please read until the end.*
i think this is what i’ve talked about the most on this forum and on discord, but i’ll say it again because with the launch of paralives it’s even more obvious: the problem with inzoi is SYSTEMIC, NOT a lack of variety, NOT a lack of content, NOT a lack of things to do. there’s no objectives for doing things, there’s no progression either because money loses value fast and the game helps you whether it’s through welfare subsidies, with a fully furnished house, with a gifted business, with fully furnished businesses, with free public transport, with free walls, with cheap personal transport, you can have money easily just by asking people for it, stealing cars and police fines are insignificant compared to what you earn.
what is the objective of inzoi? make money? let us start from the very bottom so we feel the effort of the process and the joy of reaching the top, and once at the top, have the challenge of maintaining that amount of money and not losing it all. like another user said: there’s no reason to spend money once you have everything and it just keeps piling up.
what’s the point of having everything unlocked in CAZ? let us earn our money and buy the clothes, let us pay for school, let us pay to enter lots that require an entry fee, let the prices of things and taxes not be static and instead increase based on household income, by adult individuals in the home, or by the total value of our assets.
add challenges, add attractive rewards, add missions, add OBJECTIVES that are visible and present once the game starts so a new player stays hooked. not everything should be linear and accessible, not everything should be unlocked. let the actions i do in the game have a purpose.
regarding objectives you can add objectives by age, objectives by day, objectives by generation, objectives by social class, use your imagination. and OF COURSE objectives should have rewards whether monetary, some special item, clothes, map areas, quality of life features, personality, voices, a job or skill attribute, a power related to emotions or needs. the more unlockable elements, the more satisfaction in playing and obtaining them.
look at paralives, heartopia or tomodachi life, the games don’t have nice graphics, good animations, or much content and yet they made something that feels like a game and not a dollhouse.
i love inzoi and i truly want it to succeed, but for that we need to rearrange priorities and know how to spot what’s really failing.