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COMPETITION HOSPITAL GAMES

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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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Dysp
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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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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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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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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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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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Tue May 01, 2018 4:52 pm
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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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Eroyp
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Tue May 01, 2018 10:07 pm
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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

josef.oxymoron
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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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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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Sun May 20, 2018 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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Sun May 20, 2018 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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Mon May 21, 2018 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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Mon May 21, 2018 8:25 pm
I would argue that micromanagement should be up to the choice of the player. There should be a possibility of going indepth with a certain system. However this system still needs to be able to run on its own to a certain degree. Only long-term neglect should increase risk of end-game, whatever that might be.
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Tue May 22, 2018 5:14 pm
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For the record I'm not saying there should be no micromanagement, I'm more against pointless and irritating micromanagement.

I'm hoping the staff management portion of the game is more than adjusting stupid wage packets because frankly that sells staff management short. I don't want this game to turn into the Planet Coaster of hospital management games where the management portion of the game consists of adjusting wages down to single digit precision numbers and 'training' staff so they walk faster. What I'm asking is that we interact and manage our staff and systems in a more meaningful way, not have their happiness and/or productivity solely dependant on their wage. Management in the real world isn't just sitting around fretting over your staff members pay packets, it's about making sure the right people are working in the right place and making sure that they're able to do their jobs as effectively as possible. My hope is that we are able to accomplish this in Project Hospital by training staff appropriately, making sure they're working in areas they're most effective, managing workloads and that they have access to the right tools to be able to do their jobs. if the difference between productive happy staff and sad unproductive staff ultimately comes down to a couple of in game currency units each month when currency is abundant then the gameplay is going to fall short of my own personal expectations. Obviously staff wages are still important, I even hope they're very expensive to hire, fire and keep on board, I just want staff to be something I care about keeping on board, rather than something I have to keep popping into a menu every few minutes to increase their pay packets.

Being able to do things like set the costs of treatments is a given and not something I would consider to be pointless. Part of the skill involved in a game like this would be optimising the hospital as a whole to be able to be more competitive with your treatment costs. I suppose the other way something like this can be done is with health insurance contracts where the insurance companies ask that you provide treatments for a set cost, then it is up to you to be able to meet that cost or reject the contract. Either way, as long as it's something meaningful that you're having to think about then it's not pointless in my book.

Pointless and irritating micromanagement is stuff that you do that has zero impact on the overall game or something that isn't particularly interesting that you're constantly forced to interact with. Example of pointless micromanagement would be setting the price of cookies in your vending machine. Sure, you can adjust the prices of this single item up and down, it just makes little difference. Irritating would be:
15:07 "One of your doctors demands a pay increase"
15:07 "One of your cleaners demands a pay increase"
15:08 "One of your doctors demands a pay increase"
15:08 "One of your doctors demands a pay increase"
15:08 "One of your nurses demands a pay increase"
15:08 "One of your doctors demands a pay increase"
15:08 "One of your doctors demands a pay increase"
15:09 "One of your nurses demands a pay increase"
15:09 "One of your nurses demands a pay increase"
15:09 "One of your doctors demands a pay increase"
15:09 "One of your consultants demands a pay increase"
josef.oxymoron
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Tue May 22, 2018 9:32 pm
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So, if I am to sum this up, most of you agree, that micromanagement should be an option (to some level), but shouldn't be a mandatory - either dependent on your choice in options, or not so important to the progress in game, right?
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Wed May 23, 2018 12:14 am
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josef.oxymoron wrote:So, if I am to sum this up, most of you agree, that micromanagement should be an option (to some level), but shouldn't be a mandatory - either dependent on your choice in options, or not so important to the progress in game, right?

Right, it should be as optional as possible. Of course, only as long as development effort or development time is within the scope of course! Wink
If I correctly interpret the developer interview of "Schematics Team" one will decide for oneself whether to treat a patient "himself" by the doctor or whether one can let the doctor decide himself depending on his abilities, without intervening himself. Micromanagement should be based on exactly the same course. Imagine (in game) a hospital of the big map with 40 doctors. And you would have to give all the doctors instructions on what to do ... unthinkable. But the possibility (not the duty!) just to look inexperienced doctors from time to time over the shoulder and possibly intervene, I find a brilliant idea!
I also find the example of "Numptychops" very suitable. Adjusting salaries every 2-3 minutes or even getting a message about it can be very frustrating. But please do not misunderstand ... I follow the development of the game meanwhile exactly and I have the feeling that you are on the right path! Wink
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Wed May 23, 2018 1:16 am
Micromanagement is quite a confusing term because it means different things in the context of real management styles than it does when talked about as a gameplay element. I've always thought it to mean obsessing over minor details in what is generally a negative connotation, however from a quick Wikipedia browse - referred to in a gameplay context it appears to be more about control over smaller more minor systems.. In that case your approach to micromanagement that you've described on Schematics team and on the forums is already spot on. Allow us to be able to take control of a patients diagnosis and treatment if we want to, otherwise have the staff automatically treat patients. You've also mentioned before that on occasion less experienced doctors may require you to step in and help the diagnosis of a patient which is fine to me, that's something I'd certainly like to see in the game.

Really all I want is a game that is in-depth and challenging but the depth and challenge that is there to be more focused on strategic gameplay, rather than tweaking endless lists of small and insignificant numbers constantly.

I agree with micmeister that you're already on the right track by the looks of things, so I have no worries about the direction you're taking the game! Smile
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Wed May 23, 2018 6:34 pm
I think micromanagement is nice to a certain point. On one hand, I always love it when I have the option to adjust anything/everything. On the other hand, I hate it when this requires constant attention that's unavoidable (at a certain point it's nice to turn the simulation speed up to high and either enjoy the nicely oiled machine you built or, conversely, watch the place fail apart because you messed up). Modern game trends, sadly, seem to be moving a hint too much towards simplicity for my liking and, in my opinion, sacrifice strategy and depth to do so. So, for what it's worth, I would honestly prefer that you all error on the side of too much detail and micromanaging. Depending on feedback, there is always ways to make it optional or find ways to automate it. But, as a huge fan of so-called Grand Strategy games, I like all the complexity and depth that I can get. Very Happy

On a different note, one game I really appreciate in regards to how they designed the building interface is "Software Inc." You can quickly build rooms, merge rooms, copy rooms, and apply styles to different rooms. It has to be my favorite "build" interface that I've seen yet. Hospitalize, which was mentioned above, is much more tedious. Not only is wall placement a little tricky given the camera angle, but they also take a long time to build (I'm all for construction workers potentially having to build walls and the like, but Hospitalize makes it tedious. Prison Architect does a much better job at finding the right balance IMHO).

I also agree with Numptychops in regards to having to strategize and think ahead. Again, in reference to Hospitalize, the current milestones in that game essentially make you build the departments in a certain order. I like the idea of having some freedom. Maybe after my small primary clinic is making a profit I want to build an ER immediately. Or, conversely, maybe I want to hire a few cardiologists. Either way, I like it being my choice.

Also, I wouldn't mind seeing a hint of a personal connection to my staff. Rimworld does a great job of building a connection with the characters and making them seem like real people. Do I want that much detail in a hospital game? No, that would be going too far. But I would like a hint of a connection so I feel a little sad if one of my specialists retires and I need to replace her.

Finally, I think there is potentially a lot of room to have fun with hospital hierarchy. Hospitalize lets you assign managers to various departments, for example. What if I got to designate one of my doctors as department chief? What if I needed to have a charge nurse assigned to various wards or a nursing supervisor on for every shift? What if my residents had to be assigned to various supervising attendings and whoever was supervising them affected their growth and training? I think there are a lot of ways to play with this and make fun mechanics. I like where Hospitalize is potentially going with this, but I think there are ways to make it slightly more generic.

Anyway, not to get down on Hospitalize - it's a growing Early Access title and has come a long way in the past year. I just have several things I would change about it and, honestly, I am much more optimistic about the direction that this game is heading so far. I think if you get the core game right you will have endless opportunities for DLCs to add mechanics and departments and modders will add a ridiculous amount of extra detail for those who want to be unable to play the game without having UpToDate open in another window.
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Sat Jun 23, 2018 1:41 pm
I would love,maybe as an expansion the ability to chose which test to do on the patientens, diagnose them my self and select the treatment i think is best
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Mon Jun 25, 2018 3:56 pm
Fading Qualia wrote:I think micromanagement is nice to a certain point. On one hand, I always love it when I have the option to adjust anything/everything. On the other hand, I hate it when this requires constant attention that's unavoidable (at a certain point it's nice to turn the simulation speed up to high and either enjoy the nicely oiled machine you built or, conversely, watch the place fail apart because you messed up). Modern game trends, sadly, seem to be moving a hint too much towards simplicity for my liking and, in my opinion, sacrifice strategy and depth to do so. So, for what it's worth, I would honestly prefer that you all error on the side of too much detail and micromanaging. Depending on feedback, there is always ways to make it optional or find ways to automate it. But, as a huge fan of so-called Grand Strategy games, I like all the complexity and depth that I can get. Very Happy

On a different note, one game I really appreciate in regards to how they designed the building interface is "Software Inc." You can quickly build rooms, merge rooms, copy rooms, and apply styles to different rooms. It has to be my favorite "build" interface that I've seen yet. Hospitalize, which was mentioned above, is much more tedious. Not only is wall placement a little tricky given the camera angle, but they also take a long time to build (I'm all for construction workers potentially having to build walls and the like, but Hospitalize makes it tedious. Prison Architect does a much better job at finding the right balance IMHO).

I also agree with Numptychops in regards to having to strategize and think ahead. Again, in reference to Hospitalize, the current milestones in that game essentially make you build the departments in a certain order. I like the idea of having some freedom. Maybe after my small primary clinic is making a profit I want to build an ER immediately. Or, conversely, maybe I want to hire a few cardiologists. Either way, I like it being my choice.

Also, I wouldn't mind seeing a hint of a personal connection to my staff. Rimworld does a great job of building a connection with the characters and making them seem like real people. Do I want that much detail in a hospital game? No, that would be going too far. But I would like a hint of a connection so I feel a little sad if one of my specialists retires and I need to replace her.

Finally, I think there is potentially a lot of room to have fun with hospital hierarchy. Hospitalize lets you assign managers to various departments, for example. What if I got to designate one of my doctors as department chief? What if I needed to have a charge nurse assigned to various wards or a nursing supervisor on for every shift? What if my residents had to be assigned to various supervising attendings and whoever was supervising them affected their growth and training? I think there are a lot of ways to play with this and make fun mechanics. I like where Hospitalize is potentially going with this, but I think there are ways to make it slightly more generic.

Anyway, not to get down on Hospitalize - it's a growing Early Access title and has come a long way in the past year. I just have several things I would change about it and, honestly, I am much more optimistic about the direction that this game is heading so far. I think if you get the core game right you will have endless opportunities for DLCs to add mechanics and departments and modders will add a ridiculous amount of extra detail for those who want to be unable to play the game without having UpToDate open in another window.

Oh, looks like I found another unanswered set of questions Smile

Micromanagement - if everything goes well, you should always have the options to fine-tune the details or more importantly fix problems as they appear, but it shouldn't be mandatory or too bothersome.

Building - yes, as players we've also had our share of experience with clunky interfaces Smile So we're trying to put in quite a few quality of life tools like pre-built rooms, copy & paste, automatic outside walls etc.

Progress - there are some rules, but generally you can choose the direction in which to expand.

Getting attached to staff members - well, it might be a bit hard in a hospital with a hundred employees, but characters with good stats and perks or employees you guided throughout their career should be pretty valuable. Maybe more importantly - naming them can help a lot. Smile

Hierarchy - assigning great chief doctors/nurses to different departments indeed improves efficiency of the rest of the staff.

augu0075 wrote:I would love,maybe as an expansion the ability to chose which test to do on the patientens, diagnose them my self and select the treatment i think is best

Hi, yes, you can take over any patient and be responsible for them throughout their whole visit, from examinations through diagnosis to treatments.
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Fri Jul 27, 2018 3:55 pm
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I played Hospitalize for over 300 hours. In fact someone on the Hospitalize steam page pointed out to this game, otherwise I wouldn't know of its existence.

Hospiatalize I played from somewhere in the first few months of 2017. At that time it looked very promising. However at this moment it looks like that the development is at a stand still. A while ago they tried to bring it back to live, by giving it mod suport. Not to my surprise it didn't work. Who want to spend a lot of time developing mods while the main game has too many flaws. In my opinion they went wrong with their department system. Although the idea was good, the implementation was done very poorly. At the beginning it had a lot of bugs and most players didn't understand how to use it. Also the developers had too spend too much time to get it working.

I have the impression that even the developers of hospitalize don't believe anymore in their game. Its already a while when there was a new update for the experimental branch.


My likes of Hospitalize :
- Reality ( ofcourse far from 100% but close enough).
- Players choose of level of micro management. You can choose just to focus on the general needs and leave the little details to your staff. So at that time you can focus on growth and building. On the other hand you can take some time to micro-manage almost every decision that your staff has to make. This all within the same game.
- A good patient journal for every patient with all examinations etc that they had and their outcome.
- A good overview of all patients in your hospital with their current state. So you can see very fast which patients could need some love of the player.
- A lot of freedom how you build your hospital in size and form.
- Reasonable financial overviews.

My Dislikes of Hospitalize :
- Graphics ( thick walls and little variation in appearance of patients and staff)
- The tutorial. An tutorial should make the game a bit easier for starting players. Their tutorial is more difficult to play as the main game.
- Game balance . At the start you really struggle with money and reputation. Till you get your first operation room at that moment your home-free and you earn a lot of money and reputation. While with most other things you earn almost no reputation and money.
- Often to many patients with the same disease. So often half your hospital is very busy while the other half is doing nothing.
- No easy way to manually influence a departments schedule. For example : You have a patient with only 20 % health. You manually follow that patient. You want to do a blood test. However its very busy at your lab. Hospitalize places that patient in the end of the row. You have no way to prioritise that patient. So you just see your patient dying. Very frustrating. (there is one work around for this problem by canceling the lab examination for all your other patients one by one, but that could be a lot of work and shouldn't be needed).
- Even for examinations that are faulty, double or not needed you get money. You can loose some reputation points but later in game you will not mind loosing a small bit of reputation. So if you need money, you can easily perform 10 times hart surgery on one patient.
- Still has a lot of bugs. Some of them are very obvious but still not fixed.

I have the very strong impression that Project Hospital is much further in development as Hospitalize. A lot of my dislikes of hospitalize seems not to exist in Project Hospital. While many features that Hospitalize doesn't have seems already be implemented in Project Hospital. Also the feel and looks seems to be much better.

So I don't think Hospitalize is really a competition for Project hospital. On the other hand I think that many (former) Hospitalize players will buy Project Hospital (marketing chance in future ????). At first look, the only thing I miss in Project Hospital is the mortuary.

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