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{{see also|inZOI}} | {{see also|inZOI|Karma|Ghosts}} | ||
[[File:deaths1.png|350px|right]] | |||
[[Zois]] can [[die]] for a variety of reasons. If their [[Hunger]], [[Sleep]], or [[Energy]] needs remain low for too long, their [[health]] will quickly deteriorate. They might also die from a [[car accident]], an [[electric shock]] or even from eating [[spoiled food]]. Always keep an eye on your [[Zoi]] to help prevent an untimely [[death]]. After a [[Zoi]] dies, if their [[Karma]] isn't high enough, they will become a [[ghost]]. | |||
==Types of Death== | ==Types of Death== | ||
Below are the nine confirmed types of death in inZOI, each with its unique cause and description: | Below are the nine confirmed types of death in inZOI, each with its unique cause and description: | ||
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==Murder== | ==Murder== | ||
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* The addition of [[electric shock]] and [[slipping]] as death types reflects the game’s attention to everyday risks, enhancing its realism. | * The addition of [[electric shock]] and [[slipping]] as death types reflects the game’s attention to everyday risks, enhancing its realism. | ||
[[Category:Character]] | [[Category:Character Development]] | ||
{{see also|inZOI|Karma|Ghosts|Needs}} | |||
[[File:deaths1.png|350px|right]] | |||
[[Zois]] in inZOI can [[die]] from a multitude of causes, reflecting the game's focus on simulating life's natural cycle and potential hazards. [[Death]] can result from neglecting basic [[Needs]] like [[Hunger]] or [[Sleep]], leading to [[health]] deterioration, or from sudden [[events]] like [[car accident]]s, [[fire]]s, [[electric shock]]s, or even [[slipping]] on a wet floor. Game Director Hyungjun “Kjun” Kim has stated that death is a significant feature, with potentially up to 16 different types planned, emphasizing its role as a natural part of life within the simulation. | |||
==Causes of Death== | |||
Based on developer statements and gameplay observations, here are the known or strongly suggested ways a Zoi can die in inZOI. Note that some features or specific death types might be adjusted during Early Access. | |||
{| class="wikitable sortable" | |||
|+ Confirmed and Mentioned Death Types in inZOI | |||
! Death Type !! Cause !! Description & Notes | |||
|- | |||
| '''Death from Old Age''' | |||
| Natural end of lifespan | |||
| Zois age through life stages and eventually pass away after becoming a Senior. The exact lifespan can vary. One source suggests this occurs 17 in-game days after becoming a Senior, though this might be adjustable via day length settings. | |||
|- | |||
| '''Death from Car Accident''' | |||
| Involvement in a traffic collision | |||
| Zois can be hit by cars, particularly when crossing streets or standing in the road. Player-controlled Zois hitting other player-controlled Zois seems to be the most reliable way to trigger this fatally. Hitting non-player Zois might result in them disappearing without a formal death notification. Caution near roads is advised. | |||
|- | |||
| '''Death from Fire''' | |||
| Being trapped in a burning building | |||
| Fires can start from kitchen accidents (e.g., leaving food cooking), faulty electronics, broken utilities left unattended, candles, or specific Karma interactions ("Play with Fire"). Zois unable to escape can perish. Fire prevention levels can be adjusted in city settings. | |||
|- | |||
| '''Death from Falling/Slipping''' | |||
| Accidental fall, often on a wet surface | |||
| Zois can fatally slip and fall, especially on wet floors in bathrooms (after showers) or kitchens (spills, broken faucets). Keeping floors dry is crucial. | |||
|- | |||
| '''Death from Starvation''' (Malnutrition) | |||
| Prolonged lack of food | |||
| If a Zoi's [[Hunger]] need remains critically low for an extended period (approx. 3-4 in-game days according to sources), they will die. This requires neglecting the need, potentially by disabling autonomy or restricting access to food. | |||
|- | |||
| '''Death from Sleep Deprivation''' | |||
| Prolonged lack of sleep | |||
| If a Zoi's [[Sleep]] need is ignored for too long, they will eventually collapse and die from exhaustion. Players receive warnings indicating the time remaining before death occurs if the need isn't met. | |||
|- | |||
| '''Death from Electric Shock''' | |||
| Electrocution during repairs | |||
| Attempting to repair broken electronics without sufficient skill can lead to fatal electrocution. The chance might be low, but electronics can break frequently, increasing risk. Some sources note this might have been adjusted in Early Access versions (potentially asking to replace item instead), but it remains a mentioned death type. Hiring professionals is safer. | |||
|- | |||
| '''Death from Lack of Recognition / Loneliness''' | |||
| Severe social neglect or rejection | |||
| Zois require social interaction and recognition. If consistently isolated, ignored, or subjected to negative rumors, their need for acknowledgment can drop critically, potentially leading to death from despair or loneliness. One source links critical Recognition need to the Zoi "Running Away" permanently, which isn't technically death but removes them from the household. | |||
|- | |||
| '''Death from Disease''' | |||
| Contracting and failing to treat an illness | |||
| Zois can get sick due to poor hygiene, environmental factors, or other causes. If diseases are left untreated without medical care, they can progress and become fatal. | |||
|- | |||
| '''Death from Pollution''' | |||
| Prolonged exposure to high environmental pollution | |||
| Living in areas with very poor environmental ratings (high pollution) can gradually damage a Zoi's health, potentially leading to death over time. | |||
|- | |||
| '''Death from Anger''' | |||
| Sustained extreme anger | |||
| If a Zoi remains in a highly negative mood state like "Displeased" or "Enraged" for too long, sources suggest they can, in rare cases, die from extreme anger. Some sources indicate this may have been present in early playtests but potentially less common or altered in later builds. | |||
|- | |||
| '''Death from Embarrassment''' | |||
| Sustained extreme embarrassment | |||
| Similar to anger, being repeatedly subjected to highly embarrassing situations (like toilet accidents due to lack of access) causing the Zoi to remain in an extremely embarrassed state might lead to death. | |||
|- | |||
| '''Death from Food Poisoning''' | |||
| Consuming contaminated or spoiled food | |||
| Eating spoiled food or meals prepared in unsanitary conditions (potentially linked to low city sanitation settings) can cause fatal food poisoning. Some sources suggest that in current builds, Zois may be prevented from eating spoiled food, but it remains a mentioned risk. | |||
|- | |||
| '''Death from Overexertion''' | |||
| Excessive physical strain without rest | |||
| Engaging in strenuous physical activity, like exercising or labor, without adequate breaks can lead to collapse and death from overexertion. | |||
|} | |||
==Indirect Killing and "Murder"== | |||
During developer discussions, it was confirmed that there is no direct "kill" or "murder" interaction players can command one Zoi to perform on another. The developers stated they do not wish to encourage such actions. However, players can indirectly cause a Zoi's death through deliberate negligence or engineered accidents. Examples include: | |||
*Turning off a [[Zoi]]'s [[autonomy]] and preventing them from meeting their [[Needs]] (like [[Hunger]], [[Sleep]]). | |||
*Locking a Zoi in a [[room]] without access to [[food]], [[beds]], or [[bathrooms]]. | |||
*Intentionally starting a [[house]] [[fire]], through [[cooking]] mishaps or specific [[interactions]], while other [[Zois]] are inside and unable to escape. | |||
*Driving a [[car]] into another player-controlled Zoi. | |||
While these methods allow players to orchestrate a Zoi's demise, the game itself does not classify these actions as "murder." In the future, [[mods]] potentially adding more direct options. | |||
==Gameplay Consequences of Death== | |||
* '''Permanence:''' Death in inZOI is generally permanent for the Zoi or creature involved. They cease to exist in the game world. | |||
* '''Rewind Option:''' Upon a Zoi's death, players are typically presented with a '''Go Back In Time''' option, allowing them to load a previous save file and potentially prevent the death from occurring. | |||
* '''Emotional Impact:''' The death of a Zoi triggers emotional responses like [[sadness]] or [[depression]] in surviving [[family]] members and friends. They may receive notification messages about the death. | |||
* '''Story Disruption:''' A death can significantly impact ongoing [[relationships]], [[skills]] progression, and [[storylines]] connected to the deceased Zoi. | |||
* '''Ghosts:''' Depending on a Zoi's [[Karma]] level at the time of death, they might return as a [[ghost]]. Zois with low Karma or "[[unfinished business]]" are more likely candidates. | |||
* '''Narrative Role:''' Natural deaths like [[Old Age]] serve as conclusions to a Zoi's life story, while [[accidental deaths|accidental]] or preventable deaths challenge player management skills and add dramatic potential. | |||
==Children and Death== | |||
Zois in the [[Child]] [[life stage]] cannot die from [[neglect]] or [[accidents]]. If a child Zoi's [[Needs]] become critically low due to neglect, they will instead be taken away by the [[Child Protection Agency]]. Players may be given the option to '''Go Back In Time''' to rectify the situation or continue with the consequence of the child being permanently removed. [[Teenagers]], however, can die like [[adult]] Zois. | |||
==Prevention Strategies== | |||
While death is a part of the game, many types can be prevented with careful management: | |||
* '''Starvation''': Ensure regular access to [[food]]; monitor [[Hunger]] levels; consider turning autonomy on for basic needs. | |||
* '''Sleep Deprivation''': Provide access to beds; establish regular sleep schedules; monitor [[Sleep]] levels. | |||
* '''Falling/Slipping''': Clean up spills and puddles promptly, especially in bathrooms and kitchens. | |||
* '''Fire''': Attend to cooking; repair faulty electronics/utilities promptly; avoid placing flammable objects near heat sources; consider raising city fire prevention levels. | |||
* '''Electric Shock''': Have skilled Zois perform repairs, or hire a professional repair service via the smartphone; avoid tampering with broken electronics if unskilled. | |||
* '''Car Accidents''': Be cautious when Zois are near roads; use crosswalks; avoid driving recklessly if controlling a vehicle. | |||
* '''Disease''': Maintain good hygiene; seek medical treatment promptly when a Zoi shows symptoms of illness. | |||
* '''Pollution''': Monitor the pollution level of the living area; consider moving to a cleaner neighborhood if pollution is high and affecting health. | |||
* '''Lack of Recognition/Loneliness''': Encourage social interactions; build and maintain friendships; manage reputation and avoid negative rumors. | |||
* '''Anger/Embarrassment''': Address the sources of negative moods; fulfill needs; manage social situations to avoid extreme emotional states. | |||
* '''Food Poisoning''': Check food quality before eating; maintain kitchen hygiene; potentially raise city sanitation levels. | |||
* '''Overexertion''': Ensure Zois take breaks during strenuous physical activities. | |||
* '''Old Age''': This is generally inevitable, representing the natural end of life. Cherish the Zoi's lifespan. (Slightly delaying it might be possible by adjusting day length settings). | |||
==Trivia== | |||
*The inclusion of deaths related to [[emotional states]] like "Lack of Recognition and Loneliness" highlights inZOI's focus on deep social and emotional simulation. | |||
*Deaths from everyday hazards like [[slipping]] and [[electric shock]] add a layer of realism by reflecting common household risks. | |||
*Unpredictable deaths, such as [[car accidents]], contribute to dynamic and sometimes unexpected gameplay narratives. | |||
[[Category:Character Development]] [[Category:Gameplay Mechanics]] |