I like that Inzoi features real-life illnesses (colds, allergies). For now, they’re very basic, treated with a single pill, and are more of an annoyance than a gameplay enhancement, but I think the development team will make them more thoughtful in the future. I also suggest adding some other illnesses, including mental ones. It’s realistic, increases awareness, and could be therapeutic for some players experiencing similar issues. Especially since Zois are already making appointments with a therapist and messaging their relatives about it. But other than messaging, it doesn’t seem to impact gameplay in any way. In this suggestion, I’d like to describe the mechanics of depression.
1. Disease trigger
A character can develop the depression condition in the following ways:
- Unfulfilled needs persist for X amount of time.
- Negative moodlets persist for X amount of time.
- Death of a relative or loved one.
- Job loss
- Negative relationship changes (breakup/divorce).
- Random chance of developing the condition.
In each case, there is a certain chance (different for different situations) for the condition to occur or not to occur. The Zoi’s traits/characteristics can also influence the chance of the condition occurring. Karma can also influence the chances of getting depression (and any other disease).
2. Mechanics
a) The condition can be expressed as a permanent apathetic moodlet (as is currently the case with a cold), so the player knows the character is sick. The moodlet description can also contain hints on how to treat the character.
Situational moodlets are also possible as a reaction to a particular action. These moodlets can vary and have a certain chance of appearing. For example, taking a shower or talking to another Zoi has a certain chance of causing either a negative moodlet (worsening the condition) or a positive one (improving the condition). There’s also a chance that there won’t be any moodlet at all.
Example moodlets:
Negative: “I’m so exhausted, I’ve spent my last energy on this,” “I used to enjoy this earlier, but now it’s just annoying.”
Positive: “My favorite activity freed my mind from negative thoughts for a while.” “After taking a shower, I feel like I washed away not just sweat, but also anxiety.”
b) Certain needs are depleted more quickly, for example:
- recognition
- sleep
- energy
c) There is a certain chance that Zoi will refuse to do certain actions (similar to the chance of failure when picking a lock, but success/failure will be influenced not by skills, but by the moodlet and the severity of depression)
c) Depression severity. Affects the severity of need-reducing effects, the chance of failure during actions, and the strength of moodlets. The severity can worsen if the Zoi continues to experience negative moodlets and unfulfilled needs, as well as without proper treatment. Severe depression is more difficult to cure than mild depression, as it is more difficult for the Zoi to meet needs.
d) Zoi receives unique dialogue options about their condition when talking to other Zois.
3. Treatment
The character must make an appointment with a doctor, who will then diagnose the illness and prescribe treatment—conversations with a psychotherapist and/or medication, depending on the severity of the condition. Naturally, the illness isn’t cured overnight; the duration of therapy will also depend on the severity of the depression.
Visits to the therapist can involve a rabbit hole mechanic with chance cards. Once the memory system is added, it will even be possible to link which memories can trigger certain cards.
Keeping needs within a favorable range, positive conversations (support from friends and family), keeping the character in a good mood (positive moodlets), and engaging in favorite activities also contribute to healing. Meanwhile, unfulfilled needs, negative moodlets, negative conversations, and unloved activities have the opposite effect.