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COMPETITION HOSPITAL GAMES

on Sun Apr 29, 2018 11:58 am
Hi there!

I'd like to know about your actually hospital games you are playing until Project Hospital (PH) would be release.
Right now i'm playing the main alternative to PH, Hospitalize. It has a special esthetic and it try to show a real disease and hospital world but more simply than PH I think.

Hospitalize is in early access and is not fully complete. I hate early access because you start playing a kind of incomplet game that will be modified and improve months and months ahead while you are playing an incomplet product and paid for it!!

However, what do you think about it? are you playing it?

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Re: COMPETITION HOSPITAL GAMES

on Sun Apr 29, 2018 12:56 pm
I bought it a while back, but had to get a refund because the game kept crashing. I wasn't super impressed with the brief period I got to play, but things can have changed a lot since then Smile
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Re: COMPETITION HOSPITAL GAMES

on Sun Apr 29, 2018 4:37 pm
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Played it a while back, but the game had more issues than a news stand. I wasn't fond of the building where it took ages for walls and rooms to be built. This is in part due to the fact it kept bugging out but also because it felt really clunky and un-fun to deal with. I feel as though a hospital game should focus more on the medical side and not the 'base' building part. That works in a game like Rimworld where the buildings are a core part of the gameplay experience, but for hospital games (and other similar simulation games) it feels really out of place.

I'm also not a fan of the aesthetic... When I look at Project Hospital, I can almost imagine it being a real hospital - that is because despite the visuals being heavily stylized, they're done in such a way as to convey a realistic hospital setting. Looking at a few of the shots Oxymoron have put out really remind me of my local hospital. The way the floors, walls and equipment look is spot on to how they look there... Hospitalize looks bland to the extreme.

I could forgive all of this if the gameplay is good, but every time I've tried it, the game would bug out.. Patients would get stuck, staff would get stuck.. The game felt like an exercise in frustration. I might give it another go at some point to see if it has improved at all, it has been a while after all!
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Re: COMPETITION HOSPITAL GAMES

on Mon Apr 30, 2018 10:46 am
Indeed


Now it improves a littlee with departments inclusion but still having too much bugs and crashes and after a while playing you get so frustrated.

Although is so basic and slopy is a good way to ease yourself in the PH waiting Laughing
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Re: COMPETITION HOSPITAL GAMES

on Mon Apr 30, 2018 4:39 pm
For those playing this (and other games), could you guys write what you really like and don't like about this/ other hospital games?  Could be really helpful, as best games tend to be those, whose creators learned from the past mistakes - both others and their own... . Thanks a lot!
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Re: COMPETITION HOSPITAL GAMES

on Mon Apr 30, 2018 6:21 pm
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This list isn't exclusive to hospital games, it's just what I like and dislike in management and strategy games in general:

First off things I enjoy:
A challenge  - the game has to be engaging to keep my interest, games which are far too easy or allow you to cheese the game play end up being very boring overall

Games without a clear meta strategy - This is one of the reasons I've enjoyed Rimworld as much as I have, there are so many ways of achieving the end goal in that game that it keeps game play fresh and interesting, because you can play the game in so many different ways.

Games where you have to strategize and think about how best to progress - To explain this, let’s imagine a hypothetical hospital game... You start out with say a GPs office that is making just enough profit to keep the current operation going and allowing you to save enough to start expanding and building another department... I want to be in a position where deciding what department to build next is a decision I have to think about... Do I perhaps build a more specialised department that is an expensive initial outlay bringing in a less steady stream of patients, or do I expand into something simpler, like a minor injuries unit where I'll have a much higher flow of patients who individually will be spending less per treatment. Perhaps those decisions allow you to do departmental research to unlock the next department... All routes are available in the end, it just when your hospital is getting established you're thinking about how best to progress!

Good game pacing - I want to start small, grow medium and then become huge Smile. Games where you start off with say a small department and then the very next game day are able to build a giant hospital with a full suite of the best equipment suck (the exception to this rule being an unlimited resource sandbox mode for those who just want to build something massive right away!). When your hospital evolves over time, it almost starts to tell a story... You get to look back at the humble beginnings of the first departments you built and then see how it was you coped with the demands as the hospital evolved over time... I love games that do this well!

A good challenge mode in addition to the sandbox mode - Assuming the game has a main campaign/scenarios, after I'm finished with those, I'd like a free play mode where I'm still limited by money... A sandbox where resource management is still a concern so I can still build my giant hospital, but have to do so limited by money etc.

Things I cannot stand:

Pointless Micro management - Being able to set wages and the prices of snacks down to two decimal places is irritating and does absolutely nothing for me in terms of game play. I'd much rather just have wage bands or a system where the staff demands their wages all in one go at the end of a game year/month. A lot of developers think micro management is some magic bullet solution to making management games great, but I honestly beg to differ. It's one of those rubbish features that quickly becomes irritating; "oh, nurse x is a little unhappy, I'll just bump her wages up by 5.37 currency units to fix her!!!" no... Just no. Wage bands are a nice solution to this, because then a staff member is paid according to their training level... Their happiness could be dictated by workload and access to rest areas, which is reduced with having more staff, better staff, or a better hospital!

Instant training, unlimited recruits - Staff are a valuable resource any company will tell you that, so games where this valuable resource can be hired, fired and trained with zero consequences are lacking. Theme hospital got this half right by making staff and specialists a limited resource because it makes you care a lot more about the staff you do have. Rimworld - although they're not staff, they're colonists also gets this right because again, they're not something you can take for granted because they're limited in their numbers joining and they have significant requirements to train them and keep them alive. Now of course in a hospital game were not going to have to worry about keeping our staff alive (I hope!) but I hope that I'm not just able to hire a million doctors in one go and train them all instantly up to be consultants. I'd much rather there are a limited number of applicants say each game month and that training staff members takes them away from the job for a while taking time and resources. Speaking of resources, staff should be a significant drain on your money, so you're not able to cheese the game play by hiring loads of staff or training all of your staff to senior consultant level

Utility modes - One example of this - Cities Skylines... I lay down electricity cables and water pipes because I absolutely have to, then I exit the utility mode never ever to revisit those cables and pipes ever again.. How much did that add to the overall game play? Answer -1; because it annoyed me that I had to do it in the first place Smile

Being rubbish and getting away with it - There are management games out there where I can be completely awful with the way I manage whatever it is I'm doing and still be extremely successful. This just goes against everything management and strategy games stand for. I'm not asking the game to require you to have a degree in a medical field to be able to play, just that it's a game where you're rewarded for being good, and punished for being bad!

Games without tutorials - Nothing more fun than fumbling around having no idea what to do. Even if they're in the form of a simple pop up text box, that's enough to get you going. Just at the start of the game we need a little push to demonstrate the basics.

Bad UI - Staring at long lists of text and numbers is a bad way of quickly conveying information and having endless streams of popup messages for minor and unimportant messages is annoying. Save the popup messages for important events "Major crisis, loads of patients incoming" "Huge waiting list for x-rays" not "Patient xyz is hungry" and make information easily readable. Graphs are a nice solution to this because they're a visual to quickly communicate information; "I've made changes to my radiology department, lets see how well I did" **opens giant list of numbers, percentages and patient thoughts.... Ugh Sad....**  **Opens graph that shows throughput and patient happiness increasing right after I made those changes... Yay! Smile**
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Re: COMPETITION HOSPITAL GAMES

on Tue May 01, 2018 4:52 pm
Message reputation : 100% (1 vote)
Great idea josef.oxymoron!

LIKE

- Macro/microgestion: Is a quality jump the opportunity to manage all aspects of the hospital. Building, staff, distribution, equipment; but is essential to add the patients view, process to diagnose, treatment... It gives a lot of playabiity to any game.
-Real proximity: I prefer the games with real diseases, treatments and procedures than the fiction or funny.
-Staff diversity: Every kind of personnel, doctors, nurses, porters, cleaners, technicians, paramedics...
-Events, disasters, inspections or every thign that increase the entertainment.
-Game option variety: sandbox, career, free game...
-Mods prepared

DISLIKE

-Infantil aesthetic
-Unreal world, diseases, procedures..
-GUI complicate and confuse
-EARLY GAME ACCESS
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Re: COMPETITION HOSPITAL GAMES

on Tue May 01, 2018 10:07 pm
Message reputation : 100% (1 vote)
I almost agree with all they said.
A list of what I'd like to see
-Macromanagement, avoiding time wasting and boring micromanagement
- Realism. The player hasn't to be a doctor, but disease and treatment have to be realistic and not excessively simplified.
- events (major incidents, epidemic,etc) to add challenge
- tutorial
- training of staff
- patching and eventually dlc (active developers)
- options between sandbox and career
- decent AI

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Re: COMPETITION HOSPITAL GAMES

on Mon May 07, 2018 10:13 pm
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Thanks guys, thats exactly what I hoped for. Please, do add your points as the time goes, or if you didn't yet.
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Re: COMPETITION HOSPITAL GAMES

on Wed May 09, 2018 2:26 pm
Eroyp wrote:I almost agree with all they said.
A list of what I'd like to see
-Macromanagement, avoiding time wasting and boring micromanagement
- Realism. The player hasn't to be a doctor, but disease and treatment have to be realistic and not excessively simplified.
- events (major incidents, epidemic,etc) to add challenge
- tutorial
- training of staff
- patching and eventually dlc (active developers)
- options between sandbox and career
- decent AI


Couldn’t say better
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Re: COMPETITION HOSPITAL GAMES

Yesterday at 8:07 pm
I wouldn't say no micromanagement. I would prefer micromanagement to a certain degree, like changing the costs of operations in your hospital that are being done very much or changing the payment of employees. Or the option to deactivate this micromanagement.
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Re: COMPETITION HOSPITAL GAMES

Yesterday at 10:56 pm
ProfessorTalyban wrote:I wouldn't say no micromanagement. I would prefer micromanagement to a certain degree, like changing the costs of operations in your hospital that are being done very much or changing the payment of  employees. Or the option to deactivate this micromanagement.

I'm exactly your opinion. A bit of micomanagement has to be!

@josef.oxymoron:
Even if we just drift off into the wish list:
Especially in larger hospitals it is also essential to organize the employee shift plans! Smile
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Re: COMPETITION HOSPITAL GAMES

Today at 4:11 pm
I would agree to the fact, that micromanagement is essential for gameplay. I couldn't imagine something worse than just building and hiring...
I would love the feature to care about your staff and it's training and promotion of certain abilities.

But it's of the kind of micromanagement though. In fact not everything is suitable.
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Re: COMPETITION HOSPITAL GAMES

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