Honest question: Does this game plan to differentiate from The Sims in any major way?

I’ve found Truity’s 30-Trait Personality Test the very first model was based on
Openness
• Imagination
• Artistic Interests
• Emotionality
• Adventurousness
• Intellect
• Liberalism
Conscientiousness
• Self-Efficacy
• Orderliness
• Dutifulness
• Achievement-Striving
• Self-Discipline
• Cautiousness
Extraversion
• Friendliness
• Gregariousness (Neighborliness)
• Assertiveness
• Activity Level
• Excitement-Seeking
• Cheerfulness
Agreeableness
• Trust
• Morality
• Altruism
• Cooperation
• Modesty
• Sympathy
Neuroticism
• Anxiety
• Anger
• Depression
• Self-Consciousness
• Immoderation
• Vulnerability

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the lack of any reply or commitment to the open world has me worried still. they have been radio silent about it since announcing consoles. i fear they know exactly what they want to do - put inzoi on 6 year old console hardware, and they arent going to mention it further until its ready to drop with a major update thats to come

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I sincerely hope not. This is the last thing they should be doing, and would back-pedal too far from their original USP.

I would hope they would listen more to their current early access supporters, and concern themselves less with potential future buyers who occupy a different niche in the market, if you understand me.

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i’m trying to remain positive and especially not post to much negativity. the open world is very important to me and i don’t want to see it hindered. by the time inzoi officially launches, todays high-end hardware will be tomorrows medium-end, and over games lifespan will continue to become more accessible. if they have to consider console hardware it should be aiming toward the next gen ones, not current gen.

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I understand where you’re coming from. However, The Sims is the blueprint for almost every life sim game. There are differences but I guess upon getting new features it could make a difference. Is it anything in particular that you would’ve like to see? I’m not a dev or anything but you know us being players of the game talking about things to better the game. Can be a plus. I’m looking forward to more features. I can’t see it as The Sims because it’s not. I do see it as a life sim game

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An excellent example of what it means to be completely unlike Sims 3-4, yet structurally very clear.





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I have played the sims since the 90’s and i can say, the sims had years to make their game perfect and detailed. Honestly, i think inzoi has a great potential to be a very good game. It is still new to this sub genre but It has limiltess customization and i think in a long run they can add more things that will make this game more interesting. I can’t deny that this game still need a lot of work but i can’t wait to see its end product.

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@Starwing for you, needs a fairly critical look. Which personality types from the previous model did you use, and what couldn’t be recreated this time? I’m trying to reassemble them back into the Enneagram, but we need to add the relaxed sides of the traits (9 more).

  1. Type 2 Helper – bring back Volunteer (2w1 Volunteer, 2w3 Charmer)
  2. Type 6 Loyalist – bring back Collaborator (6w5 Sentinel, Aurhoritarian, 6w7 Collaborator)
  3. Type 7 Enthusiast – bring back Entertainer (7w6 Entertainer, Adventurer, 7w8 Troublemaker)
  4. Type 9 Peacemaker – bring back Dreamer/Mediator or move Idealist (9w8 Recluse, Mediator, 9w1 Pacifist)

Link: Discord

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For the moment, this list I made may help in recreating old personalities. E.g. for a Collaborator, you could try using ‘Pacifist’ along with the Extroverted/Cheerful traits or perhaps Emotionally Needy.

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Thanks. I’m going to wait for the December build. Right now there’s a request to restore the Enneagram (the actual circle design.) Collaborator is ok, but then Troublemaker should be lowered to Entertainer, and Entertainer needs to be exaggerated through Malicious or something else.

The circle makes types/wings clear (left wing to the previous type, right wing to the next type), and the fact that it was split into a line is a design disaster.

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I think your idea of splitting up the types this way is a good one, but the fact that they replaced some of the old types rather than adding new ones makes me concerned that they think the latter is too much effort (or too confusing for players). I guess we’ll see what happens in December - they might come up with something completely different.

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I think the first “copied” Enneagram from textbooks just wasn’t adapted for brighter gameplay scenarios, mostly they added one inclination/intention, and the rest was period of emotional influence and speed of need decay. But now they’ve moved toward explicit manifestations, which made it possible to create vivid type representatives.

The circle is just interesting and much simpler than even the temperaments they created.

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I cannot remake Collaborator with any existing temperaments and traits combinations. It’s sad because in my favourite family, the mother was a collaborator (and one child inherited it as well), and she was the rock of the family. She was the perfect partner for my Dreamer husband character. I’ve experimented with other temperaments and traits for the mother but none are quite right.

The Entertainer is very difficult to re-create as well. The best I could do was go with Visionary with Lively and Extroverted traits. I haven’t had a chance to play The Entertainer character that I re-created last night.

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Hmm… can we somehow ask Kjun for this? Should we mark it in Discord now or starting next Friday? Or he’ll reply today, and then. I read your messages and added these personality types to the circle as best I could in 2-3 hours of research… but it’s not a cure-all.

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They could kinda balance it to three “temperaments” per type, like:
Type 2: Volunteer, Charmer, and Supporter (Companion, Listener, Uplifter)

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I think Friday is the best time to post about this.

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I love this idea. They could make more “naughty” temperaments than the current Outlaw and Troublemaker.

I adore your idea of a temperament changing based on life events.

Every baby is born with a temperament. My newest is an Outlaw. :joy: The Outlaw is strong-willed, along with Leader and Authoritarian. I understand you marked Authoritarian as a negative/stressed type, but the Authoritarian I play in one game with a large cast I’m re-creating is not “bad” in any way. She could get angry easily and loved influencing community affairs, but she was an absolute sweetheart to anyone she developed a relationship with. (A lot of my game with her in it was “unscripted” where characters were autonomous much of the time.)

I love the idea that a little baby could be born with an Outlaw temperament, but based on influences of their infancy and toddler ages could cause them to switch to Leader or Authoritarian. Personalities solidify more in childhood, so I don’t know if it should change after that, but it would make the parenting gameplay more important because you can tend to their basic needs and “shape” them some by the parenting/caregiving they receive in those two stages. I would like it if traits could be chosen when the toddler becomes a child. Then we can pair them with the settled temperament, according to how we want to play that zoi.

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:this: :psycat_upset:

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No, no, look. The red isn’t negative, it marks the traits absorbed by the opposite pole in an “overheated”/stressed state. So your Type 9 Pacifist thinks: “I’ll adapt” (Agreeable by Big Five), now draw a line to Type 6 Authoritarian and you get “You’ll adapt” (Directive).

And if you reverse it: draw a Growth or Heartline from Authoritarian to Type 1 — you’ll land back at Pacifist.

But your stressed Authoritarian will start absorbing traits from something even more complex — Go-Getter, and ideally from Impressive Achiever, Put-Together (which isn’t present here yet).

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