

Prison Architect isn't like other management sims where you deal with a restless and fickle population. How could they do this to me? That's when the embarrassment hit, because something important and incredibly obvious simply hadn't dawned on me until that very moment: meeting an inmate's needs isn't the same thing as making them happy. I'd been bending over backwards to meet their needs, to run a clean, efficient, and extraordinarily humane prison. Five prisoners in adjoining cells had smuggled in tools and burrowed to freedom right under my nose (and right under the prison's exterior wall). Then I received a notification that an escape tunnel had been found. As a result of this close attention I'd experienced no riots, no fist-fights, no unpleasantness of any kind. If they complained about hygiene, a lack of recreation options, or that they missed their families, I'd stop everything and construct new facilities or activate new prisoner programs to accommodate them. If they complained about being hungry, I'd expand the kitchen, serve higher quality meals, and allow more time on their schedules for chow.

Most of all, I'd been doing everything I could to meet the needs of my ever-growing population of inmates.
PRISON ARCHITECT WIKI WORKSHOP SIMULATOR
I'd been playing Introversion Software's prison construction and management simulator the same way I play any other sim, by slowly expanding my network of buildings-cells, rec rooms, storage closets, administrative offices-while keeping an eye on my finances, staff, and current goals.
