[04.03.26] Enhancing Zoi Personalities for Greater Depth

1.) A request for more detailed personalities-

I think fully fleshing out personalities would be a huge move towards this-and that it would not only hold advantage to user made stories and generated Zoi’s but additionally future updates such as the possibility of occults and related characters due to it’s combinative nature.

I’ve been observing playthroughs of this game and although autonomy seems to be much more detailed compared to related games in the modern day-the basis in which interactional diversity exists is rather slim. Zoi’s currently exist in rather blanketed stares-relying more so on changes in physical appearances as opposed to personality for differentiation. For this in partial i have numerous ideas proposed: a series of estimates to improve on the current personalities regarding realism and immersion.

(Ranked on a basis of personal favor)

A) A subtype/bar system applied to current personality traits. Which shifts them away from an individual rhetoric to more so being a blanket term for numerous minorities.

I personally find major appeal in a possible bar/graph which transforms current personality traits into a series of bars-adjacent to the second game in a related franchise albeit barely similar. This would include:

-A rank on chance for associated interactions on a basis of placement. I.e.- extreme right placement substantially increases the chance of exhibiting traits associated with a specified personality trait/blanket and perhaps within bias-could also introduce interactions or behaviors exclusively associated with these extreme ends.

An example being:

Evil Trait

(Made to represent splits in a bar)

1-2-3-4-5-6-7-8-9-10 (could also be compressed into 5)

1- Zoi’s at this level exhibit very mild evilness-they hold the capacity to extort other Zoi’s and rob individuals but will not do so autonomously unless emotionally unstable or in debt. Their chance for autonomous robbery/thievery is rather low-at 2%, and they possess no additional interactions on a basis of this level.

2% Robbery

2% Extortion

2% Less empathy etc.

2-4 Zoi’s at this level exhibit low evilness-albeit they are more likely to engage in criminal activity and a lack of care for other Zoi’s than at level 1-being 4% for each grouping respectively. (Multiplies by 1.5-2 per level. So what’s 4% in chance at level 2 is at minimum 6% at level 3)

5-7 Zoi’s at this level are mid within regards of evilness-at this stage others spot it easily, often times sparking slightly negative relationships upon first introduction to non related Zoi’s. Minor interactions are added-and multiplicative norms remain about the same as 2-4 (slight increase from 1.5-2 to 1.75-2.3). Zoi’s take a low boost in delight/fulfillment of social needs when being evil in interactions.

8-9 Zoi’s at this level take major delight in evil interactions-not even bothering to be nice in common cases, will autonomously steal candy from children, spook babies, put spice in unsuspicious Zoi’s food, commit pranks in public spaces, run kidnapping schemes for financial gain and has lowered empathy for others that’s so significant that mourning periods for close family is significantly shortened and joy is felt at the death or loss of a stranger. (Multiplicatives are by 2-2.5 per level)

10 Zoi’s here are the ultimate evil-finding common conversation boring-so much so that immense boredom is felt when held. If prolonged Zoi’s can become increasingly agitated-and with said increase comes a risky order of autonomous interactions. Zoi’s are almost guaranteed to fight or steal whilst angered-they can interact ordinarily only to perform hoax (hide their true personality) to get close to other Zoi’s-often using them for their own benefit. Zoi’s can be the embodiment of Karen’s final form, purposely ranking businesses with exceptional service low on spite. They break objects, damage property, hold up services arguing with staff, can steal money from children and ‘help’ them do homework-only to do it poorly on purpose so said Zoi gets a fail, they are naturally snarky with their ‘higher up’s’ (As if anyone would be better than them…) and daydream or plan to overthrow them. They are at most joy when dominant in a setting, whether that entails another Zoi believing their lies, holding social leverage, being wealthy or winning a game. These Zoi’s mock funerals and can run criminal organizations with ease.

(All percentages multiply to over 90% chance of occurring once per week-or manifesting as a desire)

B) Even more specificity than above where Zoi’s possess both listings (A and B) combinatively and that is:

Nuance towards desires even within traits and or with my bar idea. e.g.

- A Zoi with the evil trait doesn’t necessarily like money…Who knows? They could be a big backed bum who simply does things out of spite and love of seeing others cry… Likes and dislikes themselves could also be on a bar-where they relationally tie to traits via interactional association to operate within immense immersion.

Example being:

Money

(Generalized base/introduction)

‘Does this Zoi like or dislike money?’

{Yes/No}

{Yes}

1-2-3-4-5

1- This Zoi has little appeal to holding a high financial status-they hold content in simply being comfortable-which could include living in a leaking shack but having TV and a pizza. They gain no boosts to careers, digging for treasure, item value or costs but gain a little joy and satisfaction when promoted.

2-4 Zoi’s start to desire and think about getting promotions-they get long term boosts on joy and willingness to put towards studying, skill practice etc. when promoted, rewarded or scoring high on something as a test. In the case of poverty or debt long-term they’ll think about the potential they’ve lost (if elderly/adult) or still have but are wasting (young adult, teenager etc.) and will have negative moods for extended times because of it.

Multiplicatives begin at 2% and increase on the same basis of traits. Zoi’s become interested in trends and fashion-trying their best to fit in and be seen as socially dominant.

5- Zoi’s at this level are OBSESSED with social hierarchy-thinking about trends regarding everything they do!!

“This fuchsia pink is so not fitting in!! I need baby blue!!”

“These yellow spotted pots aren’t fitting into the sleek and modern trends… It needs to change or my social positioning is at risk!!”

Which…can prompt immense emotional turmoil (I’d love if there was a trendsetter bar for the fame update-but that’s for another message) and with enough pertinence…could prompt a loss in social validity. I.e. related sims believe them less, they loose their charisma boosts etc. And just as trend fitting is associated with hierarchy so is money…how can you fit in when you’re dirt poor? You can’t even afford said baby blue sweater much less to complain… Which that continuous case can prompt extreme discomfort and emotional extremity… This could tie in with numerous things, such as traits (evil Zoi’s who love money could be extremely disappointed in themselves for being robbed/stolen from etc.) or other likes (Such as inventive/tech obsessed Zoi’s being sad that they can’t afford/obtain parts for their creations)

{No}

1-2-3-4-5

Is basically the opposite of loving money-wherein Zoi’s HATE the prospect of financial gain. They relic in being in poverty and are certified bums-they take comfort in sleeping on cardboard boxes and low quality furniture-eating poor quality food, wearing unconventional clothes, not paying bills on time and having little money etc. And with level 5 relic in either having no lights (to bask in the scent of poverty) or having them on at all times (to loose money) and find joy in leaving pipes on in buildings-thinking they are doing others a favor by running up their bills Percentages are the same as ‘yes’ but inverse and operate within proposition of it’s specified quirks (interactions)

C) An even more detailed form of A-where each trait is not just turned into a simple blanket term holding a much more detailed substance below but this goes even further-wherein each group of interactions associated with said trait and base trait level (my first bar idea) is further split into their own bars… Such as:

1- Zoi’s can have extreme bias towards high hold within something within evil such as robbery with a configure of 82% chance of at minimum rumination on a weekly basis.

And even further the point of end in vice of chance could be change such as:

a) The 82% figure now regards occurring once a day, every 2 days, on a biweekly basis or perhaps even as configurable down to the individual hour!!

b) A predefined choice of occurrence-such as once per day, per month, week, tri-daily etc. which could perhaps be less overwhelming to players.

but simultaneously be low in chance for extortion such as only 2% comparatively. This could provide us players with increased modularity and true diversity in Zoi personalities!! Especially within proposition of:

2- Randomization of percentages within personalities!! Even without many added interactions I believe many of us would truly enjoy an increased diversity within interactions and personalities!! I’d love to interact with an evil Zoi who loves to rob the homeless but insists on not stealing cars…saying “It’s immoral” or something related. Which provides strange splits and realistic inconsistencies seen in the personalities of humans…and also brings forth the potential of extreme story lines and complex plots.

D) Opposing ends of traits-a furthering of my ideas above. But extending not just to likes and dislikes but personality traits… I am not sure if this would be easier to program than overtly adding a separate trait within listing-but once again with evil being an example-good could be the negative point of such. Wherein not only are new respective interactions added to it and its own extreme end…but additionally comes the opposing effects and desires as evil itself.. E.g.

1- Like with how level 8 evil (as a general preset) would likely prompt a 20+ chance of wanting to rob someone-the opposite end (good) could prompt a Zoi wanting to donate to charity-or help another Zoi out etc.

D) All of the above!! Which is my personal favorite!!

(No ai was used in my writing.)

But I’d love to know what the team thinks of these as a whole…

These would all help me a lot immersion wise-and build a platform for truly increasing consistency and detail in Zoi ai.

As well as other players!! :grinning_face:

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Hi Vibrio-natriegens

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