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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 "Go Back In Time" option, allowing them to load a previous save file and potentially prevent the death from occurring.
* '''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. (Note: Ghost gameplay features may be implemented later in development, potentially around August 2025 according to one source).
* '''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.