I already suggested an idea like that, and if you read carefully, you’ll see that I specifically suggested making it an option. Every player has their own way of playing. You may not like it, but others do
@Mariposa_0002, a week ago you wrote the following: “I’m not proficient at the game yet.” That is, you didn’t have the opportunity to sit down and see firsthand what kind of impressions the game makes. Watching videos on YouTube doesn’t reflect reality — everyone truly has their own playstyle.
Apparently, that’s why it seems to you that the game is uninteresting in its current state. Believe me, there’s plenty to do besides fiddling with baby bottles. You would understand this if you actually played. But right now your position is “If there’s no detailed process of changing diapers — removal, throwing away in the trash, wiping the body, treating diaper rash, massage, patting dry, applying powder, taking out a fresh diaper from the package, putting it on the baby — nope, I’m not interested in such a game.” Do you really want to spend most of your time in the game doing exactly this?
What you’re asking for is similar to some “chef simulator.” Imagine you need to prepare, say, a mussel dish. And you first go to the store, stock up on at least 11 ingredients there, and then start measuring everything out in portions. You’ll need:
- fish broth — 150 ml;
- water — 1.5 liters;
- olive oil — 30 ml;
- dry white wine — 60 ml;
- spices;
- onion — 50 g;
- garlic — 15 g;
- salt;
- rosemary — 4 g;
- mussels in shells — 250 g;
- canned chickpeas — 200 g;
- tomatoes — 2 pieces
First you prepare the fish broth separately, as a standalone dish. When it’s ready — you start washing, cleaning, chopping each of the ingredients… You fry them separately, salt them separately, stew them, grate them…
I won’t continue, you get the point, right? If we’re going to prepare even just the same omelet, clicking separately to pick up each egg and crack it, take a carton of milk from the fridge and open it, get a bowl and mix the eggs with milk, add salt… By the time we’re done, our hands will fall off from the sheer number of clicks just on “pick up — put down — crack — stir…”
People are already frustrated that they have to take a large portion of food from the fridge, take a piece from it, and then Zoe doesn’t put it away on her own, and you have to tell her to do it.
Within the game, obvious things should be executed automatically in sequence! Let the baby get a massage during the diaper change, but it shouldn’t become a problem. The player should simply observe this and be delighted. But when we need to count diapers… Sorry, but that’s clearly excessive realism. People play games to PLAY, excuse the redundancy. There’s nothing heroic and no “challenge” in remembering to buy diapers on time — it’ll just become a source of annoyance, that’s all.
Everyone has their own way of playing, and you cannot impose your preferred playstyle on everyone else.
By emphasizing that it should be an option, I was also thinking about players who might not enjoy the added realism.
The same goes for magical pop-ins. I have never liked that in The Sims—objects appearing out of nowhere as if by magic.
If you enjoy the game as it is, that is your choice, but you cannot prevent other players from sharing their ideas, especially when the word “option” is part of the suggestion.
Not every feature has to be mandatory; giving players more options allows everyone to enjoy the game in the way they prefer.
I agree that I can’t prevent people from sharing ideas.
But I (as the game owner!) can also vote on the direction the game should develop in.
And right now I’m against spending development resources on something that will only annoy 99.99% of players and they’ll disable it. There are much more important and interesting directions for the game to develop.
P.S. As for realistic animations — I have nothing against them. I’m specifically against “hyperdetailed realism in childcare (and other areas — like the description of the cooking process, for example)”.
How does being a game owner give you any more legitimacy than someone else?
I have not purchased the game yet because I do not want to invest in new hardware before its development is further along.
Overall, I think the game is quite good.
As for my suggestion, if you look closely, it was mainly focused on inventory management, reducing magical pop-ins, and adding a bit more realism without turning the game into an ultra-realistic simulator.
I would simply like to see objects physically represented instead of appearing out of thin air.
You seem to have focused entirely on the “baby” aspect, even though that was not the main point of my suggestion. My primary idea was about improving immersion and object management while still keeping the gameplay accessible.
Of course, you are free to disagree with the idea, but being a game owner does not make your opinion inherently more valid than someone else’s.
Because I’m speaking from personal experience playing the game. That’s the only reason. I can explore all the activities and corners of the map whenever I want, rather than looking for a blogger to show me. And that’s why I can decide for myself whether the gameplay is interesting to me in its current state or not.
I’m just pointing out to you that if the game seems incomplete — in practice, that feeling can very well disappear, believe me. There’s plenty to do besides taking care of babies, though there are certainly shortcomings too.
And by the way, I mainly wasn’t referring to your message. It’s only you who decided that’s what I meant. Besides you, there were other posts this week on the topic of parenthood — you saw them yourself ![]()
I find it interesting that you seem so well informed about my position for someone who claims my comment was not directed at you, especially since I clearly stated that I am part of the game’s potential player base.
I believe I have every right to defend my idea, just as you have every right to disagree with it.
As for whether I own the game or not, that is entirely my decision and not yours to make. If you have had the opportunity to experience the game firsthand, I am genuinely happy for you.
That being said, your way of playing is not the same as mine. If you enjoy the game exactly as it is, then congratulations—I am glad it meets your expectations. However, you cannot prevent other players from wanting more features or from wanting the game to differentiate itself from its competitors, without necessarily turning it into an ultra-realistic simulation.
At the end of the day, suggestions are simply ideas. Nobody is forcing you to use them, especially when they are proposed as optional features.
With that said, I wish you an enjoyable time with the game.
I think we’ve had a misunderstanding due to translation.
I’m not saying that your comments are not addressed to me!
I’m saying that I wrote my request to Kjun here not because I disliked your specific suggestions. Again: my basis was the suggestions of another person on this topic. Not yours. So please don’t interpret all my words exclusively as a reaction to your message — that’s not the case!
I also wish you the opportunity to play and enjoy InZOI soon!
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I’ve seen similar suggestions before, but they often lean too heavily into ultra-realism. What I’m personally looking for is something more focused on inventory management and the physical existence of objects within the game world.
For example, take baby bottles. I’d like them to be actual objects that exist in the household rather than items that magically appear when needed. A few detailed animations could be available as an option for players who enjoy that level of immersion, but they shouldn’t necessarily be mandatory.
I’m a long-time player of the main competitor, and I have to admit that the “magic pop-in” approach has always bothered me. The same goes for fridge ingredients that seem to exist only as an abstract resource. That’s one of the reasons I eventually stopped playing and started following the development of inZOI with great interest.
For me, it’s less about extreme realism and more about having a world where objects feel tangible and where everyday actions follow a logical, visible process.
I completely agree here! On this aspect - yes, yes, yes and yes again!
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The only thing is, regarding the ingredients in the fridge - we’ve already discussed that too. Right now there’s a pretty convenient balanced system: there are some dishes that are always available (for quite a high cost), as if all the ingredients for them are always in stock. And there are dishes that require you to have ingredients - bought from the store or grown yourself (and they cost less since we’ve already had to grow or buy some products). So if you just want to eat - you can take ready-made dishes or make ones that don’t require ingredients. Like the system with “running out of products” - you cook only what requires having special products that you regularly go to the store for (or grow on your plot yourself).
Very smart implementation, in my opinion. No need to add an option “require ingredient purchase - don’t require”, complicating the interface for all players. Everyone immediately gets a choice of how to play ![]()
P.S. a toggle for products and other options would come in handy for “challenge mode”. Read up on “fate engine”, some mentions of which are on the forum. I hope something like that will be added to the game in the future. Not as mandatory for everyone, but specifically as part of “challenges”. There yes, detailed customization of literally everything in the city and behavior would be very useful ![]()
Yes, exactly! That’s where I was coming from. I’m all for adding a bit of realism, but not to the point where it becomes excessive or turns into a highly restrictive ultra-realistic simulation.
I’d rather see a balanced approach, where objects feel like they actually exist in the world and everyday tasks make sense, without creating unnecessary micromanagement for the player.
So that’s what everyone’s been talking about. Now I understand your concerns. I haven’t seen such topics before, so I didn’t even think about it. In my opinion, purely technically speaking, this won’t make the game too heavy, I don’t think. I doubt that such a quantity of nuances is even possible, and I hope the developers find a middle ground. After all, you don’t always have to listen to players, since we’re not professionals in the gaming industry.