What if there were an AI NPC you could ask questions about your Zois?
You could ask things like:
- “Does this Zoi seem interested in marriage?”
- “What kind of relationship would these two Zois have?”
- “Who does my Zoi seem to like more?”
- “What kind of job would suit this Zoi?”
- “What might happen if I choose this person instead of that one?”
The NPC would look at things like personality, relationships, preferences, recent experiences, and current circumstances, then give the player their own interpretation.
Purrsona, Psycat’s junior assistant
The NPC could be Purrsona, a cat who occasionally roams around the world of inZOI.
Lore-wise, Purrsona could be Psycat’s junior assistant at the AR Company.
Since Purrsona is still a junior assistant, their analysis does not necessarily represent what a Zoi is truly thinking. They are simply observing the available information and making an educated guess.
This means Zois always have chance of acting differently from Purrsona’s interpretation.
Purrsona can occasionally be wrong without it feeling strange.
“I’m still new at this job, meow…”
The important part: Purrsona does not reveal a Zoi’s true feelings
I think this distinction is important.
For example:
Hailey(Player Zoi) — Neat Freak, Devoted
Jason(NPC Zoi 1) — Slacker, Wandering Heart
David(NPC Zoi 2) — Workaholic, Cheerful
If we ask a Zoi directly:
“Do you want to marry Jason?”
and the Zoi clearly says:
“No.”
then choosing Jason anyway may feel strangely uncomfortable, because the game has explicitly told us what the Zoi wants.
But Purrsona is only an outside observer.
Instead of saying:
“Hailey wants to marry David.”
Purrsona might say:
“Life with Jason could have more unpredictable and dramatic episodes. Hailey seems to take relationships very seriously, while Jason may have a harder time settling down.”
“Life with David might be calmer and more stable, although his tendency to focus heavily on work could sometimes create distance between them.”
Neither choice is presented as better.
One relationship might create more drama and unexpected events, while another might create a more peaceful and stable life.
The player chooses which kind of story sounds more interesting.
An option to hide exact traits
Some players may also prefer not to know another Zoi’s exact traits.
In that case, Purrsona could use those traits internally without directly revealing their names.
Instead of saying:
“Jason has the Wandering Heart trait.”
Purrsona could say:
“Jason seems to enjoy meeting new people and may not be the type to settle down easily. Since Hailey seems to take relationships very seriously, their expectations about romance might clash.”
This would let Purrsona give useful advice without turning into a system information screen or spoiling the fun of gradually learning another Zoi’s personality.
Why I thought of this
inZOI already has many parameters that can matter when thinking about relationships between characters: traits, preferences, relationships, current emotions, past experiences, and potentially many other factors.
As these systems become more complex, it can also become difficult for the player to mentally combine all of that information.
You might find yourself thinking:
“This Zoi has this personality, that Zoi behaves like this, their relationship is like that, they recently had this experience… so what would actually happen if I put them together?”
Purrsona could help with that mental calculation.
Rather than simply displaying more numbers or parameters, AI could translate those systems into an easy-to-understand interpretation of what kind of story or situation might emerge.
There is also another reason I thought of this.
Sometimes players also want to hand part of a decision over to someone else.
You might have two possible partners, careers, or story directions and simply think:
“I honestly don’t know which one I want for my Zoi. What do you think?”
One way to create more unexpected situations would be to make Zois increasingly autonomous and let background AI constantly make these kinds of decisions.
But I imagine that could become computationally expensive if many Zois are constantly evaluating relationships, preferences, and possible decisions.
There is also a gameplay trade-off.
If Zoi autonomy becomes too strong, players may feel like they are losing control over their own stories.
But if autonomy is too limited, events can become predictable or repetitive.
So I thought an in-game AI advisor could be an interesting middle ground.
Instead of AI constantly making decisions in the background, the player could ask for advice only when they actually want it.
Purrsona would interpret the current situation, explain what kinds of outcomes or stories seem likely, and leave the final choice entirely to the player.
Technic-wise, since this npc will require quite heavy computing as well, we could make a system where we can ask this cat only once in a game day and receive the answer the next day
or we could visit a entirely separate, blank space secluded from Zoi world (to reduce computing) when asking questions.
It’s my first time writing here, so I’m a lot nervous, I’m sorry if there’s a similar topic already, but I’m open to suggestions and discussions!