are depth, but much more closely linked to the gameplay than id be comfortable using as an example. A much better example is the camera from JWE2, an almost entirely optional feature you can go full park development cycle without even using that gives you a little bit of cash for taking pictures of your dinosaurs. In the big picture(heh) of things its a near pointless and superfluous feature. But its an amazingly fun little thing to play around with when your just goofing off in your jeep and catch sight of a couple of Brachiosaurs emerging from a forests edge or watch two Tyrannosaurs fighting over something. Its the polish that takes a gem from mearly sparkling to downright dazzling.
Again I don't want people getting the wrong idea, Wide stuff is perfetly fine and legitimate, I love the planet zoo dlcs(Wisent/Alpaca my beloved) and I'm not asking for/wanting less of it.
These are just a few ideas ive had myself/seen floated by people for features to possibly(I wouldnt necessarily advocate or want all the listed ideas its more as an example to get people thinking) add to a sequal;
A photography mode like in JWE2.
The social media idea from Leafs vid.
A basic vet system where you can traqualize and treat your animals.
The Zookeeper/janitor/maintinance mode mentioned above.
An ambassador/mascot animal system(could tie into the socal media system).
A very basic food logistics system like Prehistoric kingdom(Basically all the food for the animals is delivered to you on site to be stored, prepared and distrbuted to the animals).
A custom signage creator with a number of scalable letters and shapes to allow you to create and customize your zoo more.
Simulating a world beyond a zoo
For such a grandiose and ambitious sounding title its actually a fairly simple and straightforward, JWE even touches on it to an extent with with the dinosaur capturing, black market and missions. it all refrences the wider world that exists outside of whatever park your currenly building. Zoo tycoon 2 has a much more relevent example. When playing challange mode you'd ocassonally get requests or offers from outside the zoo along the lines of "The Latvian Leopard Lover Society" are offering you $5000 to take some photos of your leopards doing XYZ" or "Cityburg zoo recenly went bankrupt and this bear needs a new home, if you can keep it happy and comfortable for 6 months its yours to keep". There are like 15 or so of these random events that went from testing out vending machines for drinks/snack companies, to rehabilitating injured wild animals for release that rewarded you money, fame, animals or free buildings/amenities. To be completly fair Planet Zoo does have the trade hub, which works in this way to an extent between players. but I think something like what zoo tycoon 2 does would make challange and franchise modes much more dynamic and fun and hugegly boost the RP potential.
In conclusion Im honestly a bit confused and flustrated with Planet zoo over all, looking back. It makes collosal leaps forwards with the variants, genetics and building systems compared to earlier games yet, simultaneously loses ground in areas that to be honest negativly impact it in my opinion. Its a diamond in the rough, that in my opinion never got a full polishing.
The CEO vs The General Manager
Planet Zoo strikes me as quite odd as far as zoo management simulators go in that it has remarkably few ways for you to directly interact with what you manage. I dubbed this style as "The CEO". You are the upstairs manager, less concerned with the day to day operating and more on the bigger picture of designing and laying out expansions to the operation, and managing the income and expenditure. This contrasts with what I've dubbed "The General Manager", a much more hands on role where you are actively participating and interacting in the day to day running of the operations as well as the role of "The CEO". Jurassic World Evolution is the best example, you can and when needs be have to actively interact with the dinosaurs, you have to take on the role of the ranger, the security, the vet. This isn't to say "The CEO" is a bad way to tackle management, far from it. Factorio is a prime example of where it works amazingly. But in my opinion, Zoo simulators in particular are where "The General manager" style is almost a tailor made fit. Being honest, Jurassic World Evolution and its sequel are just "dinosaur zoo simulators" and you could argue that since they came out after Planet Zoo you cant really argue Planet Zoo dropped the ball since it was walking for Jurassic World Evolution to run. Except another zoo game does everything Jurassic World Evolution does and more, and is 20 years old. Planet Zoo is in of itself arguably the spiritual successor to the Zoo tycoon franchise. Zoo tycoon 2 the second(and last) game of the series had Zookeeper mode; a first person mode where you could walk around the zoo you built, enter the habitats and directly interact with the animals(refill food and water, wash, heal and in later expansions ride and train them to perform tricks for sea world style shows(it was a different time, not advocating for it. Just using as an example) alongside performing basic maintenance duties like emptying bins and cleaning up litter. Which is why I'm honestly so perplexed by Planet Zoo's utter lack of such interactivity features.
Depth vs Wideness
This is something I don't have words to sum up so ill have to define what I mean.
"Wideness" is content that builds off of what is already functionally in the game, Planet Zoo's DLC's are what id consider 'wide'. They are more building pieces, new animals. They build on and expand on what already exists, giving you a 'wide' choice of options to pick from, Its more of what already intrinsically in the game, Frontier might for arguments sake put Bigfoot in the Next DLC for whatever reason. With an entirely new model, rig, animations and sounds. But even though its entirely new, its built within the "animal" framework of Planet Zoo. Its new content built into existing systems. The ever requested "bird expansion" would be an example.
"Depth" Is content not necessarily linked to the main gameplay loop but compliments it. In a way Jurassic World Evolution's drivable jeeps and helicopters are depth, but much more closely linked to the gameplay than id be comfortable using as an example. A much better example is the camera from JWE2, an almost entirely optional feature you can go full park development cycle without even using that gives you a little bit of cash for taking pictures of your dinosaurs. In the big picture(heh) of things its a near pointless and superfluous feature. But its an amazingly fun little thing to play around with when your just goofing off in your jeep and catch sight of a couple of Brachiosaurs emerging from a forests edge or watch two Tyrannosaurs fighting over something. Its the polish that takes a gem from mearly sparkling to downright dazzling.
Again I don't want people getting the wrong idea, Wide stuff is perfetly fine and legitimate, I love the planet zoo dlcs(Wisent/Alpaca my beloved) and I'm not asking for/wanting less of it.
These are just a few ideas ive had myself/seen floated by people for features to possibly(I wouldnt necessarily advocate or want all the listed ideas its more as an example to get people thinking) add to a sequal;
A photography mode like in JWE2.
The social media idea from Leafs vid.
A basic vet system where you can traqualize and treat your animals.
The Zookeeper/janitor/maintinance mode mentioned above.
An ambassador/mascot animal system(could tie into the socal media system).
A very basic food logistics system like Prehistoric kingdom(Basically all the food for the animals is delivered to you on site to be stored, prepared and distrbuted to the animals).
A custom signage creator with a number of scalable letters and shapes to allow you to create and customize your zoo more.
Simulating a world beyond a zoo
For such a grandiose and ambitious sounding title its actually a fairly simple and straightforward, JWE even touches on it to an extent with with the dinosaur capturing, black market and missions. it all refrences the wider world that exists outside of whatever park your currenly building. Zoo tycoon 2 has a much more relevent example. When playing challange mode you'd ocassonally get requests or offers from outside the zoo along the lines of "The Latvian Leopard Lover Society" are offering you $5000 to take some photos of your leopards doing XYZ" or "Cityburg zoo recenly went bankrupt and this bear needs a new home, if you can keep it happy and comfortable for 6 months its yours to keep". There are like 15 or so of these random events that went from testing out vending machines for drinks/snack companies, to rehabilitating injured wild animals for release that rewarded you money, fame, animals or free buildings/amenities. To be completly fair Planet Zoo does have the trade hub, which works in this way to an extent between players. but I think something like what zoo tycoon 2 does would make challange and franchise modes much more dynamic and fun and hugegly boost the RP potential.
In conclusion Im honestly a bit confused and flustrated with Planet zoo over all, looking back. It makes collosal leaps forwards with the variants, genetics and building systems compared to earlier games yet, simultaneously loses ground in areas that to be honest negativly impact it in my opinion. Its a diamond in the rough, that in my opinion never got a full polishing.
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