Deaths: Difference between revisions
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{{see also|inZOI|Karma|Ghosts|Needs}} | {{see also|inZOI|Karma|Ghosts|Needs}} | ||
[[File:deaths1.png|350px|right]] | [[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. | [[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== | ==Causes of Death== | ||
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==Gameplay Consequences of Death== | ==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. | * '''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 | * '''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. | * '''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. | * '''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 | * '''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 or preventable deaths challenge player management skills and add dramatic potential. | * '''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== | ==Children and Death== | ||
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==Prevention Strategies== | ==Prevention Strategies== | ||
While death is a part of the game, many types can be prevented with careful management: | 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. | * '''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. | * '''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. | * '''Falling/Slipping''': Clean up spills and puddles promptly, especially in bathrooms and kitchens. | ||