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[[Ghosts]] in ''[[inZOI]]'' introduce a supernatural twist to the game's otherwise realistic life simulation. While core gameplay focuses on living [[Zoi]]s, these spectral beings occasionally appear under specific conditions, offering unique story moments and interactions. The system connects closely with [[Karma|karma]], shaping each Zoi’s fate in both life and death.
[[Ghosts]] in [[inZOI]] introduce a supernatural twist to the game's otherwise realistic life simulation. While core gameplay focuses on living [[Zoi]]s, these spectral beings occasionally appear under specific conditions, offering unique story moments and interactions. The system connects closely with [[Karma|karma]], shaping each Zoi’s fate in both life and death.


== Karma-Based Approach ==
== 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:
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]].
* '''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.
* '''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.
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 ==
== Ghost Encounters & Gameplay ==
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== Ghost Town Scenario ==
== 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.
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 ==
== Balancing Realism and Fantasy ==