Ghosts: Difference between revisions
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[[Ghosts]] in | [[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 | 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 | 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 | 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 == |