'Worry' or 'Fear' System

A game needs a certain degree of “tension.”

‘Ambition,’ ‘expectation’ – these are all positive systems.

But there should be the opposite of those as well.

For instance, it’s worth considering implementing “negative” systems in the UI such as “worry” or “fear” systems.

If you present players with situations that “should not happen,” players will become more conscious in order to prevent those situations.

Zoi’s worries and fears could be diverse, such as:

“Job failure,” “house fire,” “burglary,” “being rejected on a date,” “being rejected when confessing feelings,” “death of a loved one,”

“traffic accident,” and so on.

These elements can add tension to the game.

And the moment Zoi’s feared worry becomes reality, points are deducted and it’s recorded as a bad memory in the memory system.

Some events can become trauma, and there could be a Zoi who occasionally recalls that memory through a thought bubble.

And as points gradually decrease and become negative, Zoi could develop depression. In that case, Zoi needs to receive psychiatric counseling at a hospital.

While players strive to achieve their goals, they will become more immersed in Zoi’s life and consciously try to prevent certain events from occurring.

This will bring greater immersion to realistic gameplay.

8 Likes

I disagree.

There is too much negativity already in the game with crime, divorces, cheating, extortion, ill-tempered zois autonomously insulting anyone, kicking vending machines, frustration, traffic accidents, burglars, police arrests without any reason. And much more. Since the past 3 updates, negative elements have had a lot of focus. Most players want positive connections between Zois, stable relationships and stronger positive character.

What is needed in the game is positivity, and for positive elements to be stable. Let’s have a game that fills us with happiness that reflects then in real life. We have too much negativity in real life anyway, for it to be carried over (at this point) in the game as well. We want a game that we enter with smiles and leave feeling that there is goodness in the world.

How about adding

  • grandparents playing with grandchildren,
  • more hugs and smiles and such interactions between relatives beyond the current family,
  • children playing with each other,
  • children siblings helping each other in homework and studies
  • NPCs helping elders and seniors,
  • Zois and NPCs spending time to help grow peace,
  • happiness and enthusiasm in the community with selfless helping acts,
  • improving romance between married couples,
  • more couple interactions,
  • family picnics,
  • family game nights,
  • relatives coming over to celebrate festivals
  • more field games for children and adults

Challenges can be added in the game without adding negativity. Let the Zois strive to become better persons (improve on their values and characteristics) by taking up appropriate ambitions, tasks, goals and activities that makes them a better person.

Please understand, this is not a post against you or any individual. Apologies if I have sounded rude. That is not the intention. While I respect your thoughts and wish list, I hope the developers first stabilize the positive side of the game, and then consider adding more negativity if at all.

This post is for Developers, so that we don’t get another update saying players want negativity. Please focus first on positivity.

5 Likes

Absolutely. All the negativity is Über annoying and there is NO way to tone it down.
I can’t tell you guys how much I miss the older versions of InZOI for that.

  • Split Troublemaker and Entertainer traits
  • Split Rulebreaker and Cooperator
  • Split Recluse and Volunteer
  • Bring back Scholar, Mediator and Social Activist

All 9 of them positive traits that got changed, for the worst IMHO.
You can have the negatives, I am not asking to delete them, but to bring back the good ones.

Make more characteristics (both positive/negative) and let us set those annoying quirks of smashing vending machines and/or insulting zois over and over at our own discretion on our Zois.
Maybe one could be “impulsive” (as it act before thinking so slamming a piece of furniture fits right in), another “defiant” (as in they keep challenging/insulting those they don’t like, typical bully).
Another set of characteristics could be both “Cheater” and “Faithful”.

An option to disable thieves(burglars) would be a very minimum option in the menu.
And all of @DivineManifest‘s suggestions are top notch as well !

3 Likes

I’m with the OP on this: InZoi was never portrayed or advertised as a ‘cosy’ game where everything is always smiles and sunshine. The lack of challenge in the game is one of the biggest issues currently for many players, especially in the wider life-sim community outside the forums and Discord. For the game to feel like a game, rather than a pure dollshouse or sandbox, there needs to be the possibility of failures and screwups as well as successes - these are also a natural part of life, after all.

Obviously the devs need to fix the issues with Zois randomly cheating on their partners, or starting ‘conflict’ interactions with Zois they’ve never met (or at least it should be personality-dependent). And by all means add more positive interactions, personality traits, and settings to disable burglaries, disasters etc. But the ‘worry’ system worked well in some of the Sims games, and I think something similar could work here as well. I’m not sure I’d go so far as adding depression / mental illness - that kind of thing is very tough to portray well in a video game - but it could be as simple as adding ‘negative urges’ which give temporary negative moodlets the same way normal urges add positive moodlets.

I’m all in for any kind of options.

If I want to play inZOI as cosy game, let me turn the violent stuff off, when players want action, they can turn it on.

Looking at the player count, inZOI absolutely can’t afford to lose even more players, so if I were them, I’d offer options.

Paralives is going in Early Access in May already and will surely attract many players who are looking for a cosy life simulation.
And come November, many, many players who are attracted to violence and multiplayer will leave and play GTA 6.

1 Like

That’s another good point; there are already lots of ‘cosy’ lifesim-style games out there, and Paralives looks set to be yet another one. I don’t see GTA6 as a direct competitor because it’s a very different type of game (a lot more combat- and action-focussed), but no doubt there will be some people who like both games and won’t have time to play both at once.

2 Likes

I like your suggestion. I would like negative systems that make gameplay more difficult. It would be good if the influence of these fears and the types of fears were related to the traits. I already suggested depression and a system of psychotherapy here, your fear system is a good idea too, I think

^
This.

And to reiterate, I do not want the nasty/negative stuff removed. It’s clear ppl enjoy that as well and they have the rights to.
But I want the positive back, with option to disable unwanted mechanics that make the simulation annoying to me (and obviously some others), and picks traits/characteristics to counterbalance these issues (as per my post above for a few suggestions)

1 Like