[04.16.26] First-Person View Walking Spots

Hello, developers and Kjun!

First of all, I want to express enormous gratitude for the fact that very soon we’ll have such a feature as “first-person view”! And this could essentially create a practically new mechanic for the game (aside from filming capabilities) for a number of players. Namely – long walks.

Right now I enjoy riding around the city on a scooter or swimming in a boat (which is perfect with first-person view). But there’s not much that changes on the water, so it doesn’t compare to walking on land, where this would be much more interesting.

So, with the arrival of first-person view, we really need scenic forest landscapes where you could simply walk and look around. Not an urban environment, but forests and parks: mountain trails, eco-paths, walks along a lake… Even if it’s just a long looped route that you can’t leave to venture into dense forest (a boundary in the form of transparent walls, like at the map edges), but where you could just walk or ride, stopping and admiring the nature around you. This completely changes the feel of the game! You’ve surely seen videos of forest walks on foot? This would be something like interactive 360-video.

Below I’ll attach a map of a real city where they created a walking trail around a lake located next to a river. It’s a closed loop, and cyclists and people walk there… One bank has entertainment and shops, while across the lake – silence and peace with a view of the city from afar. There’s the map itself and a couple of my own photos from different spots on the trail. I doubt this would require very many computing resources for a PC, and it would look very interesting.

(I’m not saying my photos are very beautiful, I’m just trying to explain how it’s designed there so you understand what kind of route could be made)

Here I’m showing a version of how this could be integrated with the city (such a trail could easily be added to the side of any of the existing maps). But much wilder places would also look magnificent – I’ll leave links to videos of a walk along a stunning wild lake shore, plus a beautiful video from a Japanese city park – it looks so good that you want to get on a plane and go live there! :grin:

Thank you, and I hope my words will resonate with you! With first-person view, visiting such places in the game would be very interesting!

Map:

View from location 1:

View from location 2:

View from location 3:

Wild lake shore:

Beautiful Japanese city park:

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I’ve been reading about how many people want music in cars. I completely support that! But against that backdrop, to be honest, I’m a bit puzzled by the lack of support for this topic about “spaces for exploration.”

Don’t we need more scenic locations where you could calmly drive around, go for walks, and so on? Places where you could enjoy nature from a “first-person” perspective — just for fun, or from your car. Where you could drive for a long time (stopping for snacks at small stands and, of course, having “bus stops” along the way for quick teleportation home if needed). Does everyone really think the current driving and walking spaces are enough? Especially with traffic lights in cities where, playing as a pedestrian, you can stand forever if you follow the rules.

Imagine driving on a track specifically designed so that only your Zoi can drive on it, while other NPCs only appear when we decide to walk or ride scooters and bikes. Like a “race track” just for us, with beautiful views, music playing, at high speed… And then you get out and take a walk along a picturesque forest trail, where you find hidden valuable ore deposits or some mushrooms for unique culinary dishes…

Variety forest trails like in the photos below, but made almost all suitable for driving cars too. And the main thing is that it’ll be away from the main city, so none of this will cause lag! And with UE’s procedural generation, these landscapes should be created very easily and quickly, without requiring much development time.

Am I the only one interested in something like this?

:cry::cry::cry:

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I would love this! My health stops me from going for long walks like this and I’ve always loved living through my sims/zois by having them walk in nature. The realistic graphics make Inzoi so much better than any other sims game for immersing yourself in “nature” and it would be even better in first person view. If it’s not possible for the current maps, I hope the developers keep this in mind for future maps.

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Thank you so much for your support! :heart::heart::heart:

I really hope your health gets better, whatever the issue may be. Nothing is impossible, and I sincerely wish you a speedy recovery! :folded_hands: :heart:

And let walks bring joy to all of us simply by allowing us to “visit summer” in winter and vice versa - on cold winter days to “stroll through the tropics”. And may it be incredibly beautiful and inspiring!

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I totally agree! I love this suggestion. :heart: There really is a lack of forests, lakes, and beautiful landscapes where you can simply walk, whether on foot, by bike, by scooter, or by any other means of transportation. It would be so nice to have places where you can enjoy nature, explore, and wander around just for the pleasure of it.

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I support this too, I love it :+1: , (music in cars doesn’t interest me at all), several locations yes and make them optionally long, stop to eat a sandwich, take a dip in the river … and many more things you can do :slightly_smiling_face:

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It would be great if you could like the first message of the topic - so the forum’s AI can count the reactions and understand that it’s in demand :folded_hands: :wink:

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This is such an interesting topic, and I love the idea! :sparkling_heart:

When I was playing in Chahaya, I used to love riding my motorcycle to the most remote areas that looked like farmland. I would level up my resource gathering there. If we had remote, uninhabited areas with a lake or river, a forest, and a road you could ride along on a scooter or motorcycle — that would be amazing!

By the way, that would also be a good place to put nodes for mining fossils, because, let’s be honest, gathering resources right in the middle of a city looks strange. Where would piles of ore in the center of a big city even come from?

I’d also suggest the option to place different animals in these areas — we can already adjust the number and types of animals in the city settings. We could expand the list of interactions with animals and even get injured after contact with them. Plants in these places could be interactive, so Zois who love plants could feel a sense of oneness with nature.

And if we’re going all in, it would be amazing to have the option to come to these places with a child and tell them something about the environment.

We already have a feature where parents or older siblings can teach kids about the world — I don’t remember the exact name of the action in English, but it’s the one where the adult and the child sit together on a couch and talk about the universe. After that, the child’s “Curious Mind” skill goes up.

I’d suggest adding an option to click on a plant, an animal, or an interesting rock and pick “Tell About Nature.” Then a window would pop up where you could choose which characters you want to tell the story to — and it should allow selecting more than one character at once, in case you have two or three kids. Then the storytelling interaction would play out for all the chosen characters, boosting their “Curious Mind” skill and giving them some new emotions.

These kinds of locations could unlock even more family gameplay options and really make the role of adults in their child’s development feel more meaningful.

It would also be nice if Zois with certain traits experienced different emotions in these areas. For some it would be boring — for example, Zois with traits like “Rulebreaker” or “Authoritarian” — while others would feel joy and serenity, like Zois with traits such as “Pacifist” and “Recluse”. A similar feature already exists: some Zois feel focused in the library, while others get excited entering a club. And introverts in these places shouldn’t get negative emotions like “surrounded by strangers”, because the whole point of these places is quiet and closeness to nature. And after dark, being there could actually be dangerous, because no one would see if you got attacked and robbed. Yet another way to roleplay a criminal life.

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Oh, thank you! So many cool ideas on how to really diversify the game mechanics by introducing options like these! :fire: :fire: :fire:

I was focusing more on the actual aesthetic — the silence and calm, and simple activities — like riding vehicles. But the more gameplay that could be tied to this — the more interesting it would be, of course! I was also thinking about dangerous animals that could be encountered in really remote places. Something like how sharks are in the ocean — so that if Zoe stays there for a long time despite the warning, there would be a risk of a wolf, bear, or lynx attack.

Thank you for expanding on this idea! It’s really great! :heart_eyes: :+1:

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The game spaces made by the developers are related to urban areas because cities are where the Zoi live right now. The only we can create are urban parks. The topic only can be addressed with DLCs. Like Cahaya was made to be Beach resort, a new city located in the high mountains, maybe in the Swiss alpine environment could add ski, scalation and hicking in the mountains.

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Of course, I’m not asking developers to redo the maps that already exist. These are really ideas for the future — creating new towns where such zones could be placed.

And of course, it will depend on the theme. If they make a city in a “cyberbank” style, then something like that would simply be out of place there. Although even there you could find places to put something like “slums”. Even a landfill in the game can be picturesque if you design it carefully enough :laughing:

But in new cities it would be really wonderful. My idea about existing cities is that if anything is to be done with them, you could work on updating them at some point in the future. And not by updating the entire city, when player-built structures would be destroyed, but rather by “adding additional areas”. Imagine, for example, that one day you launch the game — and discover that in Dovon, beyond the wedding lot and the temple, there’s a whole additional space that you can explore, where you can build a house in the forest, where a “newly built” road turns… Wouldn’t that be wonderful? :heart_eyes:

So I’m not ruling out this option either. We need as many residential lots as possible in each town, especially if we want a real opportunity for one family to have multiple houses in both the same town and in different ones. If we implement this now — we could end up in a situation where one wealthy family buys everything up, and there simply won’t be space left for other families within that save. So the more territory the towns have — the better! :smiling_face_with_three_hearts:

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To be honest, it doesn’t seem super complicated to me to just add a new piece with some greenery, a lake, and a hill to an already existing city. The developers have already modified the current maps. After some updates, we had to update existing areas because the size of some of them changed, and that seems even more complicated to develop, if you ask me. I actually think that changing what’s already been built is harder, because once you start moving one thing, everything around it inevitably has to move too. The idea here is to attach a completely new piece to the city without changing anything in the city itself, just expand the map a bit. Maybe I just misunderstood @Carnel’s idea.

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No, no, that’s right, that’s exactly what I meant.

It’s just that it seems to me like an additional burden on the developers. They decided that they wouldn’t introduce new functionality into old cities anymore, except for the bare essentials. And that’s precisely because each time it requires a huge amount of resources.

Let’s say they create some racing track in a new city. And if they try to add it to 3 existing ones right away—that’s four times more work, because simply cloning and pasting it would be boring. You’d need to think up some atmosphere… And when there are 10 of these cities?..

So it’s more in the category of “when there’s free time and a desire to improve old cities with minimal effort”. Because my proposal—it doesn’t assume major grueling work. It’s such a “piece of nature” where the landscape can be generated randomly through engine tools (UE has procedural generation), and then just slightly touch it up to make it look more natural.

It’s somewhat similar to another topic of mine, about traveling between cities: [07.28.26] Путешествия между городами на машине и поезде (и, возможно, самолёте)

There I also propose limiting ourselves to a very small amount of manual work, creating literally a couple of buildings and a long road. But what a sense of “world infinity” this could create for the game—hard to overestimate. Instead of “teleportation” with a plane image displayed, we could actually feel the travel process. And those who like to drive manually would also enjoy the process of driving on a country road…

In general, I’m for implementing large spaces at the cost of minimal effort. Especially if along these routes there would just be empty areas where players could build any establishments or houses if they wanted—that would be just amazing. Not everyone lives in cities, someone might live between them, and go to cities precisely for active life, rather than the other way around—city dwellers going out of the city for nature rest.

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Of course it would be wonderful.

But i’m not sure if the game is built with the capability to add suburbs or outskirts with forests directly to the cities already made. The city area is decorated but probably within some size restrictions like lots are. What Krafton is doing in that sense is to add “mini-cities”. Evermont is a satellite to Bliss Bay, like Hollywood is to Los Angeles. What differences a satellite from another city might only be that one loads by taking a plane and the other may just need the bus or a car. This way, they can create several satellites to the current cities, like the mountain forests kind of National Park, farms in the countryside, or the University Campus with mostly the same assets used for Dowon, Bliss Bay or Cahaya.

You could drive to it. But not directly. You would drive to the limits of the town, a loading screen would appear and then your vehicle would spawn into the limit of the new town so you could drive to the destination.

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Me neither. That’s why I’m not asking for the impossible.

Although if the city system gets reworked in the future — it’s quite possible that existing cities could be expanded. If they go in the direction of C-a-W, then the city architecture will definitely become more flexible for customization.

That’s exactly what I’m talking about in the thread on “traveling between cities”. Instead of just a loading screen, you could have an additional “mini-city” consisting of a highway for about 5 minutes of driving and a couple of districts. At the end of it — a new loading screen, and we’re already in the other city we were heading to.

And of course, there should remain the option of instant access to another city, as it is now.

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The only way i could imagine that to be possible wold be with a minigame , but you would abandon the current map, load in the minigame with and then load to the new map. Physically i don’t see possible to create a road long enough to stay driving 5 minutes unless this one made circles around the city map and the it wouldn’t make sense. The game has its constrains, Inzoi isn’t build as an Open World with a seamless global map but as a Level, each city is a level and every lot a sub-level, the max size and limits of each city may be determined by other reasons related with the design or the engine. Otherwise we could travel to the other cities directly sailing a boat or flying a plane.

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Not a mini-game, but a full-fledged map, like a separate town. I thought you’d seen this thread, but since you haven’t — here’s the link: [07.28.26] Путешествия между городами на машине и поезде (и, возможно, самолёте)

The thing is, this would give everyone who wants to a real opportunity to drive a car at top speed. Right now if you go fast through the city — you immediately reach the other edge and are forced to turn around. But with this, there would be one long road (or at most — with a couple of branches in the form of forest trails, if you want to add some variety to the map with some “secret” spot), where you could go at full speed without being forced to brake and take turns.

And in the middle — one small location. So the town map would be very long, but narrow, with a small area for playing at a “countryside motel”. I’ve already covered the rest in that thread I linked :slightly_smiling_face:

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