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As the game is in alpha as of early June 2013, there's still quite a lot of lag issues, bugs, missing features and pathfinding problems amongst other ArtificialStupidity, but as always, there's the ever-enticing process of adding new features that Introversion are indulging in, which has earned the game a strong following even at this early stage.

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As the game is in alpha as of early June 2013, an indefinitely long Alpha period, there's still quite a lot of lag issues, bugs, missing features and pathfinding problems amongst other ArtificialStupidity, but as always, there's the ever-enticing process of adding new features that Introversion are indulging in, which has earned the game a strong following even at this early stage.

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* EvilDetectingDog: Promised for Alpha 14.

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* EvilDetectingDog: Promised for Alpha 14.Well, contraband and escape tunnel-detecting, at least.


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* TimeLapse: Introduced in Alpha 13, where one can record the prison as its constructed, and play it all back at a faster rate.
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* EvilDetectingDog: Promised for Alpha 14.
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* TunnelKing: Every prisoner as of Alpha 13 has the ability to attempt escape by way of digging a tunnel out of their cells using tools stolen from places such as the canteen.
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Changed to reflect the last alpha\'s change to the contraband system.


* HairpinLockpick: One of the possible items of contraband a guard can confiscate from prisoners (Read: [[ArtificialStupidity Leave on the ground until either another guard comes along to put it in a garbage bag, or another prisoner to pick it up and in turn be searched]].)

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* HairpinLockpick: One of the possible items of contraband a guard can confiscate from prisoners (Read: [[ArtificialStupidity Leave on the ground until either another guard comes along to put it in a garbage bag, or another prisoner to pick it up and in turn be searched]].)prisoners.
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As the game is in alpha as of early June 2013, there's still quite a lot of bugs, missing features and pathfinding problems amongst other ArtificialStupidity, but as always, there's the ever-enticing process of adding new features that Introversion are indulging in, which has earned the game a strong following even at this early stage.

to:

As the game is in alpha as of early June 2013, there's still quite a lot of lag issues, bugs, missing features and pathfinding problems amongst other ArtificialStupidity, but as always, there's the ever-enticing process of adding new features that Introversion are indulging in, which has earned the game a strong following even at this early stage.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/prisonarchitectbanner_515.png]]
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* PunishmentBox: The solitary confinement cells.
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* NakedPeopleAreFunny: The exact reason why people are so eager to mention bugs involving prisoners using the shower, particularly the two mentioned in GoodBadBugs on the YMMV page.
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* SpiritualSuccessor: WordOfGod frequently cites ''VideoGame/DungeonKeeper'', but the resemblance to ''VideoGame/ThemeHospital'' is more obvious. Either way, the Bullfrog influence is pretty apparent.
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* SympatheticMurderer: Edward, the main character of the tutorial.
** NoSympathy: One of the guards sees him as a two-bit thug though.
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His name is Mark!


* CreatorCameo: Chris Delay and Max Morris both appear as prisoners in the game.

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* CreatorCameo: Chris Delay and Max Mark Morris both appear as prisoners in the game.



* FakeAmerican: Max Morris lapses into this on occasion, such as the announcement trailer and every so often during the alpha update videos.

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* FakeAmerican: Max Mark Morris lapses into this on occasion, such as the announcement trailer and every so often during the alpha update videos.
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* YouHaveResearchedBreathing: Hiring janitorial staff for both indoor and outdoor cleaning work requires the two be unlocked separately, and only then after unlocking the option to hire a foreman.

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* YouHaveResearchedBreathing: Hiring janitorial staff for both indoor and outdoor cleaning work requires the two be unlocked separately, and only then after unlocking the option to hire a foreman.foreman.
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* HellholePrison: Can be achieved, but given that this tends to result in rioting, object destruction and frequent deaths and injury, it's not recommended.

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* HellholePrison: Can be achieved, but given that this tends to result in rioting, object destruction and frequent deaths and injury, it's not recommended.recommended without having plenty of SinisterSurveillance equipment and a horde of guards to back it up.
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* BerserkButton: If you leave a gap in your prison wall, usually while constructing an extension, some prisoners tend to destroy whatever doors are in their path to escape. With their bare hands.
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Inspired by the likes of ''VideoGame/DungeonKeeper'', the idea behind this game is to lay out the plans for the buildings of a profitable and sustainable prison, capable of providing a caring environment for a variable amount of prisoners, while retaining a stable income from both government grants and manufacturing objects such as (Currently) license plates.

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Inspired by the likes of ''VideoGame/DungeonKeeper'', the idea behind this game is to lay out the plans for the buildings of a profitable and sustainable prison, capable of providing a caring environment for a variable amount of prisoners, while retaining a stable income from both government grants and manufacturing objects such as (Currently) license plates.

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* GoMadFromTheIsolation: Subverted as of Alpha 10. This is justifiable, considering that the solitary confinement cells are used solely as a form of punishment for violent prisoners, and even then, the amount of time spent in the cells does not last the amount of time one would think would cause this trope to occur.



* GuideDangIt: Justified in that this applies to the game's alpha period, but the game's tutorial doesn't cover aspects such as mission-based government grants and prison labour, so first time players will definitely end up in a dodgy financial situation faster than others.

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* GuideDangIt: Justified The game is still in that this applies to the game's alpha period, but Alpha stages and lacks extensive documentation; the game's tutorial doesn't cover aspects such as mission-based government grants and prison labour, so first time players will definitely end up in a dodgy financial situation faster than others.



* PrisonsAreGymnasiums: Subverted in terms of visibility. There is still a possibility that it could still be happening, due to the option to put down exercise equipment and allow prisoners to jog around the yard area for exercise.

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* PrisonsAreGymnasiums: Subverted in terms of visibility. There is still a possibility that it could still be happening, due to the option to put down Prisoners' needs include exercise equipment and allow prisoners - this can be fulfilled with a yard to walk or jog around the yard area for exercise.in, or weightlifting equipment. As of Alpha 10, their exercise doesn't yet influence their combat abilities.

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* ClipboardOfAuthority: Key staff members can be seen holding one of these up when unlocking something through the [[TechTree Bureaucracy page]].



* ObstructiveBureaucrat: The given in-universe reason for the existence of the game's TechTree.



* VideoGameCrueltyPotential: Many rooms have a minimum size requirement for them to operate at all. This is not true when it comes to the solitary confinement cells.

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* TechTree: The Bureaucracy page.
* VideoGameCrueltyPotential: Many rooms have a minimum size requirement for them to operate at all. This is not true when it comes to the solitary confinement cells.cells.
* YouHaveResearchedBreathing: Hiring janitorial staff for both indoor and outdoor cleaning work requires the two be unlocked separately, and only then after unlocking the option to hire a foreman.
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* GoMadFromTheIsolation: Subverted as of Alpha 10. This is justifiable, considering that the solitary confinement cells are used solely as a form of punishment for violent prisoners, and even then, the amount of time spent in the cells does not last the amount of time one would think would cause this trope to occur.



* LockDown: Can be triggered whenever necessary. There is also the option to trigger "bangup", which has a similar, less forceful function for sending only willing prisoners back to their cells or the holding cell.



* PrisonsAreGymnasiums: Subverted in terms of visibility. There is still a possibility that it could still be happening, due to the option to put down exercise equipment and allow prisoners to jog around the yard area for exercise.



* ShoutOut: Certain prisoner biographies draw references to [[{{VideoGame/Uplink}} Andromeda Research Corporation]] [[spoiler:and their plans to unleash a virus on the world]].

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* ShoutOut: Certain prisoner biographies draw references to [[{{VideoGame/Uplink}} Andromeda Research Corporation]] [[spoiler:and their plans to unleash a virus on the world]].world]].
* VideoGameCrueltyPotential: Many rooms have a minimum size requirement for them to operate at all. This is not true when it comes to the solitary confinement cells.
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* FakeAmerican: Max Morris lapses into this on occasion, such as the announcement trailer and every so often during the alpha update videos.

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* DeathRow: '''''The tutorial.'''''

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* DeathRow: '''''The The player is instantly asked to construct an execution room for a single prisoner. '''''As the tutorial.'''''


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** The option to choose when prisoners arrive seems like a broken option until you find out that the "Open[=/=]Closed" button on the Prisoners page does that when this option is enabled. Going through the game without figuring out how to manually control prisoner intake this way can result in space woes, and subsequently, financial woes.
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* ShippedInShackles: All prisoners arriving at your new prison are this until escorted to either their cell or the holding cell.

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* ShippedInShackles: All prisoners arriving at your new prison are this until escorted to either their cell or the holding cell.cell.
* ShoutOut: Certain prisoner biographies draw references to [[{{VideoGame/Uplink}} Andromeda Research Corporation]] [[spoiler:and their plans to unleash a virus on the world]].
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* ColourCodedForYourConvenience: Minimum security prisoners are grey, normal are orange, and maximum security prisoners are red.
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* HairpinLockpick: One of the possible items of contraband a guard can confiscate from prisoners (Read: [[ArtificialStupidity Leave on the ground until either another guard comes along to put it in a garbage bag, or another prisoner to pick it up and in turn be searched]].)
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* NobodyPoops: Played straight for your staff and visitors, subverted for your prisoners.
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* AnInteriorDesignerIsYou: And indeed exterior, given the emphasis on layout and size.
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As the game is in alpha as of early June 2013, there's still quite a lot of bugs, missing features and pathfinding problems amongst other ArtificialStupidity, but as always, there's the ever-enticing process of adding new features that Introversion are indulging in.

to:

As the game is in alpha as of early June 2013, there's still quite a lot of bugs, missing features and pathfinding problems amongst other ArtificialStupidity, but as always, there's the ever-enticing process of adding new features that Introversion are indulging in.
in, which has earned the game a strong following even at this early stage.
Is there an issue? Send a MessageReason:
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* GuideDangIt: Justified in that this applies to the game's alpha period, but the game's tutorial doesn't cover aspects such as mission-based government grants and prison labour, so first time players will definitely end up in a dodgy financial situation faster than others.
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* CreatorCameo: Chris Delay and Max Morris both appear as prisoners in the game.


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* FreezeFrameBonus: Unless you install metal detectors in appropriate places, contraband is an example of this, as the least costly way to tell if a prisoner is carrying some kind of contraband is if you spot them holding it out in front of them for a very brief moment.
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''Prison Architect'' is a management simulator created by Introversion Software, of ''{{VideoGame/Uplink}}'', ''{{VideoGame/Darwinia}}'' and ''{{VideoGame/DEFCON}}'' fame.

Inspired by the likes of ''VideoGame/DungeonKeeper'', the idea behind this game is to lay out the plans for the buildings of a profitable and sustainable prison, capable of providing a caring environment for a variable amount of prisoners, while retaining a stable income from both government grants and manufacturing objects such as (Currently) license plates.

As the game is in alpha as of early June 2013, there's still quite a lot of bugs, missing features and pathfinding problems amongst other ArtificialStupidity, but as always, there's the ever-enticing process of adding new features that Introversion are indulging in.

The pre-order for the game comes with alpha access [[http://store.steampowered.com/app/233450/?snr=1_4_4__100_9 HERE]].
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!! ''Prison Architect'' provides examples of:
* ConstructAdditionalPylons: Capacitors, if your current electricity demand outweighs your power capacity.
* DeathRow: '''''The tutorial.'''''
* {{Gorn}}: Entire rooms can be turned red if a serious fight breaks out in an enclosed space, and not just because severely-damaged objects turn red.
* HellholePrison: Can be achieved, but given that this tends to result in rioting, object destruction and frequent deaths and injury, it's not recommended.
* PrisonRiot: Oh, it happens if you aren't careful. [[{{Gorn}} It ain't pretty.]]
* ShippedInShackles: All prisoners arriving at your new prison are this until escorted to either their cell or the holding cell.

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