[12.12.25] First Burglar Event Experience – Major Immersion and Design Problems

When the burglar gets imprisoned, they should reimburse anything they took from your house.
Had a case yesterday where my security system started blazing, called the emergency, cop didnt show after 30min. Burglar was just finishing busting thru my front door. I called emergency again.

By the time to cops showed up, the burglar had stolen a gold ingot worth 3000 mew from my bookshelf, and was going away, By the time the cops got here, the burglar was 3 squares from my property exit and they cuffed her.

I didn’t get my money back
I cheated it back in because that made no sense.

Cops showing up late is at least semi-realistic.
Too bad we cant be masters in Judo or Karate in InZOI. Maybe my family could’ve fought her off

(I tried twice before and I always get knocked unconscious or extorted for even more money as my zoi cowers away).

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I never said I wouldn’t.

I know they’re an AI-first company and I support all of that. AI Build Mode and the works.

All I said was it’s not a feature I want to have and why. It’s an opinion, which I’m allowed to have regardless of what whatever-number-of people feel on Discord, Redditt or Mars, for all I care. I have an opinion that’s mine because I can also think for myself.

When it comes to a Life Sim game, there are a lot of players who are going to expect their own control over storytelling as well. I am definitely not going to be in a microscopic minority of people who want to imagine their own dialogue.

Apologies if my word choices are too strong. I’m not against the development of the feature or improving Smart Zoi (not sure if they’re working on it any more), but I want to have a choice about whether it’s turned on in my gaming sessions. I thought you were all about customizing the players’ experiences because you’re advocating for the return of the City Management.

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This is awful! I read about having a safe and a security camera helping. I guess if you have a safe they can’t steal as much value from your things? I didn’t know they take stuff from the bookshelves and such because mine never finished picking the lock (despite being on the inside of the door! :laughing: ). I thought they might take actual items, but that’s probably because of some other game I played in the past.

(EDIT: Sorry, I realize you mentioned having a security system. I missed that when I first read your post.)

In a new build, I put a safe in the master bedroom because it looks nice near the jewelry box, etc. And I added the security camera but there’s only one model and it’s both large and only has a ceiling model. I’d really like to have a wall-mounted camera.

The police arrived late in my game too, but I assumed it was because of where my family lives in Cahaya (they have the property that’s far back from the street), so the cops had to walk a long way to reach the yard.

But it was only when they reached the property that they acted as if there was an emergency. They ran toward the house then, but realized the burglar was gone. I wish they would’ve talked to the homeowner as well to get a statement.

So I will update my post with a couple suggestions. Thanks!

Isn’t that a separate entry point in the dialogue menu and a separate UI layer?

And when I push problematic issues through hate and toxicity, I’m supporting you in these matters as well, it’s not like I’m the only one who really needs them. So let’s avoid that.

We are requesting the game for everyone, but we know that by definition there can’t be a game for everyone. So what remains is to accept mediation, stand by our own priorities, but also share with others (as long as it isn’t done in a half‑as**d way). If everyone keeps saying they don’t care, then we should be ready for the game to drown in toxicity and end up being for no one.

You might say that in the neighboring thread I’m defending my position so fiercely. But! In this case, it was never stated as a mandatory option. Yet it was announced, like many other things, and therefore it should be delivered, since it has an audience, potentially new audience.

UPD: plus NPCs are so dumb and puppet‑like that they definitely need a layer to at least make them seem a little alive. Otherwise, every new casual who comes in will see this miserable state and quit or refund. It’s insane for a 2025 game to have so many negative reviews just because it feels lifeless, soulless, and dead.

I don’t want to argue about opinions about features, so I want to be as neutral as I can be. I apologize in advance if I fail at it.

Forgive me, I don’t know what you mean by this.

Some things are hard for me to understand, but that’s not your fault. But could you please go into more detail about this? I’d like to understand.

Since what we’re talking about is dialogue/conversations with NPCs, I’m not sure how NPCs in other games like this (Sims; except I only played 4 briefly upon its OG release) ever seemed a little alive. They were always generic, yet I don’t recall people complaining. There might’ve been a lot of suggestions for changes in the years Sims 4 continued, but when I was playing, no one seemed to mind how dialogue/conversations went with NPCs. Overly generic NPCs were always a problem in games beyond the one and only life simulation game we got to toy around with.

Of course, LLMs are a new exciting option on the scene, but at this time, they can’t demonstrate any believable personality and their output is generic. The devs could create a System Prompt that instructs the bot to handle every personality trait a specific way, and have characteristics modify those primary traits so a randomly generated NPC or an existing one can discuss their interests and respond to the player’s zoi.

At first, there might be the appearance of differences, but that would gradually slip away as you play. Just like Smart Zoi. Obviously a lot of people like that feature, so plenty would like generic LLM outputs, and there’s nothing wrong with that. Lots of people love ChatGTP and other chat bots.

One thing I’m concerned about is that any character that isn’t the active character is technically an NPC, so wouldn’t an LLM dialogue system change the game to be a lot more like an RPG? Wouldn’t this feature impact conversations with your own created zois?

I’m concerned how it would be implemented in the game, as in how it would change gameplay, but also how it would function. Would we be running a local LLM, or would everyone need to be connected to use that feature? I know you can’t answer that at all, but it’s something that is a concern. It should be a local LLM, ideally. I run one on my system, but not all players will have systems capable of running one.

Wouldn’t they need to have a separate system for players who cannot access the LLM either by not being able to run it locally, or not able to connect to the internet?

I get where you’re coming from, and that promised features need to be added to the game by its release. (If it’s at all possible? Not sure if that’s your stance or not, and I don’t want to imply that it is.) Was this feature promised or simply demonstrated as something they are working on?

In the Game Identity section of the Length of Day Update thread here, [10.10.25] Length of day update, AI Build, and more AI for communication is absolutely hinted at. I just don’t know if it was or was not a specific promised feature. Do you know?

I completely understand your stance on the USPs and promised features. I noticed another thread where someone said some features might not be able to work out as planned and might not make the final release. I just wanted to also share this quote from the same section of the thread I linked to.

I read it as a statement that some things they try might fail and might not make it into the game, but they won’t give up trying new things. I think that’s a positive message we can all feel slightly better about… maybe? :thinking:

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Really like your reasoning – it’s structured consistently and logically, and it shows a desire to understand better, driven by a sense of concern for the topic as something potentially dangerous or at least mysterious and unexplored, meaning it’s better to know it from the inside, like an enemy. You ask more questions than I myself would’ve formulated, and that makes the discussion much more substantial.

What I find especially valuable is that you don’t just point out the problem (like the puppet‑like or dummy NPCs), but you immediately start exploring ways it could be addressed… from the long‑standing systemic issues with NPCs across games to the someone’s idea of using LLMs as a possible entry point, where there seems to be a desire for change, but it’s unlikely to happen properly with this feature. Ofc, we understand that this is a language model like ChatGPT and other successors of OpenAI, which in fact exert a direct influence on all industries, and together with the good they did, they also brought much harm.

I’m sure that in inZOI this would be a strictly optional feature, since it can’t be deployed locally as easily as a simple sLM using RTX tensor cores, and therefore it’s quite possible that it would require a stable internet connection and server access.

Because it’s a separate dialogue window UI, it should also be triggered separately, even though in the Gamescom demo they showed a very early demo version where the UI was rather rough.

As for realism, I also think this is one of those “secret” developments that they’ll tell us about later. To stay on good terms with fellow forum members, I’d simply suggest keeping an eye on it with equal parts excitement and skepticism, since all of this is mainly about building the image of an innovative company (I know, I know, less for the players, and more for the investors.)

But if we take the statement Let inZOI be inZOI as a whole, it’s basically the anti‑Sims. Except for the intentions of some members to push Sims into inZOI, the devs seem to have taken the “Sims‑clone” label very much to heart, and now they’re almost overcompensating, doing everything kinda the same, but in reverse. And I couldn’t be happier about that. Mostly not about features, about non-Sims.

As long as inZOI stays unique, I’ll continue to support it. The moment it hesitates and slips into copying the Sims, that’s another warning. And it will go on like this until they learn to follow their own vision.

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Thank you. I am trying to understand these things for sure.

When I read the document shared in the latest brainstorming message, something about the police career gave me the idea that this LLM dialogue idea could be for specific situations and/or characters. It could be used in investigations and interrogations.

I have no idea what gave me that idea, but something gave me the idea that there could be specific situations where it would add to the gameplay (certain highly-involved interactive careers, for example).

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Yes, that would be interesting, though it’d be good to combine it with a scripted model, so that the existing difference doesn’t fundamentally change the logic, meaning this mechanic should still be engaging without an LLM, and the LLM shouldn’t go so far as to drive the scripted logic into a dead end.

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Yeah. It could be fun in a limited way. I’m not sure if this could be handled by an SLM, but it would be great if it could.

I was imagining a scenario where your zoi is a police officer and responds to a dispatch regarding a crime committed at a specific location. The witness who reported it is waiting at the scene and your zoi can question the witness. You select the conversation option “Question witness,” and text will appear above the witness’s head (like the text that appears when you have Smart Zoi off and they think “What’s that smell?” for example).

The witness could give a short enough response that it’s not annoying to read. The witness would describe the criminal and what they did, but it wouldn’t always be the same, even for the same crime.

One witness might say, “I saw a blond-haired teen with a blue shirt damaging the vending machine. It might’ve been a boy.”

The next time your zoi gets called to this kind of crime, the witness says, “A dark haired woman was kicking the vending machine and ran away. That’s all I remember.”

After catching the vandal, your zoi could interrogate and the criminal would provide different dialogue responses than what you would get every single time, even from the same criminal. The interrogation could be a lot more fun because the emotions of the criminal could influence their responses. The same criminal could be thrilled one time they’re being interrogated, so they give sarcastic answers. Perhaps another time, the same criminal feels lethargic and says, “Whatever… we both know I did it. Let’s just get this over with.”

Would that kind of thing even be possible? That’s one way I can imagine AI dialogue being pretty cool in specific situations the AI is trained to handle.