This idea of observables is based on the game Life By You game but also some original ideas I had I wanted to get others thoughts and opinions on. It could be named something different of course.
Observable & Memory System
For those who may or may not know about the game that never released was called Life By You by Pardox Tectonic. Had a lot of original ideas that came to the table of life simulation that sadly didn’t make it to being a full fledge game. One being an observable system. Which allowed characters not only remember things around them as far as the world and nature, but people’s behaviors and emotions, gossip, they remember their day, and events that happened around them. They would even remember them happening months later and would be able to bring these topics up in conversation or even think about them. This is what I would like to see introduced into Inzoi. But to also introduce topics discussed with others that can be followed up on with an ai conversation system.
Here are some examples: So if say 3 friends (one active and two NPCs) were having a conversation at Cafe Mar. My active character mentioned they’re having marital troubles for example (suspicion of cheating), both NPCs would remember this conversation and confession, not only that, but one of the NPCs knows my active character’s spouse is cheating on them because they saw said spouse on a date with someone else but didn’t tell their friend. Which is how this would tie into the memory system because it’s been archived as information ‘observed’ but not ‘told’.
One more example would be say two people meet at a club and they’re flirting and enjoying each other’s company. Eventually they become bestfriends, the guy is crushing on the girl and decides to confess his feelings when they hangout at the beach. So he does. Except the girl doesn’t feel the same way after all and he feels embarrassed. They don’t talk for a couple days but then NPC reaches out through text to see if he’s okay after everything. Because one the NPC remembers the event, the confession, and that they haven’t talked to friend in x amount of days. Not sure if this level of ai is possible where they’re aware of time passing and not talking to people but it would add a lot of depth to interactions and keeping relationships going.
Another scenario of how these gameplay mechanics could work is say for instance you’re playing with a family. The parents of a child has been told by them that they are having friendship trouble at school. The parent’s archive this information and console the child. But the next few weeks, the mom or dad could ask the child how things are going with their friend and if things have improved in a conversation later. So the conversations aren’t being made in vain and have some meaning to the world and lives of everyone involved.
Observables character notice:
- any events and life events (births and deaths)
- gifts given
- nature
- behavior of others both indirectly and directly
- behaviors made between character to character
- behaviors made against objects (like peeing in a bush for example)
- Landmarks
- If someone is attractive or not
Conversation System
So taking observables into consideration. This would work in synchronization with the memory system and the observable system. So you’d be able to type in your own conversations within text messages, but you could also see conversations happening in real time between characters. Which you could intervene in (by typing responses or speaking them) or let it be autonomous similar to smart zoi but more intelligent.
The same white text we see over character’s heads now when you ‘ask about their traits’, would be how communications between characters also would be. All characters would remember the conversations had so they could remember things from 3 days ago to 4 years ago because it’d be information archived.
