[12.12.25] Personality Traits and Characteristics Design

Hi there! In the latest dev video I noticed that the new icons for Outlaw and Troublemaker have been created, and their new colors aren’t random – they match the lost Enneagram types:

Outlaw is gray, corresponding to Type 8 – Challenger (where Authoritarian and Leader share the same color) (or red-orange grey, corresponding to Type 1 – Reformer, where Perfectionist and Innovator?), while Troublemaker is blue‑green, corresponding to Type 7 – Enthusiast (where Adventurer share the same color, and previously there was also Entertainer).

So it turns out the devs keep the precious Enneagram design in mind and might bring it back someday, at least as an option? (Below I’ve added the 18 new + 4 lost + 5 additional traits – how they’d look in the circle design.)

And likewise for the characteristics. We found the pre-early access OCEAN / Truity’s 30-trait test design (English ver.), where the traits Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism were gradually unlocked for different life stages. By adulthood, Zoi could have all 5, whereas a child had only 1-2 suitable, which is very logical.

Childhood: O – Creature of Habits, Adventurer, Stubborn, Emotional, Realistic, Creative; C - Easygoing, Achievement, Lazy, Bold, Contemplative, Energetic
Adolescence: E – Introspective, Outgoing, Shy, Bold, Contemplative, Energetic
Young Adulthood: A – Pretentious, Humble, Cranky, Big-Hearted, Selfish, Altruistic, N - Melancholic, People Person, Sensitive, Modest, Troublemaker, Patient, Short-Tempered.

And now it seems the same characteristics appear to exist, yet the previous progression is absent – why is that? The progressive psychological model used to be quite good.

(Btw, in LBY the characteristics were subdivided into Talents, Attitudes, Lifestyles, Quirks, Background: 2x5=10 assigned traits/attributes)

As I understand it, the mixed model is still only in the early stages of dev, and as Kjun said, “at least it works.” But in a AAA life sim, what are the plans for refining the design of personality traits – not only to satisfy dollhouse players, simmers, or non‑conformists with a permanent Malicious Outlaw, but also those who are into psychology and want to dynamically develop personalities?

(Emotional child → bullying at school → Malicious / Outlaw → prison, redemption → Helper / Volunteer etc.)

Even RPG-style branching paths are unlikely to capture the complexity and dynamic development of personalities…

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A HUGE step forward. This ofc involved some bold moves, which respected mods asked us to tone down a bit despite good suggestions, but I’m grateful for the opportunity to have one of the most sophisticated and unique conversations ever.

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And this accordingly. Before there were many, many posts without any reactions into the void, but now it’s just like a gift :heart:

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I don’t entirely understand this part of Kjun’s post tbh. Is he saying that Zois already remember positive/negative experiences with other Zois, or that this will come when the memory system is added?

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As I see it, he’s talking about the current dev build (jenkins), which already has early memory system iteration. And we’ll just have to wait until March–April.

This isn’t the first time, like when he mentioned the calendar in the mini‑update video, which wasn’t added to the public build with the update. Probably hard to clarify that each time.

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