MMO -COOP - SIngle Player

I commented on an MMO post and would like to know if there are more people like me who, even though we don’t know how to approach them, would like to have the possibility of playing solo, in coop, and even on an MMO map. What do you prefer? 1, 2, or 3?

What would you like?
  • MMO
  • COOP
  • SOLO
  • All 3 options are valid
0 voters

I would also like to have the option of an MMO. I played WoW for years myself, and in principle, something like that in inZOI would interest me.

At the moment, however, the game is not stable enough for that in my opinion, and there is also too little content to be able to play it as an MMO. First of all, Canvas Town should actually be released and run stably. After that, we can think about an MMO option.

That’s my opinion on it.

I’ll be honest, I don’t mind if people want it to be like an MMO (as long as single player is an option).

Aside from the stability, the question I ask myself is, what content are we supposed to do together? Aside from maybe being able to build together, drive and have the Zois talk to each other? For it to be worth it, a lot of content must be added. Because if we can just walk through town together, I imagine that it will get dull really fast and won’t attract much audience on the long run

Actually, I think the content isn’t much more different from what already exists. There are many basic games that you can simply play with another person. I don’t know if as an MMO they could implement roles and classes for the zois in some distant future, or if it could be done in cooperative mode, but I do know it would be fun to be able to share your home or your neighborhood with some friends and even strangers.

Sometimes I think that when some of us dream about a social simulation MMO, many people want us to already have the system and development figured out. If that were the case, we’d only need the economy to be able to develop and launch it :grin: . It’s clear that to introduce an MMO or COOP system, specific development would be needed, and that’s where we can only think and dream, but we don’t know the programming to follow. It is true that there are many MMOs or COOPs where you can share many things from the game, and if they can do it, why couldn’t it be done in a social simulator? The technical part is better left to the development team, and I would greatly appreciate people who aren’t interested in this idea to not see it as a threat but as a branch of the game system. It doesn’t have to be one or the other; perhaps it’s possible to do both systems, which will also be discovered during development. :grinning_face_with_smiling_eyes:

I think we might mean slightly different things with ‘more content’ :four_leaf_clover: I don’t mean that multiplayer needs a completely separate MMO. I mean that existing life-sim content needs enough actual cooperative interactions to make playing together meaningful. For example running a business together, cooking together, shared activities, proper group travel, parties, hobbies etc. Otherwise we could technically be in the same world but mostly play two separate single-player games next to each other xD. Which can be fun for a bit, but gets dull quickly.

I am also not entirely sure what you mean by roles and classes? Because this gives me mmorpg vibes like Final Fantasy 14. Or maybe I misunderstand?

That’s exactly what I mean. I’m talking about a cooperative game or an open world. That game may or may not contain ideas already developed in other games, but that’s not the main point. I’m not saying the game has to have the Lineage2 base, the number of participants from Dune, or that it has to be an RPG like WOW. I think that sometimes when one of us mentions an open world or cooperative gameplay, people automatically want us to show a basic design of how the game should be and what it should be based on. That’s not the case here.

Creating a social simulator where players can interact with each other isn’t a novelty. As I said, there are basic games that already have such systems. It would simply be great to be able to enter a world where, in addition to NPCs, there were also real players. Either because it’s a meeting point where each person with their own playthrough can travel (like a marketplace), or because you can play your game with another person developing what you do together, or because you have your own playthrough and a friend or two or three can visit you and move around your world. That’s not an already developed idea.

Social is the idea itself, open world is the idea itself too, but not the specific development. If you ask me how I’d like it to be, I’d say like Ready Player One, but obviously that’s not going to happen.

So yes, for each player and their own understanding of what fun is, it may or may not be boring, but I don’t think ideas should have a constant comparative limit.

I could play in a city where I develop my own playthrough without connecting with anyone, and I could play in a city where my neighbor is a real person. I have no problem with either one. And I’m also very drawn to the idea of these being optional things. That if you want to play your playthrough solo you can do it, if you want 3 friends to have houses in your city you can do it, and if you want to have a house in a shared city you can do it. Now if you ask me about the development and details of each system, then we’d have to sit down and evaluate what tools we have and how far we could start a project of that magnitude, and that’s not the topic here.

I don’t think people will get bored with an open world or a cooperative mode, I simply think that if a company ever decides to release it, it would be great, and if it’s Inzoi, even better.

I think we might actually be having two slightly different conversations xD I’m not asking for a complete design or technical explanation of how multiplayer should work. I completely understand the idea of simply having friends visit your world or real players living as neighbors, and I like that too.

What I mean by “more content” is what we can meaningfully do together once we are there. Things like running a business together, cooking together, shared hobbies, proper group travel, parties, building together etc. Otherwise we could technically live in the same world while mostly playing two separate single-player games next to each other.

So I’m not asking “how would you develop multiplayer?” I’m asking what existing/future life-sim gameplay could make multiplayer actually feel cooperative. And I don’t think it counts as us writing out technicalities when we think about ideas that could fit into multiplayer​:four_leaf_clover:.

I also didn’t say that inZOI should be like a certain game. I was just asking what you meant by “classes/roles”, when you mentioned those, since that sounds mmorpg-like.

I think part of the conversation gets a little lost in translation too, so to make a long story short:

InZOI CAN work as an MMO, they just need to build some content to make players want to engage in it. That’s all I meant.

XDD yeah, I think there’s been a misunderstanding in communication :). Well, personally, when I think sometimes about the direction it could take, I wonder if I’d like to only play in the same city as a friend or someone else, managing my home independently and only sharing the external part, which is kind of like what you said about sharing events or situations of the day if you’re running a business and a real customer comes in etc, or if I’d like my friend to be part of my family unit. When I think about this second option, I definitely get a thousand doubts. How could it be done, would it be viable? is there a way? I think a bit like in some well-known game where some kind of event like a marriage gave you certain status and skill with the person you’re contracting it with. Maybe naming a family head or a character manager there, so that person allows the player who’s entered the family to be able to control another zoi like the son for example, or if you want to focus it only on the invited zoi being able to use only their character. The truth is that I often ask myself many things and many methods and compare with other open world games wondering if any of those systems would work for this game. On the other hand, the line between co-op and open world I think I’d define it in what the world means. My world, my rules, and whoever enters my city would live under the stats I’ve set on my server.

When I said roles, I meant hierarchy in the game. Like who has a leader role, a sub-leader role, etc. Making decisions about your family. You and I could decide to form a family and if you’re the family head, well, you’d grant permissions so I can manage the needs of other zois living in the same house, like sons, brothers, etc. Maybe if we play with other friends, you could give control of the son or younger brother to that other friend, I don’t know, there are so many ideas. Regarding what’s currently implemented, as I’ve said in some other post, the game is still developing its base so I don’t think it would be possible to make an MMO-COOP beyond what would be sharing a city, visiting someone’s house or getting together to eat and take a walk. But I think in the future it would definitely be possible to include more things that make it more dynamic and of course always respect single player, which is the original method :slight_smile:

Thank you a lot for clarifying it. Now I think we’re actually on the same track in understanding​:four_leaf_clover:.

All in all, the multiplayer mode can get something really unique and interesting if executed right. I wonder if the team plans to have the multiplayer mode once it releases as 1.0 or if it will be implemented later. I think I personally prefer it later, so they can really polish everything and then focus on multiplayer and the content that can come with it​:four_leaf_clover:

Yes, I think the same way you do, that there will still be time and maybe it will be treated as an extra project or something, that the best thing now is for them to be focused on improving early access so it can go well, which is what we all hope for :slight_smile: