Garnasha wrote:3. It'll follow another good example set by Dwarf Fortress.
Prison Architect is not Dwarf Fortress. Copying features from anther game just because said other game is good is not creative nor innovative, and is no guarantee that the features under discussion would be worthwhile.
As I see it, right now, there is no good gameplay reason to provide extra stories. Most of the suggestions for why it is a good idea focus on (1) time to get from one place to anther, which can easily be justified as a gameplay / balance issue that intentionally makes larger prisons harder to manage, and (2) a way of introducing lots of features that don't currently exist (steam pipes, skylights, catwalks, and so on). It seems to me that Prison Architect is doing a pretty good job of being a 2D management sim, much like the original SimCity. Why wreck that simplicity?
Very sorry, but I disagree. Considering I am here because of the promo video where Mark specifically said in his dorky dramatic voice, and I quote...
"Prison Architect!..... Inspired by Theme Hospital, Dungeon Keeper, and DWARF FORTRESS."
Those are three of the best heavy management simulation games, full of lots of detail and customization. I do not think this game will be in the vein of SimCity, nor will it stay simplistic. I do not know for sure, but that is my assumption based on what the devs were inspired by. So, I am extremely hopeful and looking forward to the game becoming much deeper and heavily detailed as time goes on, with several aspects of DF included. I'm not saying we need magma, elves, and ghosts, but since the game is inspired by detailed management simulations, those of us that were drawn to this game for that very reason would like multiple levels to design with, different terrain to circumnavigate, personalities and physical/mental issues for staff and prisoners, and deciding what people eat for breakfast on Tuesday. I really don't see why the game would stay simplistic just because it has simple, stylized graphics and because you think the devs are keeping it simple... because....??
It just doesn't look that way to me.
But regardless of whether the creators vision of the game is different, that does not mean we can't express our views on how we as players want the game to be like and try and push for those features, since that's what this forum is essentially for. To discuss what the players want in the game and be a part of it's design.
And to whoever said DF is a nice art project, but nothing else. You're damn right it is a nice art project. It is also the most detailed, customizable, heavy micromanagement simulation game ever and it was put in the Museum of Modern Art in New York for a very good reason --- for it's designing elements and limitless potential. I agree it's a hard one for newbies to get into, but that's due to the menu system and no tutorial... which Prison Architect already trumps, so far. (Although, that button system is being added onto every alpha, so I wouldn't hold my breath if I were you.
What the devs of PA could do with *some* of the aspects of DF actually does make a lot of sense for a prison simulation, since DF pretty much *is* a prison simulation... well, a fort where no one leaves and everyone is put to work or drafted into an army and everyone eventually dies, so a really sadistic prison simulation, but one nonetheless.
So, since the game devs actually did say this game was inspired by DF, there will be lots of references and suggestions based on DF. If that bothers you... I'm sorry??