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[[Ghosts]] in [[inZOI]] introduce a supernatural twist to the game's otherwise realistic simulation of life. While core gameplay focuses on living Zois, these spectral beings occasionally appear under specific conditions, offering unique story moments and interactions. Below is an overview of how ghosts work in inZOI, their connection to the Karma system, and planned future developments.
{{see also|inZOI|Karma|Deaths}}
[[File:ghosts1.png|350px|right]]
When a [[Zoi]] with a [[Bad]] or [[Terrible]] [[karma]] status dies, they become a '''ghost'''. In the [[death]] notification, clicking [[On to the Afterlife]] will summon [[Nyx]], a member of [[AR Company]], who will explain that the Zoi is now a '''ghost'''. A ghost Zoi can ascend and move on to their next journey by restoring their karma to [[Good]] through [[interactions]] with other Zois. In a way, this is their chance to cleanse the burdens of their past life. Living Zois can only see ghosts at certain times and under specific conditions. While ghosts try to take advantage of this event for their next journey, their presence may startle or frighten the living. But instead of running away in fear, why not take a moment to listen to their story?


== Karma-Based Approach ==
==Karma-Based Approach==
* "'Transition to the Afterlife:'" In inZOI, a Zoi who dies with enough positive Karma moves on to the afterlife.
In inZOI, each action a [[Zoi]] takes, whether benevolent or mischievous, contributes to its [[karma]] tally. Upon death, a karma evaluation determines a Zoi’s next step:
* "'Becoming a Ghost:'" Those who lack sufficient Karma at the time of death must linger in the living world as ghosts. They can continue to earn (or lose) Karma while in this form, potentially redeeming themselves enough to finally pass on.
* '''Transition to the Afterlife:''' A Zoi with sufficiently high positive karma seamlessly moves on to the [[afterlife]].
* '''Becoming a Ghost:''' A Zoi with insufficient karma lingers in the living world as a ghost. In this spectral form, it may continue earning or losing karma, attempting to redeem itself enough to pass on.


== Current Implementation ==
Recent developer interviews reveal an additional, more dramatic implication of the karma system: if too many Zois become ghosts, new Zois cannot be born and families cannot form, effectively creating a [[ghost town]]. Players are thus responsible for maintaining reasonable karma levels among their Zois to avoid overpopulating their [[city]] with restless spirits.
* "'Limited Playability:'" In the Early Access version, ghost encounters are kept minimal. Players cannot control ghosts, but they can see and interact with them during special moments or set times.
*"' Encounters and Dialogue:'" Interactions may be eerie or emotional, reflecting each ghost's personality and unresolved matters.


== Planned Features ==
==Ghost Encounters & Gameplay==
The developer plans to expand ghost-related content beyond Early Access, aiming to add depth without overshadowing the core life simulation. Upcoming features include:
During [[Early Access]], ghost appearances are intentionally limited. Players cannot take direct control of ghosts but may witness them at specific times or under certain conditions. These encounters—whether eerie, emotional, or even humorous—reflect each ghost’s unresolved issues and personality [[traits]] from life.


=== Ghost Appearance Rate Slider ===
==Planned Features==
* Allows you to set how frequently ghosts appear—ranging from no ghost encounters to cities overrun by spirits.
The development team plans to expand ghost-related content after [[Early Access]], adding depth without overshadowing core life simulation.
* Higher settings make it more challenging to help ghosts earn enough Karma to pass on.


=== Atmospheric Encounters ===
* '''Ghost Appearance Rate Slider:''' Control how frequently ghosts appear, from none at all to a city overrun by spirits. Higher settings make it more challenging to help ghosts earn enough karma to move on.
* Appearances will be more startling and unsettling, though some may include humorous elements.
* '''Atmospheric Encounters:''' Expect more startling and unsettling appearances—although some moments could be lighthearted. Living Zois can also experience [[Lingering Fear]] if caught off-guard by a ghost.
* Living Zois can develop a "Lingering Fear" status if frightened by a sudden ghost encounter.
* '''Emotional Reunions:''' Not every encounter will be frightening; ghosts may reunite with loved ones for poignant or dramatic moments.
* '''Ghost Scholars:''' New [[jobs]] like [[clairvoyant]]s could enable Zois to sense and communicate with ghosts more effectively.
* '''Traits Carry Over:''' Ghosts retain the personality traits they had in life. A gentle Zoi remains calm, while a bully becomes a mischievous or frightening spirit.
* '''Special Ghost Tasks:''' Ghost-only objectives provide supernatural storylines for players seeking more fantasy elements.
* '''Cultural Influences:''' [[Dowon]]’s ghosts will incorporate Korean folklore, adding regional flavor and variety to each [[location]].


=== Emotional Reunions ===
==Ghost Town Scenario==
* Not all encounters are scary; ghosts may reunite with loved ones, creating dramatic or touching moments.
If a large number of Zois die with poor karma, their spirits may accumulate, halting new births and family formations in the [[city]]. This mechanic can result in a literal [[ghost town]], forcing players to address rampant negative karma and work toward freeing the spirits. It adds strategic depth to everyday interactions: even minor negative behaviors, like constantly disturbing other Zois, can have lasting consequences for the entire city.


=== Ghost Experts ===
==Balancing Realism and Fantasy==
* Possible new jobs, such as clairvoyants, enable a Zoi to sense and communicate more effectively with ghosts.
''inZOI'' strives for a realistic life simulation while embracing fantasy through its ghost mechanics. These spectral encounters can be haunting, poignant, or surprisingly comedic, offering a break from everyday routines. The developers note that these features—and the karma system—are not meant to enforce only “good” actions, but rather encourage diverse player-driven stories and moral nuances.


=== Traits Carry Over ===
* Ghosts retain the personality traits they had in life. A kind, gentle Zoi remains mild-mannered, while a bully becomes a mischievous spirit.


=== Special Ghost Tasks ===
[[Category:Features]] [[Category:Game Mechanics]]
* Unique, ghost-only objectives or missions provide deeper supernatural gameplay for interested players.
 
=== Cultural Influences ===
* Korean folklore elements will shape how ghosts behave in Dowon, adding variety to each location's ghost encounters.
 
== Balancing Realism and Fantasy ==
While inZOI focuses primarily on realistic life simulation, these ghost features offer a fantastical break from daily routines. Encounters range from suspenseful and eerie to heartfelt or humorous, adding extra layers of storytelling to your Zoi's world.
 
== Community Feedback ==
We welcome your ideas on:
*"' Preferred Atmosphere:'" Should encounters be spooky, heartwarming, humorous, or a mix?
* "'Ongoing Customization:'" Would you like features like permanent supernatural weather or more extensive ghost storylines?
* "'Balancing Freedom and Gameplay:'" How frequently should ghosts appear, and how much player control should there be?
 
== Notes ==
* Ghost gameplay will see further development after inZOI's Early Access phase.
* The Ghost Appearance Rate Slider helps tailor encounters to your preferred style.
 
Ghosts in inZOI serve as an additional layer of intrigue, mystery, and emotional depth. Rooted in the Karma system and shaped by their former lives, they challenge players to engage with the supernatural—while still fitting into the broader tapestry of everyday life in the inZOI universe.
 
[[Category:Features]]

Latest revision as of 04:57, 30 March 2025

See also: inZOI, Karma and Deaths

When a Zoi with a Bad or Terrible karma status dies, they become a ghost. In the death notification, clicking On to the Afterlife will summon Nyx, a member of AR Company, who will explain that the Zoi is now a ghost. A ghost Zoi can ascend and move on to their next journey by restoring their karma to Good through interactions with other Zois. In a way, this is their chance to cleanse the burdens of their past life. Living Zois can only see ghosts at certain times and under specific conditions. While ghosts try to take advantage of this event for their next journey, their presence may startle or frighten the living. But instead of running away in fear, why not take a moment to listen to their story?

Karma-Based Approach

In inZOI, each action a Zoi takes, whether benevolent or mischievous, contributes to its karma tally. Upon death, a karma evaluation determines a Zoi’s next step:

  • Transition to the Afterlife: A Zoi with sufficiently high positive karma seamlessly moves on to the afterlife.
  • Becoming a Ghost: A Zoi with insufficient karma lingers in the living world as a ghost. In this spectral form, it may continue earning or losing karma, attempting to redeem itself enough to pass on.

Recent developer interviews reveal an additional, more dramatic implication of the karma system: if too many Zois become ghosts, new Zois cannot be born and families cannot form, effectively creating a ghost town. Players are thus responsible for maintaining reasonable karma levels among their Zois to avoid overpopulating their city with restless spirits.

Ghost Encounters & Gameplay

During Early Access, ghost appearances are intentionally limited. Players cannot take direct control of ghosts but may witness them at specific times or under certain conditions. These encounters—whether eerie, emotional, or even humorous—reflect each ghost’s unresolved issues and personality traits from life.

Planned Features

The development team plans to expand ghost-related content after Early Access, adding depth without overshadowing core life simulation.

  • Ghost Appearance Rate Slider: Control how frequently ghosts appear, from none at all to a city overrun by spirits. Higher settings make it more challenging to help ghosts earn enough karma to move on.
  • Atmospheric Encounters: Expect more startling and unsettling appearances—although some moments could be lighthearted. Living Zois can also experience Lingering Fear if caught off-guard by a ghost.
  • Emotional Reunions: Not every encounter will be frightening; ghosts may reunite with loved ones for poignant or dramatic moments.
  • Ghost Scholars: New jobs like clairvoyants could enable Zois to sense and communicate with ghosts more effectively.
  • Traits Carry Over: Ghosts retain the personality traits they had in life. A gentle Zoi remains calm, while a bully becomes a mischievous or frightening spirit.
  • Special Ghost Tasks: Ghost-only objectives provide supernatural storylines for players seeking more fantasy elements.
  • Cultural Influences: Dowon’s ghosts will incorporate Korean folklore, adding regional flavor and variety to each location.

Ghost Town Scenario

If a large number of Zois die with poor karma, their spirits may accumulate, halting new births and family formations in the city. This mechanic can result in a literal ghost town, forcing players to address rampant negative karma and work toward freeing the spirits. It adds strategic depth to everyday interactions: even minor negative behaviors, like constantly disturbing other Zois, can have lasting consequences for the entire city.

Balancing Realism and Fantasy

inZOI strives for a realistic life simulation while embracing fantasy through its ghost mechanics. These spectral encounters can be haunting, poignant, or surprisingly comedic, offering a break from everyday routines. The developers note that these features—and the karma system—are not meant to enforce only “good” actions, but rather encourage diverse player-driven stories and moral nuances.