Add famous game mechanics from The Sims 2 and 3 to InZoi.

I suggest adding mechanics to the game that will add meaning and variety that are real: for example, they were in The Sims 2.

  1. Food in the refrigerator does not appear automatically, but it would have to be bought at the store and brought home and filled the refrigerator with food purchased at the store.
    1.1. Have a functional supermarket in the city where you can buy groceries, furniture and other items. For example: There’s a useless furniture store in Blisbay (which just serves as a place to work - it doesn’t have any other function) replace it with a working supermarket.
    1.2. Make functional home phones - so that Zoi doesn’t have phones automatically, but you have to go to the store and buy.
  2. Change the inventory function, where Zoi will have a very small inventory, only for small items - like pockets on jeans. If you need more storage space, then you need to buy a backpack or a bag. Also make a car inventory system - storage in the trunk of the car.
  3. Cars should not appear and disappear from thin air as in Cyberpank 2077:grinning_face: . Make functional parking lots all over the city so that the car is parked on them, and not just in a few places. If there are 2 more adult Zois in the family, then all adults can use the cars (the function is to give the keys to the car), and not just one Zoi. Give the opportunity to build garages on their sites and put their cars in them.
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I like the pockets and backpack idea and yes cars should stay parked wherever we leave them :+1:

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I haven’t played Sims in a long time, but I don’t think food was bought from stores in 2, that mechanic appeared in 3.

I’m not really a fan of it, to be honest :grinning_face:, I prefer it when they can just cook, there are already recipes with banana, mango, etc. that require you to buy the ingredients first. I’m pretty lazy when it comes to this aspect of the game

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Food could be bought at grocery stores or delivered in The Sims 2, and you could garden with the expansion pack as the seasons progressed.

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No, it was The Sims 3 that removed this mechanic. In The Sims 2, the point was that we didn’t buy specific products, but abstractly (like a scale filling a cooler), just when food appears out of thin air - I think it looks absurd, cheap and not realistic.

I agree but Fridges need to store far more food if we do that.
Or add another item a “Freezer” which has a very high limit for ingredients/

I prefer the second option, it will force Zois to cook as there’s only so much bibimbap stored in the fridge after all, but the freezer could contain 500 mango and tomatoes and whatever else is required for the different meals. Of course that would mean new cooking recipe for Pizzas, Bibimbap and other food that require only “money” as ingredients now, even when cooking them from scratch.

Or just continue charging money for cooking like now (plus ingredients for certain recipes), bur no more instant meals unless restocked for those.

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Then the entire purchasing system needs to be completely redesigned. For the dishes that exist in the game, a huge number of ingredients are required - oysters, salmon, flour, various vegetables, meat, spices… In short, just like in real life. But if you remember how we currently buy seeds - it’s a nightmare! With each type you need to select the quantity and pay separately at the checkout. If it’s the same with products - we’ll spend half the day playing just to make purchases for all the possible dishes in the game, so that later we don’t keep running into “Oh, I can’t make this, I have to go back to the store again, I’ve run out of parsley.”

You’re proposing this to a Korean company. Where just the other day 3 mobile operators announced that even after the gigabyte package included in the plan runs out, they will provide unlimited internet for free at 400 Kbit speed, which is quite enough for comfortably opening websites :grinning_face: For them, having a mobile phone is roughly like having a hand or a leg for us. So this will be one of the most confusing requirements for players in their home country. “What do you mean no mobile phone at all? It should appear in childhood and always be there, maybe just get replaced with a new model over time.”

And will Zoi run home after every mineral dug up or branch collected to put it down? Can you imagine how inconvenient that would be.

Personally, the first thing I did as soon as a weight limit appeared in the inventory, I introduced code to remove it. Believe me, this would be very annoying. What’s the advantage of such an approach? Just displaying a bag? You could simply add them as accessories. So I don’t see any advantages, but the degradation of the gaming experience is obvious.

Now I completely agree with this :+1:

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I don’t agree with you. And here’s why:

  1. Food Shopping: In The Sims 3, the mechanics of going to the store work perfectly without having to buy each ingredient individually. You can buy everything at once. There will be variation: you can grow it in the garden or buy it in a store.
  2. Telephone: I understand that mobile phones are normal in Korea. This is also normal for Europe and America, but it is not the main thing for life, and the game is positioned for the whole world. Therefore, I suggest making it more realistic: you will need to buy a phone in a store. I don’t think people all over the planet get out of their mother’s womb right away with a phone.:grinning_face: For example, if I make a character very poor (0 meow) and he lives on the street and begs for food, but having a smartphone with him is not nonsense. Moreover, the game already has a home phone as a decoration. What for? I propose to do it as a functional object.
  3. Inventory: For mining ore and the rest, you need to buy a bag and hang it on your back. The inventory will expand and it will be cool and simple. Backpacks and bags will begin to have real meaning and functions, rather than simple decorations. I’d really like to see how you’d actually stuff rocks down your pants.:grinning_face_with_smiling_eyes:

All this will not greatly complicate the gameplay, but it will add immersiveness from the game world to the game (which is still bad for the game). I’m not suggesting anything new, but what was already in the old games and why they were loved.

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I’m not very interested in the cooking side of the simulation, so it’s fine with me as it is now.

In case this feature is added, I hope it’s as Samuriko says, meaning being able to buy ingredients but then have them available for the whole family. For me, it would be really tedious to have to buy ingredients and then open the packages for each family member who can cook, so my sims almost always cook recipes that don’t require adding ingredients.

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I’m not arguing with that. I’m saying that in inZOI, the purchase system needs to be redesigned if we want to fill the fridge specifically through shopping trips.

Look at seeds. Try to grab, for example, tomatoes, corn, and sweet potatoes. Each time you’ll have to go to the checkout, and then buy another type of seed all over again. It’s impossible to “put everything in the cart” in the needed quantities and complete one payment.

That’s not how we think about it. We. But in Korea, that’s exactly how it is - they “come out of the womb with a phone,” you know? :rofl:

In Asian countries, a homeless person will sit on the street — and on their cardboard sign will be written a phone number where people can transfer them money! Not cash, but specifically a card transfer, you understand? For them, that’s reality!

And yes, I understand the desire to “roleplay a complete pauper.” I wouldn’t mind not having a phone if I were playing on some deserted island. But for now, they don’t provide such a game mechanic. You can’t be homeless in the game — meaning you have to pay utilities for property. This is done through the phone. Selling things on the pocket market. Removing the ability to ask for a phone number, which they recently added, for those who don’t have a phone… In short, it would take a huge number of changes to account for all these little things. That definitely can’t be a priority right now. Maybe someday…

Just remember that right now if your Zoi runs completely out of money — they’re immediately offered financial assistance of 2000. And so up to 3 times, if nothing changes. So the “poor vagrant” role isn’t supposed to exist in the first place.

We already have a pickaxe that you need to get before you can mine ore. But we’ve left the option to “dig with your hands.” And this is done not just for fun, but specifically to not create extra problems if you go visit someone, stumble upon a pile on the way, and forgot to bring your personal excavator, jackhammer, dump truck for hauling ore, miner’s outfit, helmet and headlamp for visiting mines :wink:

Again: let a backpack or bag appear when you start collecting something, I’m fine with that. Although girls, playing as characters in bright summer dresses, probably won’t appreciate having such a “delight” on their backs. Maybe something miniature in the form of a pink bunny. But why? You’ll buy a backpack once, fine. And then? What’s so important it will add to the game mechanics? Where will that backpack be stored afterward? In your pockets again? Or will you have to keep it at home and put it on separately every time you deliberately go out to play the ore miner? :laughing:

Oh, come on, when you were a boy, you never carried pebbles in your pockets? :sweat_smile:

That’s exactly the thing — it will complicate it. In Cahaya there are hidden chests with all sorts of junk that you need to collect for a quest. And often you can find them on a simple walk, when you’re not expecting it. If you couldn’t take their contents because you don’t have a backpack or bag with you, and you’d have to go back home for it — that would be unnecessary complication. We’re willing to overlook the unrealism that we can call a car or scooter to any point on the map, rather than running across half the map every time looking for where we parked them? That’s just more convenient. So realism is good, but within limits.

Understand: I perfectly understand your wishes! But I try to look at it realistically: after 3-5 times, when the admiration of “oh, how realistically that’s done” wears off, will I find it interesting to do, or will it start to get tiresome? And very often I come to the conclusion that it’s the latter.

As an example: think about traveling between cities right now. They make you check boxes, they stamp things — and off you go! Supposedly that’s your customs clearance. But imagine if you had to order and wait for a passport, pay a fee for it, get it, go to the airport, pass through security, check your luggage, approach the customs officer, sit in the waiting area… Man, when I think about how much time that takes in real life — I’m already not looking forward to the trip!

Of course, it would impress with how detailed it is. Once or twice. But then you’d just want to “boom - and you’re playing in another city” instead of all that. And people would ask to turn off the extra hassle. Look at it from that perspective. Any forced action in a game should bring more entertainment than frustration. Balance is important between “obstacles” that keep things from getting boring, and “ease” that makes a game actually a game, not a repetition of real-life difficulties.

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Your thoughts are also correct. I’m not suggesting that we make a complete realism, but only get as close to it as possible. Then I have a question: How does InZoi differ from The Sims 4 (which has poor game mechanics)? I believe InZoi exists to be different from The Sims 4, not to be a clone of it - and this can be achieved by adding interesting new mechanics to the game. Moreover, InZoi is a Live Sim game, and in fact it should be as realistic as possible. If we wanted simplifications, we would have played other games, right?

That’s exactly why I’m talking about optionality and decoration. Let Zois be able to carry bags and backpacks if they want to. Even in different designs. But their absence shouldn’t be limiting. This isn’t an RPG where you need to regulate how much you can carry in your inventory of weapons and potions, forcing you to store excess in chests or sell it. I just don’t see the advantage of limiting myself by how many things I can carry if it’s actually more convenient to take them from my inventory than to store them in some hypothetical “fridge.” Otherwise, I’d have to run home every half hour from fishing because the fish won’t fit in my bag.

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For example: You caught 100 fish. He mined 100 gold ores, sold, melted, etc. I got a lot of money- what’s interesting about that? Where are the challenges for the game? I believe that the game should constantly challenge the player, otherwise it will be boring. Moreover, InZoi has a problem (like 99% of all economic games) that there is nowhere to spend a lot of money. I quickly accumulated 250,000 meows - I became uninterested in playing, since I couldn’t spend the money anywhere.

We have seen indication that the team will most likely bring in features like grocery stores and more ever since the game was launched so i am pretty sure we will get that. When Cahaya came we could all of sudden buy fresh fruit and veggies :smiley:

So hang on you’ll see the rest will come

2026 roadmap is already being packed with features that they are going to add and re do.. it’s wild to be honest so i hardly doubt they are going to be able to squeeze things in this year.

Yes i agree that.. i would like to see an alternative when it comes down to storage, i would having the zoi’s being able to place things where they belong right now everything ends up in that bag

right now i am using the feather bag cheat because i gave up :grinning_face_with_smiling_eyes:

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Yes, but how will a baggage size limit make my game more interesting? Where’s the “challenge” in that? Is it in the fact that I’ll constantly be running back and forth to take my caught Pokémon home, just to waste gameplay time?

I remember in The Sims 4, at the start, needs would drop incredibly fast. As a result, you had to constantly send your Sims to eat, use the bathroom, or take a shower. Simply because that’s how they masked a completely empty world where there was nothing to do, and players had to be kept busy somehow.

So are we supposed to go down the same path here? Instead of adding new interesting activities, should we just reduce the amount of free time? This baggage size limit trick won’t add anything new—it will only make what’s already there worse—that’s what I’m saying, you understand?

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That’s right, this restriction is exactly what is needed so that the player cannot extract a lot of ore, fish, etc. at one time. So that the player treats mining carefully. For example: If a player gets 20-30 gold ores or 20-30 fish in one day, he will sell it all and receive several thousand meows in one day. And so, having earned 100,000 meows all week, then what is the point of the game’s economy if you can earn a lot of money at a time? The game will become uninteresting very quickly - you are already rich, and you have nowhere to put the money.
OK. If you want to mine a lot of resources at a time, then please take a bag, hang it on your back and go mine.

Okay, so what about the option “more ways to spend money”? I think that would solve all the problems.

So they’re about to release an update with a school for us. And once they set the tuition at 2-3 thousand a day — well then, parents, start earning money in advance for your kids’ education. So if you had the desire! :grin:

Fish are caught and stones are usually collected not so much for the money, but for the collection. I don’t remember there being big earnings unless you catch a shark, which happens very rarely. Mostly you get trash, dolls, and all sorts of small stuff. Well, at least for me.

I’m playing pretty relaxed right now, just making paintings. No more than one a day, so I don’t end up drowning in money excessively. And yet the relaxed beach lifestyle brings huge enjoyment: in Cahaya I haven’t even made it to a resort island yet, only floated around uninhabited ones. I’m savoring the pleasure so I can explore new activities later. And the unlimited storage doesn’t bother me one bit :wink:

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This is just a suggestion - one of the ways to add a little soul to the game, nothing more. But it’s not up to us to decide what and how things will be.

They won’t add 2-3 per day going forward, since the work mechanics in the game are poorly thought out. And honestly, the game’s economy is a mess.

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Interesting discussion :wink:

Regarding purchasing food: I think this could be a good addition. In Sims 3 I actually really liked to go to the store an buy all the ingedients if I was not growing these myself. But I have to agree with @Carnel that for this to be enjoyable we first need a revamp of the shopping system so that you can click once, select all that you need and then purchase it. Actually exactly the system which we had in Sims 3.

As for the home phone: In most parts of the world really everybody has a smartphone these days. In the western countries most households do not even have a home phone anymore. And even in less developed regions of the world you see everybody walking around with a smartphone, just maybe not the latest newest model. I would not see much gameplay benefit from having a home phone. And if we have to buy our smartphone or not - for me both is Ok as it would be a one time action and that’s it. Except if they would add benefits in having a better smartphone, like additional features / options you can do only with the better phone. Then it would make sense to save money to get the newest, best phone and maybe pass the older one over to you kid like in real world.

Regarding the inventory I really do not agree. I think this would just complicate the gameplay and make it very annoying as @Carnel said. Already at the moment it is really bad if you are gardening and harvest a lot of stuff + want to invest into tool building, thus need a lot of twigs and stones to make the tools. Then you are constantly over the current limit of 100. As long as we don’t have any meaningfull storage options this is a real issue. But even if we get these: if you would always need to think of the bag to take with you if you want to shop something or mine a couple of piles… I don’t know.. I think it will be something we would get annoyed by really fast. You forgot the bag, so go back home, go back to the shop… you want to go out afterwards for dancing and don’t want to have the bag with you - go back home to store the bag, go back to the club. I don’t think this traveling back and forth would make the gameplay more enjoyable.

And for the cars: I am all in. Would like to see them parked near to where you arrive and for home lots to park them directly on your property.

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