Living World

Many people have come to the conclusion that Inzoi, despite its constant updates, is missing something. Some will say that the Zois lack the unpredictability and chaos that characterize The Sims, or that the game simply still has a long road of future updates ahead before it can feel complete. And perhaps that is so. But despite the fact that this project is on the right track and in the good hands of developers who care and listen to the community every day, I think Inzoi is missing something that makes it feel unique and alive. Something that can satisfy the part of the community that asks for chaos in the Zois and the part that asks for constant updates that improve its realism, and that is an internal event system.

This would consist of, while the player is in their game session, a set of procedural actions running internally that describe the actions of each Zoi on the map and that these interact with each other. For example:

Bryan walks down the street.

Bryan runs into his friend Billy.

Billy begins to talk to Bryan.

Billy hugs Bryan and jokes with him.

Laura is taking a walk in the park.

Laura sits down in the park and begins to read.

Robert proposes marriage to Elisa on the beach.

Zack insults Marcos at the bar.

Marcos hits Zack at the bar.

The point of all those events is that the player will not be able to see them, not in that way, unless the player takes their Zoi to those places so that those events materialize through proximity and in that way the player can feel the Zois and the world alive. And of course, while the player is witnessing these events through proximity of their Zoi, other events are being generated procedurally and internally in another part of the map at all times, waiting to be seen by the player.

This would undoubtedly give a lot of life to Inzoi and add that chaos and unpredictability that is so lacking, and it would do so in a unique and fun way. And of course, since the game has integrated AI and they are planning to expand it further, the event system could become much more interactive and realistic.

11 Likes

i hope for this too. its why i love sims 3 so much more than the others - it feels like my sim is just part of an existing world that does its own thing regardless of what i’m doing. i can zoom out to map view and see all the npc tags (nraas tagger), see my sims friend is at a public lot somewhere on their own anyways, so i send them there and they end up meeting up and having fun or causing chaos

4 Likes

In my opinion, the game lacks defined direction, objectives, and a better progression system. They could make the ambitions more visible on the screen for example.
Graphics and animations don’t really matter if the gameplay mechanics are fun, you’ll play it even if the character doesn’t look “alive” enough Minecraft, Sims 3, Schedule 1 prove it.

Until the Inzoi team realizes they need to focus on giving the player a goal and that feeling of gameplay, (not just a dollhouse where I show up and interact with my surroundings without a reason) we’ll stay the same, with low player counts, adding content thinking it’ll patch the problem.

7 Likes

I 100% completely agree with this. inZOI is severely lacking ‘game-like’ gameplay and feels far more like a sandbox dollhouse. We need interesting goals and unpredictability.

4 Likes

totally agree the autonomy is bare bones lacking and very boring at the moment it needs seriously fleshed out and soon

2 Likes

I would like to see the townies react to my escapes like if I’m dating “Zoi A” and her friend sees me on a date with “Zoi B” then that friend should react on it in her own way; whether by taking a picture or calling “Zoi A”, creating a proper cause and effect making the game feel more reactive. Events like this would go a long way especially with the memories system once it’s implemented

5 Likes

I would like to see zois doing things around the world. I don’t know if the devs will keep the crowd-spawning mechanics the way they are or make some improvements. One reason for the current crowd-mechanics (where crowds spawn near your zoi most of the time), was to create the sense of a living world.

I think it makes sense that things happening away from my zoi’s location don’t need to be rendered. I don’t mind if there are no crowds on the beach if I’m not playing at the beach.

But it would be nice if crowds didn’t behave like a randomly spawned crowd, even though they are. :joy: It would be nice if it seemed like some are in a group going somewhere or doing something together, and we could see how they’re doing. It could be a couple on a date, a family, or a group of teens getting up to no good.

That would be a lot of fun.

I think it would be tricky with players who like to rotate and play more than one household in the city. A lot of those players don’t want any major changes happening to those households. Some suggestions for marking zois people want to “live their own life” and zois they want full control over are in the forum already, but that’s definitely a quality of life feature needed so that making a living world wouldn’t negatively impact players.

3 Likes

I definitely love the immersion of the crowds around Zois when they’re outside in the game. I think there should be touchpoints where nearby NPCs have different actions they can perform in the background, helping build out their memory system.

For example, in The Sims, actions are randomized based on the items around you—one Sim might turn on the TV, while another uses the computer. In Inzoi, I don’t see NPCs utilizing their surroundings as much. I think this is mainly because there aren’t many gameplay items in the game yet.

I do believe more will be added over time, but currently, many objects aren’t interactable. With a stronger memory system, NPCs could also build a backlog of interactions they’ve had, making the world feel more alive and dynamic.

3 Likes