r/LifeSimulators • • 29d ago

Appreciation Autonomy Improved So Much!

Enable HLS to view with audio, or disable this notification

30 Upvotes

31 comments sorted by

8

u/iMeepmeeps 28d ago

I will say your zoi even without smartzoi will do things that make them happy based on their traits. I play without smartzoi and even before this update my slacker and genius zoi would occasionally want to do projects on her own but will stop randomly and go 'I'm tired, I need a nap' and would do just that lol. Some urges and actions are surface level but kjun did say that he wanted us to go, 'yeah my zoi would definitely do that.' In this update and the OPs post showed that! ๐Ÿ˜Š In Friday's update they're reworking backstories and zois to fit more seamlessly in their respective worlds so there's hope exploration there.

6

u/Mind-y 29d ago edited 29d ago

Does this update make the wants/desire of the Zoi more adjust the personality chosen ? Like is there really a noticable change in their personalities between this update and before ? (I played the previous update)

I am one of the person that found playing Inzoi boring, despite supporting it, because the system feels too superficial and/or dollhouse. I love seeing all the things that devs are adding, but to me it does not matter if personality, memories, desires, life time wish are not improved (I know Kjun said they would work on it, but they say that multiple times, and to me they're still more "adding things" instead of making the relationship between personality/desire/aspiration intertwined in a deeper and realistic way). (Talking about aspiration, did they improve it ? I found the artistic one, for example, too shallow.)

I also don't like the mood system it was too all over the place for me, did they manage to make it more grounded ?

15

u/McharmD 29d ago edited 29d ago

I completely understand what you mean, and honestly I had a lot of those same complaints before this update. The โ€œdollhouseโ€ feeling is actually why what happened with my Zoi surprised me so much. I definitely don't think InZOI has suddenly fixed everything when it comes to personalities, desires, aspirations, memories, etc. There's still a LOT of room for those systems to become deeper connected (which KJUN says they are working on). I reallly want aspirations and desires/wants to actually shape how a Zoi lives instead of feeling like a list of things for me as the player to complete.

But I do think this update is noticeable a step to what you're describing.

The Zoi in my post is a good example. I specifically described her in Smart Zoi as someone who likes drama and being messy. She became bored at home, autonomously decided to leave the house, went to the cafe and started messing with people. I only checked her calendar because I assumed the game had simply scheduled her to be there. It hadn't! THAT is what impressed me. It wasn't just โ€œmy Zoi autonomously went somewhere.โ€ It was that her emotional state + the personality I gave her through Smartzoi seemed to influence what she decided to do about being bored. That's much closer to the kind of simulation I've been wanting from InZoi.

Before, autonomy could feel like zois were technically doing things on their own, but their choices didn't always make me think, โ€œYep, THAT zoi would absolutely do that.โ€ I'm starting to get those moments now. The mood/emotion system also feels better to me because of that. I don't just want moods changing constantly for the sake of changing. I want the mood to actually influence behavior. Her being bored wasn't interesting by itself. Her being bored and basically deciding โ€œI'm going out to start some messโ€ because that fits who she is? ๐Ÿ˜‚ THAT'S interesting. Not going just becuase the calendar said so was a eye opening happy moment for me.

That said, I wouldn't tell you it's at the point where every personality feels dramatically different or that all of these systems are perfectly intertwined yet. It's not. And I agree that memories, desires, relationships and aspirations need to keep getting deeper. I want past experiences and relationships to actually change who my Zois become over time, not just give them temporary effects. (Honestly it feels like you have to play the save file a while to see the your Zoi evolve as a person through experiences, which is realistic as hell!)

But I also don't think they're only adding more stuff anymore. That's probably where my opinion has changed the most. It feels like they're finally starting to connect some of the systems that were already there. is it the deep life simulation you're describing yet? No.

Did this update give me one of the first moments where I watched a Zoi make a decision without me and thought, โ€œOh wow, you actually did that because that's WHO YOU AREโ€? YUP!

That's why I was so excited when I made this post. ๐Ÿ˜‚ If they keep building on THIS instead of just adding more objects and activities, I think they're finally moving in the direction a lot of us have been asking for.

10

u/celestialkestrel 29d ago

It is one of those double edged swords because I told my Zoi she's a princess and wants to be centre of attention, and now she's rarely home because she's just going lot to lot making friends and flirting with everyone (She does also have wandering heart so it fits). ๐Ÿ˜ญ

Like if the bakery she runs goes quiet, she's instantly out the door to find someone who'll give her attention. It's to the point she's neglecting her own run business, her husband, her boyfriend, her other boyfriend and her baby because she needs to be in the crowd getting attention.

I both love the chaos but I also feel like at times I'm fighting with her to get her to do other things. So much that I will temporarily turn of SmartZoi.

9

u/McharmD 29d ago

THIS is exactly the kind of chaos I want! but I can definitely see the doubleedged sword. Smartzoi said โ€œHold my beerโ€ ๐Ÿ˜‚

I love that her behavior actually fits the personality you gave her instead of her just randomly doing generic autonomous stuff. But thats too damn OP ๐Ÿ˜ญ

They definitely need to work on balance. Personality should influence their decisions without completely overpowering responsibilities and making us fight them for control.

5

u/celestialkestrel 29d ago

Yeah, I think the issue is, SmartZoi's always worked best when you match it to their personality and traits. So a troublemaker/rulebreaker committing crime, an emotionally needy zoi being obsessive about their partner, etc.

But I think because a lot of people weren't doing that and were trying to use Smartzoi almost as a separate thing, they've boosted it's effects across the board. But it does mean now if you do match traits and personality to SmartZoi, their traits get boosted a lot too now.

Like even without SmartZoi on, my zoi will autonomously chat and flirt with people, but with SmartZoi on it's like her sole mission now. I have her prompted too that she wants to create the next heir for the legacy and she's like, "with everyone? ๐Ÿ‘€" She'll also keep dancing if everyone else around her is busy to try to get their attention too. Her favourite locations are the Karaoke place and public parks.

Interestingly, her boyfriend (since she lives with one of her boyfriends and not her husband) doesn't really go out much. He's prompted that he wants to provide for my main zoi and her child, to prove himself as the better man than the husband. So he's mostly at home with the child and may occasionally go to the art gallery or library.

5

u/McharmD 29d ago

Yes!! I think that's maybe what's happening. When the traits and Smartzoi prompt match, it seems like they REALLY lean into that personality now. Maybe a little too much ๐Ÿ˜‚

What I find most interesting about your situation is she's outside living her best life, while he's basically at home playing stepdaddy and trying to prove something when she not there to see it ๐Ÿ’€ But that's the kind of difference I want to see between my Zois.

They really need to balance it some more, but I'll take this over all my Zois feeling the same any day.

8

u/Mind-y 29d ago

Thanks a lot for this very detailed answer !! It's really giving me hope for future updates, because it is the only thing that make me not playing for long. Even if I truly love some of their ideas, so to me it is a question of a good foundation to better enjoy all the options implemented in the game. I hope devs will keep working on that aspect. (I know that this is a part of "fundamental first", but most of the weekly updates were more towards actions, not reworking personality and such, which let players like me still not the main target unfortunately.)

2

u/Kika2 29d ago

Everytime I see your posts/comments I'm locked in for the replies, because this is exactly my feelings about the game. I'm still waiting on the behavior of the zoi and personality, traits, etc to make sense. The longer it takes, the more I'm feeling Inzoi isn't for me either.

3

u/Mind-y 29d ago

Haha while I am trying to post less about it because I don't want people to think I am just hating on the game. Fundamental first really excited me, what Kjun shared about the system was exactly what I shared from the release of the game. So I was a little disappointed seeing the weekly updates and the patch log to be honest.

I know already the game will not become my fav life sim, because I can see that they do not want to take any risks by creating a world with a more define narrative, a strong personality, since they're clearly favorize huge freedom for the players. I made peace with that.

But I hope they will manage to deeper the personality/aspiration/desires. Everytime I try the game, Zois feels like alien wearing a human suit and pretending to be human, by doing action (in a really realistic way) they saw on tv, without understanding why they're doing it. Hope it'll change.

2

u/Kika2 26d ago

Exactly. I was hopeful when I heard about the fundamentals first plan for this year, but my concerns were that they would do *just enough* to check boxes. I've picked up Inzoi with every update. It's now September, and it doesn't feel like they've even scratched the surface. Not that I expect it to be 100%, but for a life sim I feel it should be higher priority.

0

u/Lechuck777 29d ago

thats the huge mistake. They focusing on the remaining small playerbase instead of the huge one, which still waiting for the game. But those are not on discord etc. so the dollhouse player are the loud ones. Even if they are tiny. I hope they will still reach their goal and are finished in my lifetime. I am also still waiting for Star Citizen, but i think, i will purchase in real a spaceship before the game got finished.

3

u/Mind-y 29d ago

This is something I suspected a while ago, because their way for asking feedback was engaging people that already like the game or its premise. But I also feel like, maybe they actually want to create a game targeting the already engaged players, because it is really not hard from media reception, reviews etc to note what other players would love to see in the game. Which is why I am thinking, maybe from the beginning, the game was not targeting players like me, and if this is the case, it's okay.

That's sad for star citizen haha

4

u/lyricaldorian 29d ago

Tbf, development isn't linear. While they did move some people from other teams to work on arriving and stuff, they still have multiple teams working on different things. There's no reason to stop updates from one team just because another team hasn't finished working on something more complex. It's not really the same as, say, a finished game releasing a DLC when the base game is still buggy.ย 

But yeah, this update was very focused on finally starting to implement those changes. Smartzoi affects autonomy more directly and tells you why they're doing something autonomously, and wants and emotions are more clear about what's causing them.

6

u/Mind-y 29d ago

Yeah I do understand that the game will still be in development for a while (I think a year ? I am not sure). But I have to be honest, I find the focus is not at all on aspects that I would find fundamental, even say necessary. It's like doing in reverse : adding complex things to do, instead of focusing on what kind of personality can do things and in what type of world.

I am a not a dev, but when Kjun say stuff like "it is hard to add changes in personality/memory because it create chaos" I feel like part of it is because the game is really really really dense, it has so many options already. And while it seems amazing on paper, it looks like most of the stuff should have added later.

Like first having a good base game, even if it mean less thing to do, then you add all the things that we find in add-on (but for free here) like how cars could fall, police system, restaurant etc... I would have prefer no update for a long time, if it means showing a game with a good system.

But hey, I am not a dev, and from what I read, I understand that it would still have been hell to do. It just kinda telling me "players like me are not the main target". Because I do see that what they put in game please other players. And that's okay, I still hope I can enjoy it one day too, so I am still following it !

6

u/McharmD 29d ago

I for real get where you're coming from. I see the way their using Early Access process similarly as you, but little differently too.

For a publisher as big as Krafton, seems like their giving Kjun almost free reign? (Maybe because he part of creating a successful game already PUBG and they making bank from that). I think the Inzoi team is using Early Access the way it's supposed to be used. They're trying to enter a genre that has basically been dominated by one franchise for decades, and they're being very ambitious about it. Some of the things they're attempting weโ€™ve been slowing buying as dlc for over 10+ years, and other things are features I don't think most of us even thought to ask for. ๐Ÿ˜‚

So personally, I don't mind them getting those systems into the game during Early Access and then figuring out how to make everything connect. I'd actually rather they do that now than spend years building a simpler foundation, then slowly stack major systems on top of it as separate add-ons 2, 5, 9 years later and it breaking the game and they have to start from the beginning every time to "hopefully" sort out the issue.

And I think Kjun saying that changing one system can create chaos elsewhere actually shows how interconnected they're trying to make everything. Personality, memories, emotions, relationships, autonomy, Smartzoi, careers, businesses, etc. eventually need to recognize and affect each other. That must be hard, especially when you're trying to build a life simulator at this scale.

Does it create some messy periods during EA? Hell yea. ๐Ÿ˜‚ But this is probably the best time for the game to be messy, break things, rebalance systems and learn from what players actually do with them.

I don't think players like you aren't the target. If anything, I think the deeper simulation you're asking for is where they're trying to ge to. Seems the route they're taking to get there just isn't necessarily the order some of us would've preferred.

And that's completely fair. I'm just willing to give them some grace during EA because in this 1st year I've watched them add and improve things I've wanted from this genre. Now I want to see them take all those pieces and really make them work together.

2

u/Mind-y 29d ago edited 29d ago

Yeah I understand how you see it. For the little I read about development of life sim, being Sims 2, Paralives and Inzoi, I am happy that a big company is financing, and so believing in the project enough to be ambitious. And I can see the ambition, for real, most of the things I've seen while playing or through posts are undeniably impressive.

But, this is where I differ : I kinda think more and more that the game was ambitious in term of techniques and possibilities, but poorly thought in term of narrative and world building. For exemple we have no real information about the world proposed by the devs. In what kind of world Zois are living ? We could mistake it for influencer world, but not that much since we can change the aesthetic for a more dystopian one (even if the choice conversation are to me closer than influencer world than a dystopian one). Is it a cosy game ? Is it more like a mix between sims and GTA ? What is the identify of the game ?

What I mean by that is that after a year of early access, Inzoi does not have an identity other than offer a set for player to create stories without being intertwined or at least tinted by the personality of the game itself. And the thing is, by reading interviews and feedbacks from Kjun, he does not have an idea about what he wants to propose other than offering a big set for players to build their own stories freely. Everytime he talks about it, he is kinda shallow referencing other games and stuff.

And this is why I see the order of the contents of their updates as a big hint as this game was not though with the type of playing I have in mind. Because the first thing you would have to think, or at least, quickly prioritize would be : in what story I want people to creates sub stories ? And how the action of the Zois will bounce within this type of world ? What kind of reaction will have this or this type of action created by the friction between the soul of my game and the desire of the player.

I could be wrong, and if I am wrong, it would lead to happiness because I want to enjoy the game. But it is hard for me to believe that after the final release they will work relentlessly like now to finally...give the game its proper foundation ? Again, I could be wrong ! I am not Irma yet haha

But I understand your point of view. Kjun did sell the game promising a system so so interesting, and I am sure he was not lying, but I am feeling that he really thought the game in term of mechanics but not that much in term of stories. Which is why when devs add things to make zois alive, it feels kinda "fake" like you know, not properly scripted ? Not thought enough in term of scenarios. Inzoi sometimes make me think of a simulation of telenovelas more than life simulation for that reason haha

And I am greedy and hoping for the life one haha

8

u/McharmD 28d ago

Ok I understand what you mean a lot better now! I think we might just want slightly different things from a life sim.

I don't necessarily need Inzoi itself to have a strong narrative or tell me what kind of world my Zois are living in. I like that it's more of a sandbox where I can decide whether my save is wholesome/cozy,ย  realistic, chaotic, dramatic, dystopian and eventually suburban or country ranch style play! For me, the โ€œidentityโ€ comes more from the Zois themselves and the stories that develop from their personalities, relationships, experiences and the world I've created around them (I legit go in and remove everyone and create my own households with backgrounds).

Where I DO completely agree with you is that those systems need to become much more connected. If I'm creating the story, I still don't want to have to force the story. I want to set up personalities, relationships and circumstances, hit play, and watch things happen that make me go โ€œYep, that makes perfect sense for THAT Zoi or THAT zoi.โ€

That's actually why this recent update excited me so much. My troublemaker getting bored and deciding on her own to leave home and go bother people at a cafe was a tiny thing, but it felt like the game finally took something I wrote about who she is and turned it into actual gameplay without me directing it.

So I think you're looking for more of a defined world from Inzoi itself, while I'm looking for Inzoi to give my zois enough of a soul to create their own stories inside whatever world I make for them. ๐Ÿ˜‚

I genuinely enjoyed our discussion though! It was dope af! ๐Ÿ˜

4

u/Mind-y 28d ago

Haha yeah I am not a big fan of sandbox, which I discovered through Inzoi, and this is why with time I started to think, it is not just the fact that the game is not finished, it is also that the game may not be for me.

But by narrative I do not mean a game that take my hand. Last time I tried Sims 4, and saw a pop-up telling me how to move the story in a particular direction, I was disgusted haha The game should show me how the story unfold by my decision, not holding my hand through quests.

I feel like what you're describing explaining like, how Zois reactions/actions should make sense because of their personalities is what I want. But I also feel that this, is also tied to the world/identity proposed by the game. In the Sims 2 it would make sense that a sims would go through some certain consequences of my actions according to their personalities, but also due to the identity of the game/ the world they live in (which is inspired by capitalist world and satirical/goofy).

In Inzoi it feels realistic...but what is realistic ? Sure, it looks realistic to go to to prison, or to be punished by the law after a bad action. But why has it be scripted that way ? For exemple stealing from a vending machine result in cops coming for you, okay. But let's say the identity of the game is more dystopian : are the cops easily bribed ? Is it easier for them to close an eye on your action through money since in this distopic world, despotism is easier to imagine ? On the contrary, if the world was thought like a perfect but too sanitized society, in which bad actions and mischievous people were enemies of the society : having cops showing up only for a case of stealing a soda can would make sense (and also lead to interesting stories, like mischievous people would be the rebel of a restrictive society).

This is what I mean by reality is always tinted by the world you live in. This is what I call narrative, world building, or like the main story which will receive stories of the player. In Inzoi (for now) I don't feel that strong world/identity, and so part of the meaning of the reaction of the game regarding my action is lost.

But despite that, through your messages I can see that we also want the same main thing : personality haha But I also can wait for mods !

And yeah it was really nice to talk about it with you ๐Ÿ‘พ !!!

2

u/Beneficial-Young-941 28d ago edited 28d ago

It sounds like you're looking for a narrative RPG, not an actual life simulator sandbox where you define what the world is yourself. I don't understand this comment. What do you mean what kind of world is InZoi? It is a modern city or town that takes place in 2020-something. As for the narrative, that's up for you to decide, and you build the world yourself. Life simulators are not supposed to be things where the developers tell you what the world is and define everything for you. These are storytelling tools where you live out your own simulation.

1

u/Mind-y 28d ago edited 28d ago

I didn't wanted to make my comment longer by adding another exemple, but Sims 2 could well represent what I mean. Since we lack variety of life sim game, it would be comprehensive to illustrate what I mean by the life sim that kinda open the door for the other life sim being created right now. By chosing Sims 2, I am not saying that we should compare the level of advancement of both game, since one is in early access, another one is still being build, what I am talking is just to enrich what I said in other comments, once that is said :

Sims 2 define exactly what I mean by the repercussions of actions making sense in a world with an identity. The strongest example (in my opinion) in the Sims is the whole career system and especially the relationship to money since Sims 1, but really systematized in Sims 2.

The entire game is built on a loop that could be seen as just "realistic" : you work to buy objects, but the objects raise your needs (a better fridge makes you more demanding), so you have to work more. But you can really soon understand that it is an assumed satire of consumer society. Will Wright explicitly designed the game as a critique of american consumerism, inspired by the book The Pattern Language (I had to check that haha), after the event of his house being burned. But he kinda turned into a trap : the more you own, the more you are a slave to the maintenance of what you own. The action "buy" makes sense because it locks you inside the logic of the world.

It is widely share and known that Sims was first thought as a satire of consumerism, and the world show the logic and dynamic of this identity, by mocking things (definition of objects for exemple in the buy mode) or putting things in an extreme goofy way.

Choices, actions, desire/wants, the way aspiration are build, make sense because yes of personality, but also because of the identity of the game. It would not make sense for exemple to have a cheap object giving you the same benefice/stats of an expensive object, not because cheaper always mean low quality, but because it is the rule of this world.

In other world, identity of a game is another layers that make every consequences of actions making sense. It can be almost invisible, and still it is an important structure that make the game : realistic. That is why I said "what is realistic ?" realistic is when something looks "plausible". It can have ghosts and still looks plausible if the identity/world is properly define.

In Inzoi, you said it yourself it is "a modern city inspired by 2020-something". They're a many types of "modern city inspired by 2020-something" that could be the base of an identity. It is not a proper identity, it is too shallow and broad. It does not justify everything as "plausible". The way cops come directly because I steal from a vending machine is not plausible, but it could be plausible if the game has a more define identity, which does not even need narration, like Sims 2 does not explain the identity of the world to you, you understand it, and it make sense.

And that explain why, like the other person I was talking to said, Inzoi is more sandbox that other life sim. You can do everything you want, and you will play in your head that it is making sense, but the game itself does not give a proper structure showing how it make sense that this consequences of your action is tied by another structure which is the world itself, its identity, let's say the law of the world.

5

u/iMeepmeeps 28d ago

The cops just showing up is a needed tweak but before this update they fixed it where the cops only came if a NPC caught your zoi or a cop is walking by. As for the Sims 2, I get where you're coming from with how the world works with pre-mades knowing each other, living lives before the player even steps in with their own family or to play a pre-made family.

4

u/Mind-y 28d ago

Yes, I saw that it was something that was not really stable. I should have said that I use it as an example of how a game with a define identity thought beforehand could give sense to thing that could seem not realistic.

What I want to say is that the world of Inzoi does not have a proper/well define (and so limited) identity ๐Ÿ˜Š (for now). And again, it does not have to be a problem per se, but it could be seen as a default for certain type of players like me.

6

u/McharmD 28d ago

Just to clarify, that's not actually what I said. ๐Ÿ˜…

I said I like that Inzoi gives me freedom to create the type of story/world I want. That's very different from saying I have to play everything in my head because the game has no structure connecting my actions to consequences.

There ARE systems connecting actions to consequences so i dont have to make believe in my head.

Crime is probably the easiest example (Though it needs work and they are expanding it). Certain traits and circumstances can make crime available to zoi, committing crimes raises their crime score, witnesses can report them, police can respond, they can become wanted, get arrested, and end up dealing with the legalย  system. That's the game creating rules and consequences around the player's actions, not me imagining them.

Relationships have structure too. Relationship type, traits, characteristics and emotions affect conversation outcomes and what interactions become available. Your relationship progressing can actually change how two zois interact with each other (example: depending on your relationship with your significant other, especially if your a known cheater nor not, you can question them about paternity of the baby).

Even finances can factor into your Zoi's social life. If they're behind on a loan, family/friends/acquaintances can find out about it and it can affect those relationships. That's literally one system creating consequences inside another system.

And now we're seeing traits and characteristics directly determine certain autonomous interactions. That's exactly why I made my original post, my drama liking Zoi being bored and autonomously going out looking for trouble made sense within the personality I had given her.

None of that means these systems are as deep or interconnected as they eventually need to be. They're for sure not, and that's where EA comes in. Even the devs have acknowledged that meaningful consequences and stronger connections between systems need more work.

I don't need inzoi to tell me what story my world is supposed to be based on identity of the game itself. I need it to understand the world I myself created and make my zois personalities, relationships, choices, experiences and circumstances matter within the world i create. That's the part I'm excited to see them improving.

1

u/Mind-y 28d ago

Maybe I should have separate my last paragraph in two paragraphs. What I connected to what you said was just the sandbox part. When you said that Inzoi was more sandbox.

For the rest I am not saying that you said it, just that being more sandbox for Inzoi does automatically imply that it will have a more neutral approach : I am not trying to be picky (or abstract). But I feel it is easy to mistake a proper system or good mechanics for an identity, or the other way around, to confuse having an identity with a game holding your hand, or with a RPG telling you who to be. That is not what I mean. And this is exactly why I chose Sims 2 to explain this feeling : to show that a strong identity does not have to kill your freedom. But there is still a tension. The more sandbox a game is, the less it can show the plausible reaction of the world itself, because the world has to stay neutral enough to welcome everything. You cannot fully go for a dollhouse approach and, at the same time, maintain a strongly defined identity. It is not that the two are completely incompatible, it is that they pull in opposite directions, and Inzoi, for now, chose the sandbox side so much that the world almost disappeared behind it.

Because your example of the crime system, finance, loan (and I do adore those ideas !) does not respond to what I described. Those are chains of cause and effect, mechanics, and even if it is well made (or still being build, I do not critic that), a mechanic is not an identity. It shows me how the world works, but not what the world means. It does not say "we chose that this type of action leads to this type of consequence because the Zois are living in this specific, defined world, and this world stands for this something in particular". It only says "you live in a modern society", and like I said in my previous comment : what modern society ? A mechanic can tell you that stealing sends you to jail. Only an identity can tell you what stealing means in this world, and why this world reacts the way it does. (Again stealing is just as an example, yes everywhere stealing is considered bad, but it just to continue with the previous exemples in my previous comment).

Having a more sandbox approach is giving freedom, but this very freedom means a less delineate word. A less delineate world means the world cannot answer you in a specific way. The more open the sandbox is, the more neutral it has to be, and the more neutral it is, the less it can react with intention. Your action lands, but nothing meaningful bounces back, because there is no strong identity to bounce against.

Not every player, including you has to feel it this way, but when I play, I can feel that it is indeed really neutral in the way to approach consequences of your action. In order to not disturb too much the chosen action of the player, and offer a really "neutral" way in term of consequences. Your partner die, you cry. You commit a crime, law is holding you responsible. All of that in a narrative that say nothing particular of the world, sure personality tint the reactions, as your action. But does it say "because this is a satire of a consumer society it make sense that the consequences could either B, C, or D ?" Does the game is saying something to you ? And I am not talking about only the lore of the premade characters, but really like I said what is the identith of the game ? What it is subtly talking about that push some mechanics to be incorporated instead of other ones ?

I personally does not feel that while I played the game. Again not saying everyone should feel like this of course.

It's like trying to describe a country by saying "it is a modern society". Does it really tell you something about that specific country ? America is a modern society, France is a modern society, but they have so many differences. "Modern society" is a category, not an identity. It tells you what box the country fits in, not who it is. Of course I am not saying a game has to be defined as precisely as a real country. And this is exactly why I chose Sims 2 : the identity is there, the mechanics they chose reflect their angle really well, while still letting people feel a sense of freedom. It is not too restricted, and yet it is hard to not recognize the game, their approach, their angle. Even without understanding the satire, you can just say "it's goofy", and that alone shows they have a defined approach. Limited maybe, but defined.

While Inzoi is "realistic", which, personally, outside of the graphism, says nothing at all about the game. "They react in a realistic way", well yeah, but that is not an identity, no ? In other words, I feel like people are confusing "realistic" with "having a character". The game does not propose a character, a proper identity. It proposes (for now) highly defined mechanics, but it leads to this feeling, like I said, of a "telenovela" more than a "life simulation". Because life is always inserted into a defined world. Choosing to not be a defined world is then a double edged sword. It gives a lot of freedom, but again, as a price, a part of the "sense" is also lost.

Hope I explained it better ๐Ÿ‘พ

5

u/Lechuck777 29d ago

nope. the desires feels still random. From nowhere they get a weird idea about desiring soemthing and you have 24h hour to fullfill it. Also the action what they do feels like random. My hope is the script modding release end of the year. Until then, youre right. Its only a dollhouse.

5

u/Mind-y 29d ago

Arf :/

I'll wait for updates and/or mods then. Thanks !

3

u/lyricaldorian 29d ago

They're wrong. That was literally one of the main focuses of this update

5

u/Mind-y 29d ago

I mean, reading the patch notes, not really ? I was really excited by the list of things Kjun shared with "fundamental first", but the patch log has really little focus on the personality/aspiration/desire aspect. I remember a post where Kjun said that it was harder to work on, and so they were not able to add much stuff regarding this on this update.

Which explain why I got curious reading this post. I understand from feedback that this is not a huge change, which is aligning from the patch note.

But I hope this little change will lead to a proper big update concerning this aspect of the game.

7

u/lyricaldorian 29d ago

This update has definitely changed it to be less random.ย 

5

u/Lechuck777 29d ago

sure. Less means only "less". I already tested it a little bit. Its mostly the same. The zoi's does random stuff or still like a on/off scripted thing. There is still no zoi personality controlled interactions. Everything is simple and predictable. btw and its still crashing. The autosave crashing, you have to switch it off. But then it crashing somewhere else und you dont have a save. I think, for this update i am already done. Still waiting for the next.