Interactive Office Careers, Hiring System & Editable Office Buildings

Feature Proposal: Interactive Office Careers, Hiring System & Editable Office Buildings

Overview: I would love to see fully interactive office careers added to inZOI, not just as jobs, but as living social environments where relationships, routines, and drama naturally form. The goal is to simulate adult working life in a realistic way: working as an employee in an office or an option to work from home or hybrid, creating and running a company, hiring staff through job boards, building coworker relationships, experiencing office culture, gossip, and lunch breaks, and designing editable office buildings with downstairs lobbies. This would add a deep, long-term gameplay loop centered on routine, relationships, and career progression.

Interactive Office Careers (Employee Experience): Office-based roles could include administrative assistant, marketing or communications, developer or IT, PR or client relations, and operations or HR. These jobs would take place in physical office buildings rather than rabbit holes. Coworkers would be persistent Zois, with relationships starting as coworker or acquaintance and naturally evolving into work friends, close friends, or rivals over time. Since most adult friendships form at work, this system would reflect real life more accurately.

Pre-Made CEO Zoi (World Anchor): Including at least one pre-made CEO Zoi would help players discover this system organically. This CEO would run a visible office building and actively post jobs on the job board. This would make the city feel alive, teach players how hiring works without tutorials, and create shared lore that players recognize across saves.

Company Creation & Hiring (Founder Experience): Players could create office-based companies, choose an industry type, lease or own office space, and set salaries and roles. In-game job boards would list open positions with role, salary, required skills, work hours, and experience level. Other Zois would autonomously apply if qualified, filtered by skills, education, work history, and personality traits. Hiring would feel strategic and logical rather than random.

Working With Your Employees: Once hired, employees would show up daily, sit at assigned desks, interact with each other, and form friendships, rivalries, and cliques. Relationship states could include loyal employee, resentful employee, ambitious climber, or office favorite. Employees could be promoted, quit, apply elsewhere, or be poached by competitors, creating a living labor ecosystem within the city.

Office Drama & Gossip System: Gossip would occur naturally during idle moments, breaks, and lunch, covering topics like promotions, performance, office romances, and CEO favoritism. Gossip would affect reputation, trust, and relationships, and spreading or confronting gossip would have consequences. Drama would emerge organically rather than through scripted events. I also think an option for whoever the owner is or executive to do shady things to improve. The company would be a great option as well..

Lunch Breaks & Social Routines: Offices would include scheduled lunch periods where Zois could eat alone, eat with coworkers, or skip lunch at the cost of stress. Lunch would accelerate relationship growth more than standard work tasks and increase the likelihood of gossip, bonding, conflict, or romance, reflecting real office culture.

Editable Office Buildings With Lobbies: Office buildings would be editable, with a lobby on the bottom floor and workspaces above. The bottom floor would include a lobby, reception desk, seating area, and elevators or stairs, while upper floors would house workstations, meeting rooms, break rooms, and private offices. The lobby would act as a social connector where employees arrive and leave together, applicants and clients appear, and chance encounters occur.

Office Customization as Gameplay: Design choices would affect employee morale, productivity, gossip frequency, and company reputation. Examples include open-plan versus private offices, break room quality, and lobby design influencing applicant quality and client impressions.

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