[09.18.26] On to Another Update

Hello everyone, and happy Friday.
Autumn has already arrived here in Korea. The weather is becoming cooler, and the skies are beginning to feel higher and clearer. Today, I’m writing once again to share some materials prepared by the inZOI development team.

Recently, the areas the inZOI development team has been focusing on the most are autonomy and conversations. As I mentioned before, we are working to make Zois behave in more natural and human-like ways. Personally, one of my biggest regrets from the September update was that we were unable to include the autonomy editing features we had been working on. As I previously explained through our posts and materials, when Zois enter a business, we want customers to have their own places while employees use chairs and tools intended specifically for staff.

We are improving the conversation system in the same direction. Conversations are also an important part of Zoi autonomy, but until now, the system has not sufficiently considered the relationship between the Zois or their emotional states. As a result, conversations that felt somewhat awkward or inappropriate for the situation could sometimes be selected. There was, of course, a reason the system was designed this way. Creating conversations that account for every relationship, emotion, and situation requires a very large amount of dialogue content. Because of this, many of our conversations have been presented in a relatively abstract way. However, we found that this approach alone still made it difficult for conversations to feel truly natural.

For the October mini update, we are improving the system so that it can select more appropriate conversations by considering factors such as the relationship between the Zois, the emotional state of both Zois, and their current situation. However, as we developed this further, we encountered another issue: the more strictly the system selects conversations appropriate to each situation, the smaller the pool of suitable dialogue becomes, causing the same conversations to repeat more frequently. To address this, we are currently increasing both the variety and overall amount of conversation content.

I believe autonomy is one of the core systems that makes Zois feel like living beings. Through these improvements, we hope Zois will better understand their surroundings and circumstances, naturally continue actions that fit their purpose, and ultimately allow you to live alongside Zois who feel more like real people. The inZOI development team will continue working to improve the quality of autonomy.

I hope you enjoy the materials prepared by the development team today, and I wish you all a wonderful weekend.
-Kjun


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hi,I have been played Inzoi non stop for a week! You truely made an amazing game which I will play for a lifetime! Hope you guys focus on the single play. And I will wait for the celebrity system~~ Waiting for the game to launch and I will buy all the DLCs coming along~

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Please can we have the ability when zois get married to have the option to change surnames , Them and any family they have

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Hello Kjun and team. As always, thanks for the update​:four_leaf_clover:

I watched the video now and I have to admit… I have very mixed feelings about this.

Some of these changes are exactly the kind of things I want to see. Zois avoiding each other instead of awkwardly clipping into one another, employees actually getting ordered food/drinks, hunger influencing whether a Zoi chooses a full meal or something small, relationship options in CAZ, lighter exercise not immediately requiring a full workout outfit… yes please. Those are nice little details that can make the simulation feel more believable.

But then there are other things where I genuinely have to ask about priorities again.

We are currently talking about improving autonomy because Zois still don’t understand context, relationships and situations well enough. After 0.10, quite a few of us have actually experienced autonomy becoming worse in areas such as childcare, businesses, personality-driven behavior and social interactions.

And at the same time the video is showing things like:

  • washing dishes that are already clean
  • generic “small talk” on the phone that fills the social need without apparently involving an actual Zoi
  • basketball with a timing mechanic
  • first-person surfing and diving
  • driving-pose modding

Some of these can absolutely be cute additions eventually, but I’m honestly struggling to understand why they are being worked on now, while so many basic simulation systems still need polish.

The phone interaction especially confuses me a little. If my Zoi is lonely, I would much rather have them autonomously call a friend, family member, partner or acquaintance and actually strengthen an existing relationship. Having them talk to… someone somewhere in the void xD just to increase the social bar feels more gamey to me, not more realistic.

And washing an already completely clean dish because “some people do that in real life” is certainly detailed, but meanwhile we still have situations where parents ignore crying toddlers, employees barely do their jobs and businesses in general being broken, Zois repeatedly choose the same activities regardless of personality, and conversations can apparently fail to consider relationships and context properly (yes, there is this very peculiar bug that even sometimes ignores family ties…).

That contrast is what bothers me.

I’m not saying “stop adding anything new until every single bug is gone.” That obviously isn’t realistic, and different developers work on different things. But after “Fundamentals First,” and especially after 0.10 introduced several new regressions while older bugs still remain, I really hoped the next development focus would be much more heavily centered on making the existing life simulation reliable and coherent.

I would honestly take:

parents reliably caring for their children, employees actually working, personalities visibly affecting autonomy, relationship-appropriate interactions, sensible priorities and businesses functioning properly

over first-person surfing or the ability to wash an already clean plate again.

The good autonomy changes shown here make me hopeful, because that is exactly where I want inZOI to improve. I just really hope those fundamentals are actually treated as the priority this time instead of being developed alongside another huge pile of new side-features again. :four_leaf_clover:

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This would be nice, instead of having to use the name cheat, I agree

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Thank you for the update~:custom_heart:

The thing that captured my complete attention was the family tree update! ohh I’m s excited for the family tree improvement! the relationship part is a fantastic addition defensibly needed!!:psycat_blush: :psycat_sad:

The game now is beyond fun! I can’t wait for the game future it will be even better :custom_heart:

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Hello, Kjun. I have an idea for you regarding CAZ. It’s as follows: when adding new accessories created with a 3D printer, the installed ones reset every time and have to be put back on. This is very inconvenient. Below is an example.

In this image, the character is wearing a corset and boots made with the in-game 3D printer.
And here is a cape.

In the last image, all the objects I mentioned have reset.
I hope you will pay attention to this issue and fix it.

Sincerely, Maksim.

To be honest, the only thing from what was shown that turned out to be interesting for me personally is the ability to customize relationships in a newly created family. Now that’s truly important and valuable! :+1:

Maybe also — underwater swimming with a first-person view. Actual swimming, if it’s done well, not surfing. It’s just not entirely clear from the video — will we be able to see from Zoe’s eyes underwater only if we fall off the surfboard, or will this mode be available when diving with a mask and scuba gear too? I’d certainly like it to be the latter.

Basketball? Nice, sure, it’ll be useful for storytelling, but mechanically I don’t see major differences from playing darts. Now if it were a real team game with other Zoes… But I’m asking for too much, I understand.

Otherwise, of course, we’re really waiting not for all this, but for fixing numerous bugs and implementing all those wishes that the community has been actively requesting for over a year now, yet hasn’t even gotten hints about whether their requests are being taken into consideration or not.

We can ask for plenty of small things right now. But truly important things were voiced a long time ago. And now we’re simply waiting for them to be implemented.

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I’m glad you guys are working on the new conversation interactive system. It would be helpful if interactions like friendliness and romance are differentiated better because outside the categories whenever I try to do a friendly dialogue it ends up being romantic.

I also love seeing the new updates for surfing and basketball gameplay. I’m hoping someday after school club activities can eventually develop into grand sports events (maybe once a week) such as school basketball games. It would also help expand the cheerleading gameplay as well by including them in basketball or football games to cheer on their school‘s team.

But I would also like to see risks and chances of losing sports games. Also cheerleaders having chances of messing up their cheer choreography. It could be due to not always attending cheer practice or having a low skill.

Overall, I enjoyed seeing all the improvements in today’s video :star_struck:

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I also agree with the point about phone interactions. For a game that aims to be realistic, calling someone out of the blue just to fill the social bar isn’t exactly realistic. It could instead be a new type of wish, such as wanting to call a specific person from their contacts, and actually strengthen that existing relationship. That would feel much more natural than having them call someone “out of the void” just to increase their social need.

Being able to see the relationships between household members and adjust their relationship levels before entering the game is a really good addition to character creation! It will be very useful for setting up a household and defining the relationships between the characters beforehand.

However, I still don’t understand why we can’t create more types of family relationships. Why can’t we have cousins, aunts, uncles, stepfathers, stepmothers, and other extended family members? It would be great to have more detailed family ties, especially for creating larger and more realistic families. I really hope this is something you can consider adding in the future!

I also hope that bug fixing remains a priority, as there are still quite a lot of bugs, and sometimes bugs can remain unresolved for many months. I also hope the issue with Zois’ wishes will be taken into account, especially wishes disappearing on their own and the fact that there seem to be fewer wishes available than before.

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I noticed while playing that there seems to be no system for attraction. Zoi don’t appear to have any physical or characteristic likes or dislikes towards other Zoi. When Zoi meet, it seems to be completely random whether they snap at each other or are friendly.

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I also agree about 2 points brought up . Why oh why wash clean plates ? Only time i have ever seen that done in all my years is when doing spring cleaning and cleaning out a cupboard completely and washing everything some of which has been in the back of it a long time , Second why random phone calls to no one , they already spend forever on the phone while sat on the toilet , At least if you are going to use it let them call a friend or acquaintance to build up friendship as well

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why would you wash already clean dishes or call no one on the phone? activities shouldn’t waste time like that.

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I can only imagine how challenging this milestone is from a system design and multithreading context. Thank you for working on this really cool feature. Things that are hard and valuable require several iterations and I’m expecting each one to show surprises. Leonardo di Vinci said art is never done, just abandoned. The game is fun and in the end I’m sure everyone is learning a lot.

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hi, can you please let us save zois with their complete outfits?? i have autism and this issue prevents me from playing the game because i cant finish my zoi because the moment i upload it to canvas, its destroyed because the outfits in all categories except the every day outfit are voided. i only start playing once my characters are completely done so i can re-use them in the future without having to adjust anything and this isnt possible in inzoi so..

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I agree. When I want friendly interaction, zoi often turns into cooperative interaction. I hope to clarify the option content of three major relationship types: Friendship/Romance/Cooperation.

For example, when I select an option in the ‘Friendship’ category, it should increase/decrease friendship. At this time, you can additionally attach emotions from other categories, but there must always be a change in friendship :distorted_face: Especially in translations across countries, people cannot clearly define the effects of these buttons. If one category mixes too many other categories, it becomes very confusing.

A supplementary thought: Currently in the game, to increase friendship and increase romance, you can level up quickly just by continuous dialogue. Actually, I think if you want to improve a game’s playability and longevity, you could disable these buttons once players have clicked friendship or romance type content N times per day (whether this count is per individual or for everyone needs further consideration). This forces players to interact with others the next day to avoid raising emotions too quickly. Emotions at the highest level that take three to five days to obtain would make players treasure them more, and feel the sense of “through persistent effort → received emotional feedback”.

Alternatively, through donuts, increase the daily interaction count for friendship/romance. :distorted_face:

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Yes, I feel like these are basic features that must be prioritized and developed first. Interactions between people need to have depth and complexity — that’s a really important aspect of life simulation. Sometimes I feel like the development team is a bit lost, wondering why they haven’t prioritized these things higher :laughing:

Hi Kjun,

Thank you and the team for continuously improving the game and regularly communicating with us.

As many have said in this thread, the community feels that the priority should be fixing long standing existing bugs, improving autonomy, child care, businesses, relationships, conversations and such.

Basketballs, driving, diving etc can sound fun, but are not something that we feel should have a priority at this point of time.

Thank you.

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