I’ve always known that the zois do not die immediately when their needs reach the lowest point. I don’t mind some small delay before the zoi dies of starvation; it makes it less predictable. However, I’ve recently noticed that your zoi only dies of starvation when the hunger need has been at its lowest point for 12 hours. Now that I know zois can starve for up to 12 hours without dying, the needs suddenly don’t feel very meaningful; I don’t feel the need to meet my zois needs, even when they are at their lowest point. There needs to be meaningful consequences when needs are not met, otherwise the needs have no purpose. These consequences need to occur immediately or very shortly after the needs have reached their lowest point.
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I totally agree, even though I think the consequences should be adjusted in some relation to real life AND to enhance gameplay variation.
For example, starving after 12 in-game hours with a completely red need is realistic, but it makes the gameplay feel almost free of consequences. To balance realism and interesting gameplay I’d suggest this:
- Hunger: once the need is empty / red → 6h in-game timer (not visible) → starvation
- Hygiene: need is empty / red → current itching animation + additional animation by other zois due to the odor
- Sleep: need is empty / red → 3h in-game timer (not visible) → zoi falls asleep anywhere + if they go to bed in that 3h timeframe, their sleep need fills up slower
- Toilet: need is empty / red → 1h in-game timer (not visible) + slower walking OR even a “bladder is full” walk animation → zoi has to let it go anywhere, leading to red / empty hygiene need
- Fun: need is empty / red → 4h in-game timer (not visible) → effect on zoi’s mood (e.g. depressed) + unwilling to perform certain actions
- Social: need is empty / red → 6h in-game timer (not visible) → effect on zoi’s mood (e.g. lonely) + additional animation of talking to themselves
- Recognition: need is empty / red → 12h in-game timer (not visible) → effect on zoi’s mood (e.g. depressed) + crying / very sad animation
- Energy: need is empty / red → 2h in-game timer (not visible) → effect on zoi’s mood (e.g. sleepy) + unwilling to perform certain actions + sleep need decreasing faster
Those could be more refined of course, but that’s what came to my mind right away now ![]()
EDIT: I chose the very small timeframes for the needs which don’t have the death of our zois as consequence, because losing a zoi (maybe even while you’re not actively playing them) can be really devastating.
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