#How long should '1 day' be for inZOI?

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patent hollow
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Question. How many 'real-world' minutes would make a Zoi's one full day feel just right?

In developing inZOI, we set out to create just about every component to closely replicate what you would experience in real life, including the distance needed to get from point A to point B as well as the physical sizes of different elements within the game.

However, one thing that cannot be further from replicating real life is our concept of 'time'.

In a game where you are able to play as multiple individuals (or multiple households!), requiring you to play the game for 24 real hours to get through one day of game progress, by any stretch of the imagination, cannot make for a great experience.

Thus begs the question, "How many minutes is just enough?" Currently, our development team believes it's '96 minutes', and the following paragraphs will explain how we got to that number.

Each morning, your Zoi will wake up, wash, change clothes, eat breakfast (or not eat breakfast- and starve 😬), and finally, go to work. With our Korea-inspired city of Dowon being really large (once again, replicating real life), we found that it takes a bit too long for a Zoi to leave their home and arrive at their workplace. In our early development stages, we tried to solve this problem by making every Zoi 'run' to their workplace. As you could imagine, that looked really silly on our wide camera view. One person came up to me, referring to the scene, mockingly congratulating me for perfectly replicating the 'busy city life of Korea'. I tried adding subway stations and even adjusted the Zoi's walking speed, but I just could not get them to stop being late to work. This was all when the game ran at 43 minutes for one day of game progress.

The solution that seemed to have worked out was when we made each day last 96 minutes instead. No longer were Zois rushed to their tasks as they went about their day, and the extra time made observing the everyday lives of Zois much more relaxing. You had time to take care of different needs for Zois to allow them a much healthier lifestyle, and because inZOI allows for many different interactions while you're out on the street, having that extra time really allowed you to better enjoy those aspects.

With all that said, we still couldn't ignore the fact that 96 minutes for a day of game progress is very long when you're talking about a simulation game. I can confidently say this because I personally enjoy playing different simulation games to this day, where many of them do not require more than just a few minutes for a single year of game progress to pass by.

For inZOI, we have it programmed where after one day of gameplay, every Zoi's age increases by one. To put that into perspective, having each day take 96 minutes of real time would require 96 hours of real time for a newborn Zoi to become 60 years old! Sure, we have a 5x fast forward option that if you were to play the game with only that option, the time would reduce to 19 hours and 12 minutes, but even that feels super long 😩

I want to know what you guys think. Is 96 minutes for one day simply too long? Will we need something faster than 5x speed? Or better yet, is there a brilliant solution to this problem that we were not able to think of? All of your ideas are welcome!

In my next post of 'Kjun's Concerns', I will get into a fan favorite: cars! More specifically, we'll discuss how vehicles should be utilized to achieve the most optimum gameplay in inZOI!

bleak shard
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Moderator here. Dropping in to remind everyone to be respectful and positive/constructive when offering your feedback to the devs. ❤️

crude charm
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One way that I can think of that you could approach this is to let the player choose it via a slider.

Somewhere in gameplay settings, there could be a option, for example called "Game Time Speed" where the players could select the speed from a selection of defined options

For example:
24 mins - 48 mins - 96 mins - 128 mins - ... mins and so on.

(*Note: the numbers and number of options above are just examples)

And then players could decide the pacing of the day to what they feel like doing by dragging the slider to one of the options they want to go for.

marble sable
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🙌🏾 Kjun is in the house!

Honestly I think the easiest solution is to make a slider for time length, if possible. That way nearly everyone is happy. I bet it would make life easier for modders if they want to tweak it further. Everyone can find a happy medium.

I remember even in the Sims 3 there existed a mod for time dilation because time felt like it went by too fast. I had to use it to slow it down to allow time to do everything in the morning before work.

But other than that not sure in more ideas how to solve it, how I as a player would want it, other than having travel options to get to places faster as you already said. Especially if everything in Inzoi is a 1 to 1 scale of real life as you say. And realistically if that includes even the walking speed and how it scales to the environment.

marble sable
crude charm
sterile fox
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I also like the slider idea.

Another maybe crazy idea, give us an option to skip a certain person's way to work, but fast-forward to the time where they enter their workplace? So their way to work only takes only a few seconds in real time and an hour or however long it takes in game time. That might screw up the simulation though, no clue. And might be weird if you're playing multiple persons.

96 minutes does sound like a lot. Hard to say without having tried it out. I usually play multiple hours per session and on a lot of days, so it might be fine. But I can imagine for more casual players who maybe play an hour here and there, it could be frustrating to see so little progress. So yeah, a slider would be best to cater to different players I think.

bleak shard
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from watching the acottonsock livestream. that I actually found the slower game clock to be distinct and a great choice to make the game feel unique and as if you had plenty of time to do many things throughout the day. The slower pace gave a sense of calmness while communicating to the player through non-narrative means that the city is vast and exciting with oh so many people to meet and things to do.

From a game development standpoint, I may question the use of a slider like people are suggesting in settings to change the game clock, it might make support and QA an absolute nightmare due to the core game clock possibly affecting core mechanics such as motive decay, environment changes, lighting, career progression, etc.

Think to how changing the core game speed in The Sims 3 through NRAAS Relativity could make your game behave very very strangely. (im not even a dev and im crying just thinking about the horrors of every single one of your players on a different game clock speed :X )

Overall, I do love the slower pace as we saw in previous playtests and it was a good call.

thorny quiver
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I'll make my opinion short, longer duration makes things more relaxed, but might also cause boredom to players who couldn't stay stagnant at a same passion.

I prefer having longer duration, makes me less stressed out and when I feel like skipping progress I can just hit the fast forward button.

If a slider isn't possible, I think having 2-3 option will be the best case scenario for different players to enjoy at their own pace. ( 48 minute, 96 minute, 144 minutes)

I like slower pace, and I can always fast forward when I want to. But I can't rewind when default time passes quicker than I thought unless the Zoi dies (time machine isn't really rewind, more like a load game for me)

quartz kernel
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Some random ideas: Variable speed adjustments that Allow players to dynamically adjust the speed of time in the game. For instance: Normal speed for regular activities. Fast-forward for periods of inactivity or repetitive tasks.

Some kind of Adaptive speed mechanism where the game automatically adjusts the speed based on the player's activity. For example:Slow speed during peak activity periods (e.g., mornings, evenings).Fast speed during low activity periods (e.g., overnight, commute).

Dont know how viable this would be in terms of programming it though. Just random ideas.

vagrant garnet
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1 second be same as 1 minute

unique pendant
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If there was an option for people to choose what time their game went at would be interesting, because people may want longer days or shorter days depending on if they want to experience life quicker or fit more in during the day. People may want to for instance, when going to work, delve into more roleplaying, like making food for their children, do chores, and more. If days were shorter, there wouldn't be a lot of room for "roleplaying" and doing things to make it seem more lifelike, instead of just waking up, doing the essentials and walking to work and back.

sonic field
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Heeey @patent hollow Hello!
Thank you for sharing this opportunity/difficulty with us and asking our thoughts on it!

🚗 A little over a year ago, I worked on a mod called Project Get Out for The Sims 3. I faced the same challenges you're dealing with now. In The Sims 3, the world seemed empty, with few Sims on the streets but many cars around the map. To answer your question, it’s necessary to address other topics because Sims running around was exactly the result I achieved while working on this (it looked like a marathon was happening in the city).

🏃🏼‍♂️ To resolve the lack of Sims, I increased the distance over which they would choose to route by car. This way, the second point was that they would walk for 5 meters, but if they needed to route 30, they would run. I increased the distance over which they would route by walking, solving this issue. The next problem was the delay in getting to work; after all, some of these Sims missed their carpool and decided to walk instead of using the car.

In summary, the most tangible and smart solution in this case would be:

Are there carpools to work?
The car should come to pick up Zoi half an hour/40 minutes before the original start time. So that Zoi can arrive on time.

No carpools to work?
The player should be notified in advance (as mentioned above) and Zoi should be AUTOMATICALLY guided to work. In other words, the game should enable autonomy to INTERRUPT whatever Zoi is doing to guide them to work. The player can cancel the action, with the responsibility and consequence that guiding them to work after this may cause a delay.

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Now, regarding the main question, how long a day should last: In The Sims 3, I didn’t know how to increase the duration, and still wanted to create a mod that increased the game's difficulty and complexity, to make it similar to TS1, where managing needs was almost like juggling. So, when I increased the decay rate of needs in Classic Sims Revival to induce Sims to have the three main meals of the day, another dilemma I had to deal with related to time was: How long would it take them to prepare meals, how long would it take them to use the bathroom (because I also increased the decay rate so they would use it 3 to 5 times a day, like normal humans), and the same for the decay of all other needs (except for energy, which I changed so Sims could stay awake longer but with emotional consequences, as they would get tired).

🍽️ 🚽 What I did to solve these issues was to speed up the cooking time, eating time, and bathroom time. It wasn’t as if the Sim took one bite and was done; it’s still realistic, but they perform all these tasks slightly faster: HOW? Needs increase at a higher rate (BUT, as in the case of hunger, it also decays at a faster rate).

Dealing with the time dilemma is a constant balance. Now, I understand that 24 minutes for a day is short for most players, but I would say the ideal time, instead of 96 minutes, would be something closer to 48 minutes. Many Sims players like to double the day's duration.

#

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🖥️ Think of someone doing a live stream; no matter how many activities there are to do in a single day, it’s the sense of progression that keeps people engaged. The same goes for live streams (and please, I’m not saying the game should be adapted for streamers because even though I am one, it's essential that the game focuses on the PLAYER, the rest will adapt xD), but what I’m trying to say is: If the day is going to be longer, are there enough actions, tasks, and activities so it doesn't feel repetitive? After 60 minutes, will we have done many of the activities or not?

🇾 Because if the answer is yes (which I think is unlikely), the passage of time will do its job of making each day unique.
🇳 Now, if the answer is no, then the passage of time won’t have that much impact, as long as every day is not the same (although I am a player who finds charm in the ordinary day-to-day, repeating tasks and fulfilling routines).

#

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🗨️ Regardless of how long the game takes to outline the day, you want to ensure that the player engages and interacts with other Zois. A flaw in The Sims that I fixed was precisely the decay rate of the SOCIAL need. With this need decaying at a snail's pace, it was extremely RARE to see Sims interacting WITH OTHER SIMS instead of focusing on objects.

Icon_Community By increasing the decay rate, there were more HUMAN interactions, and since humans are social beings, whether the day lasts 48 or 96 minutes, make sure the Zois have a relatively fast decay rate to "force" players to engage with the world around them, whether with family or friends. This way, it’s also more likely that other Zois will interact more with each other, giving a sense of ACTIVITY. I did this with my mod Social Consequences for The Sims 3. Everything I'm mentioning here can be seen on my channel or my website (if you need a visual reference for these ideas).

digital sonnet
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An idea I had is to set the day quite long so a day on normal speed would take an hour so we can see all the good detail in the animations without it seeming like they take 3 hours to have a shower as some games do. Then perhaps we could have a Skip Time feature where the computer calculates where everyone would be and what they would be doing (and any buff changes etc) without displaying any graphic or animation changes (ie don't show the animations at superspeed like some games) Just fade the screen, calculate the situation in say 6 hours, then display the graphics again with all the Zois in their 6 hour later activities. Obviously I mean allow the player to decide how many hours to skip. They may like to skip at night for example

warm pasture
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Hello Kjun,
I believe the 96 minute mark is quite a stretch that feel just right somehow? I understand that you were always late for work but as to how you have made it seem, you are always running to work/using the metro which still involves running to the subway and out the subway to work, No?
That is where i believe the problem lies, ofcourse there are countless people who run to work but almost never do you seem them running if the same area they are running to is miles away! (At least not unless they want some good exercise😂)
This should be considered that Zoi's who live close by for example, an apartment thats close to the convenient store, the worker would walk/run to work since its close by. But on the other hand where Zoi's live in one street block and had to make it to another block many foot steps away I would imagine this is when they consider riding a bike or taking a taxi or even deciding to catch the earliest bus.

Another thing is that, many people usually make up some time in the morning to leave out early by sleeping earlier and waking earlier too. Unlike games, its quite impossible to alter time just so you will never be late and so we as humans either tend to sacrifice a few hours of sleep (usually 1-2 hours) or sacrifice some fun time during the evening to head to bed earlier than most people may. It also quite common to hear about colleagues who simply just feed on coffee each day to make it through work to make up for the lack of sleep

So with that, this is what i believe could be quite the consideration to take placebop_cat

sonic field
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🥰 😡 By the way, you still want to make players feel like throwing their PC out the window. Trust me, emotional engagement in the game will motivate them to try and overcome challenges. If the game is too easy, you will have the problem of TS4. People will enter without knowing what to do, when to do it, or why to do it. And there will be no motivation. You want to generate some kind of frustration (in the best sense of the word) to create MOTIVATION. This is why the earlier The Sims games were better than the recent ones.

umbral creek
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I think having an option to have longer days or shorter days would be the best, so people can have an option if they want to take their time & have an easy gameplay or have shorter time for people that want the game to feel harder.

grave crater
worthy hollow
grave crater
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This one is the Sims 4 times

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If the ZOIs' needs don't decay too fast it might make time for the ZOI to get to work

sonic field
tired eagle
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I have 1 question @patent hollow

Is text-format QNA (list of questions and answers) still coming? Or is this the replacement?

burnt marsh
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A lot of simulator games or rpg farm adventure games, usually put the game as 1 minute = 1 hour. In My time at Sandrock, they have it as 1 min = 1 hour. But you can scale it to be a bit more slower, instead of 1 second being a minute, you can scale it back to 0.06 being around 2 - 5 seconds now being a minute.

tawny field
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Having an adjustable option would be great. One size do not fit all. The sims full day is very short to me and unrealistic. Its almost impossible to spend time with all your sims in your household within a 24 minute timeframe. Please make the time adjustable for to each players choosing.

warm pasture
cunning marlin
tough merlin
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Hi kjun!

I agree with the idea of having the ability to edit the time frame with a slider. Having variable speeds. And a popup work notification maybe 1-3 hours in advance.

That way you satisfy everyone. Some people may feel it's too long or too short.

Thank you for allowing the community to be deeply involved with the development. ❤️

Side Note: to answer what you said about the different cultures on your announcement. You can allow the community to give you more insight about the cultures that we want to see represented. And for us to vote on it.

mental acorn
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Hey Kjun I Think The Slider Yue Suggested is Great, So I'll Set it to 48 RL Minutes = 24 Ingame Hours(1 Ingame Day)

bleak aurora
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configurable timeframe does get my vote as well, +1!

cedar plinth
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I think 96 mins is little bit long, considering that a lot of us don't have all day to play the game. I can imagine that it would be frustrating for a lot of players to see little progress during , for example, 2 or 3 hours. On the other hand, I wouldn't want anything to feel rushed, I want to take my time exploring the city after work perhaps. Sliders are a good idea, though I don't know if it would impact the day-to-day chores of inzoi in the game, it's easy for us to suggest but it must be hard to accommodate different day lengths for different gameplays. I feel like 60 minutes for a day would be fine !

buoyant shell
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I agree with boring bones

sleek spindle
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Igree we should have like slider so everyone can chose what minutes they want to play in the game

cedar plinth
grave crater
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I think that a time slider is a good idea, 24min in real life might be enough for 1 day in inZOI

sleek spindle
quasi nacelle
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I can’t make my thoughts as distinctly well thought out as many here already have, but I’d like to toss my two cents in and say that I like the idea of a longer day. The days in Sims for example feels much too short for me to really connect with my characters and I think a longer day would help with that. Also, having a slider option to adjust the length of the days like someone suggested is a great idea as it adds customization for different needs, scenarios and play styles!

grave crater
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Also another thing for the time slider, make it have a 'reset to normal' button

cedar plinth
grave crater
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Another thing as well, instead of waiting for the ZOI to age up a little bit each day, maybe add a birthday thing so the ZOI ages up on that day, so if you're on the normal time (if there's going to be a time slider) you don't have to wait for 96 hours for a newborn to become 60 years old

quasi nacelle
# cedar plinth absolutely. at the end of the day, if 96 mins is what it takes for our character...

Agreed. The length of days imo matters most when we are thinking in the bigger picture of how many days it takes to age up our zoi. If we have a short window before age up but long days we will be spending the same time as if we have a long window to age up with short days. But how do we best connect with our zoi’s throughout that time? For me I would prefer to have a longer day so I won’t feel rushed doing day to day things before the day ends. It allows us to feel more relaxed as we play and connect with our zoi in my opinion!

jade fjord
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I think there is a risk to having a slider to adjust the length of the day since it's so foundational to the game.

If the length of day is customizable, then other features might not be tuned and adjusted correctly as well.

For example, your job might have daily tasks that feel appropriate for a 96 minute day but if the day is shorter, you might not be able to complete it all. And vice versa. The whole adjusting of day length raises a full array of problems.

While I love customization, for those reasons I am against a slider.

Personally 96 minutes feels long. Sims is 24 minutes. I think either 48 or 72 should be picked.

carmine quartz
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People, a slider is just hard to code, i mean, all system depend on that aswell, it isnt just shorter or longer days in a simulation game, if a slider would be easy, they would've gone that route, can we please focus on other things?

grave crater
carmine quartz
quasi nacelle
cedar plinth
carmine quartz
cedar plinth
quasi nacelle
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Oh I see! That makes so much sense I hadn’t considered that!!

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Thank you for explaining! froggy

carmine quartz
# quasi nacelle Thank you for explaining! <:froggy:1111355684127248556>

No worries, i only wanted to point out, that this is the easy solution theoretically, but practical it's hard to do.

So we should focus on other ideas, you can still speed up the whole game, which can solve this. But i would say 78 minutes, would be a good fit.

In Sims you don't have time to do anything, without cheating everything up, it can feel like, wake up, eat, work, make everything green, sleep, repeat. If you want to progress your career, you don't have time, so i would be fine with 97 minutes, if that is what it takes.

inZOI is a lot more of a game than sims aswell, you can drive cars and have an open world, so while playing, time will feel like its going faster, don't forget that aswell.

jade fjord
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Wait, if we are allowed to switch households throughout the single day and play "rotationally" that way, then I would prefer a longer day.

In Sims 3, the game was not built for playing multiple households and exploring the interaction between them. It was single-household, legacy focused.

But with more time and a longer inZOI day could allow me to visit a few households in a day.

quasi nacelle
cedar plinth
grave crater
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Keep in mind that it takes forever to age up the longer the time is

cedar plinth
carmine quartz
grave crater
carmine quartz
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And a slider for lifespan, like teyyii said.

grave crater
mental acorn
carmine quartz
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So i would agree on, let this be, but let us change other things, to still be able to have a shorter lifespan, if we wanted to.

mental acorn
jade fjord
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It's hard for me to know if 96 minutes is too long. With a single household and playing at a 1x speed, then definitely.

But for me, if I'm playing 4 or 5 households in the city at once, and I'm jumping between them, would that even be viable? If so, I would need some extra time. And I would definitely 3x speed during the boring parts.

But playing 4 or 5 households simultaneously in an open world might be too much to keep track of. That could be like 20+ ZOI across households. And with active careers, how could that be possible?

In Sims 2 , you play each household by itself usually for a week. And you basically go back in time for each household to play that same week for each one - other households are frozen in aging and progression when you aren't actively playing them. After you every household you want to play has completed the week, then you move on to the next week.

Kjun, it seems that inZOI will run continuously in an open world, so I'm curious how rotational play among households will work. Because that determines by answer for how long the day should be.

@sonic field What do you think, from a streamer perspective? What balances engagement and playing rotationally?

near pebble
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I like the slider idea as well, However it seems as though the problem with Zois always being late to work unless having 96 minutes a day is due to how long animations are playing for to get each task done

It shouldn’t take longer than 10-15 seconds to take a shower, no more than 5 to brush teeth, etc.

Regardless if you added a slider, there would still be players running into that issue of always being late, as like everyone has said, not everyone wants a 96 minute day.

Another thing to note is that there needs to be an ability to make time/animations go faster just like sims, and many other simulation games

Also! add a slider for how fast Zois age. We should be able to play Zoi for extended period of time without having to deal with our Zoi’s dying of old age within less than 2 hours

grave crater
worthy hollow
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if adjustable time cant be implemented then id love to have long days! Especially since you can make time speed up, i enjoy its cozy and homey feel! especially since inzoi graphics are so pretty! in sims the graphics and animations are ugly so i just want them to do what they need to do and finish so i wanna enjoy the long day! dont forget guys you can have the day go faster by x4

jade fjord
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^^ Wait the days look like 1 sec = 1 minute there in Madi's playtest

lyric lintel
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Hi Kjun,

Thanks for posting this.

Is there a way to turn off aging? if we age after 1 day, it's really quick, in my opinion. If there's no way to toggle this, then I prefer the longer days.

Edit: Also because the announcement mentions about wanting to know about other cultures I just wanted to point out the "ages" are counted differently in Korea than in other parts of the world, which may confuse the non-Koreans. Made a question about it here since it's a bit off topic. #1251176006455267428

jade fjord
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I really like 1 day = 1 year of aging. Because I love playing through the generations and evolving the city/town over time

native moon
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Without playing your game I can't give an informed opinion but 96 minutes feels way to long. At the core of beloved life sim games like the Sims 2 and Stardew Valley is a time management gameplay loop. To make the game day so long time is no longer a consideration feels like the wrong approach. Could time pause, slow down or speedup for certain interactions and locations when needed? For example, in Stardew Valley in the skull caverns time passes slower than the rest of the world and pauses completely during fishing giving you more time to play/progress doing that one activity but for the most part a game day lasts about 15 real time minutes. That feels like a good balance.

jade fjord
jade fjord
solar sonnet
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Adding a button to 'Go to work early' will do. I think 48 minutes will be the default minutes and then add other options or we can manually set minutes of a day of the world.

sonic field
# jade fjord It's hard for me to know if 96 minutes is too long. With a single household and ...

It's relative. It all depends on how many things can happen in a Zoi day. If there are dozens of activities that we can engage in, such as: Work, hobbies, developing interests and skills, managing needs and living expenses, the day can last as long as we are able to progress in these areas.

What they need to make sure of is: That there is not too much progress in a single day or too little progress in a single day. Taking too long to progress can become boring, progressing too quickly can take away the challenge factor.

native moon
tired eagle
digital sonnet
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I think don't speed up the interactions if a player chooses a shorter day, there may be not much you want your Zoi to achieve in some days while other days you may want to do a lot and need a longer day. If you speed up interactions when the day goes faster, you would have to slow them down when the day takes longer, and that wouldn't make sense or be what anyone really wants I don't think. Just keep the actions and animations going at a speed that looks realistic no matter how short the day

marble sable
# jade fjord ^^ Wait the days look like 1 sec = 1 minute there in Madi's playtest

No actually it's longer than that. I watched nearly all this live stream. It was a critique Maddy herself mentioned multiple times about the too long time for a day, going through the night as they sleep even when speeding it up as a critique especially when it came to going through pregnancy, aging the baby etc. I felt the same. I think it was also partly a symptom of the game not being feature complete I absolutely understand that, but the day seemed to go on too long with nothing eventful to do to justify the long length of time before the next day. Even if let's say the game comes out in EA with much more features and and is exciting and filled to the brim with stuff to do in a day, which I'm absolutely rooting for. That could justify longer time. But my issue is even in uneventful moments such as sleep, it seems to take too long to get through even at highest speed. So adding onto to what Kjun suggested further I actually think an even higher speed of time setting could be implemented.

jade fjord
# tired eagle

Sims is 24? 1 sec equals 1 minute. 60 seconds equals 1 hour. 24 minutes equals 24 hours

digital sonnet
# tired eagle

I make 72 minute three times the length of a sims day rather than double

grave crater
marble sable
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If a full slider can't be implemented as too much of a development task (understandable) to have implemented maybe 2 or 3 presets can be implemented (sm1 else here mentioned this). While I want the game well balanced for my player needs I also want a game that knows its identity and sticks to it. So if the game time is long I'm ok as long as the gameplay clearly justifies it and knows what it's going for in "selling" that to players. I'll be alright with that. If the game can give a soft compromise beyond it's identity to accommodate "hard" vs "easy" mode game styles that's only an added nice to have bonus to me, but I won't be upset if the game has one set time and has good reason to justify it on release.

lyric lintel
# marble sable If a full slider can't be implemented as too much of a development task (underst...

True. Stardew Valley feels overwhelming for a lot of people because there's so much to do, even if there's no real need to min/max. There's no aging. No bills but there's so much to do. On the other hand sometimes I just play Sims on speed, even though I have needs, bills, etc. when my Sims are at work, and I have to just wait for the sims to get home, I just speed up the game. It will probably be very different for this game because we follow the Zois at work. However, if "work" is repetitive it will get boring.

I agree, we need both "easy" and a "hard" mode.

grave crater
quiet crypt
# crude charm One way that I can think of that you could approach this is to **let the player ...

I like to play like this too! toooI enjoy playing more slowly because I prefer to take my time and savor the game without rushing. I love watching my Zoi's evolution, her life's achievements, and discovering her flaws and qualities. It's wonderful to see the children growing up and getting to know each of them better, enjoying moments with family and friends, and celebrating festivities, seeing Zoi's belly grow, and experiencing pregnancy moments

I want to have quality time to fully enjoy Zoi, as everything takes time to happen. I want it to be like that in Zoi: having time to live my Zoi's life calmly, without any rush.

opaque trench
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A game that i really enjoy called "coral island" have an option for this in the settings that allows you to adjust the speed of the days. i think every player is different when it comes to this. i personally enjoy having longer days and would really like 96 minuets. however i know not everyone might so i think it would great to have a choice maybe ranging from 40mins - 96mins for players to customize their own experience!

ember stag
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I love the idea of having 96 minutes = 1 day! Honestly, a longer option would be cool too. As a machinima creator it gives me more time to film in the game without time going by so fast.

I agree with everyone who are saying to have a choice for faster or a slower day ^.^

opaque trench
#

i agree id also be happy woth longer haha

#

i find that with the sims i have to pause so much beacuse it goes too quickly, i think if games go too fast it gets boring easily. i love to enjoy a longer experience!

jade fjord
# marble sable No actually it's longer than that. I watched nearly all this live stream. It was...

Interesting. I'm watching the video right now and Madi is at normal 1x speed and look how quickly the in-game minutes are passing. that doesn't appear to be 4 seconds per minute (96 minutes per day).

Although I also remember @dusky rampart saying something about it being slow, perhaps that was referring to the 3x turbo speed not being fast enough for skipping through sleeping?

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elder heart
#

I love this honestly. One of my major issues with Sims was feeling rushed during my day. I would much rather enjoy the activities and jobs my xoi can experience in a slower pace.

lunar oak
#

I think 96 minutes is long,but being long makes you stand out.I think an hour is ideal

#

Also if we have fast forward different speeds would be good too

barren warren
# patent hollow *Question*. How many 'real-world' minutes would make a Zoi's one full day feel *...

I'm fine with the in-game day lasting 90-96-128(more) minutes (it could be less stressful). We should prioritize what works best for the game (because it will also work for the player). Even though it may seem long at first glance, time will pass quickly once you start playing, especially if there are plenty of activities to engage in. I understand that this is one of the longest day cycles in a simulation game, but it's important to remember that this game is unique and offers something different. If time is still a concern, we can focus on activities that most people might not do every day (such as not showering daily or only brushing your teeth at night, etc.), and having the ability to speed time up or adjust could also work.

edgy lotus
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I would go for about 48min, more than that could be exausting

#

The idea from @crude charm it's the best solution

jade fjord
#

Definitely should be longer than Sims' 24 minutes. I would appreciate some clarification from Kjun in terms of rotational play if we want to play multiple households simultaneously....I would think I would need a significantly longer day to do that

random crypt
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I think 96 minutes for a full day at normal speed is fine and would allow us players to focus on multiple aspects of the game. With shorter days (i.e. 24 minutes) it's a rush to complete general life tasks (think of mundane tasks such as vacuum cleaning) so usually in my experience I skip what is not necessary to focus on progress.

96 minutes would of course be a change from the norm of existing life simulation games, but it would work. For example, Cyberpunk 2077's day lasts 3.5 hours so players can focus on multiple jobs and have downtime to travel and complete side objectives. I think inZoi would offer the same possibility with a 96 minute day.

When I played The Sims 3 I used a mod to slow down time, but animations would still take the same time. I slowed time by 40% and it made a big change to how I play and I enjoyed many more things than more, as I had time to explore them as an "extra" part of my character's life.

dusky flint
#

I like the 96 minutes per day cuz it's not rushed and we can fill the spare time with creativity.

quiet crypt
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I prefer playing with longer durations, for me 96 to 128 minutes. With this amount of time, I want to play Zoi without rushing, fully enjoying the cities, seeing every detail, and exploring everything without leaving anything out. Because I want to take the kids to school, still go to the supermarket for shopping, help them with their homework, then they go take a bath while I make dinner, and there's still time for the kids to play, then watch TV Having argued between brothers, which always happens haha, we told them to stay in the punishment room and give themselves time to reflect on what they did. Whether inside or outside the house, many things happen in the smallest details, and I want to experience these events calmly and more......

jade fjord
#

I'll add my perspective that I don't find that 24 minutes makes the day too rushed in the [closed world]* Sims games. There's good time pressure, which makes the game engaging. But I think balance is key. As @sonic field mentioned, the life sim genre is about juggling various tasks under constraints: needs, wants, relationships, work, hobbies, outings. It adds tension for the player.

One must create a game, not a movie-making tool. It should be possible to accomplish some things each day, but you shouldn't be able to do everything.

*Sims 3's open world definitely had issues with how long routing took. I'm not surprised to hear from Kjun that inZOI's work commute is presenting an issue.

topaz girder
#

I agree with the slider because there may be days that I want longer so my Zoi can enjoy a night at the town with friends or family and other days where I just want it over with. Personally I like 2 seconds to 4 seconds to equate to a minute. But again that is personal preference and because inzoi allows you to walk around sometimes it may take me longer to get somewhere unless I remember to take the subway

barren warren
jade fjord
#

Being able to change the length of day at whim sounds like a superpower best reserved for a cheaty aspiration reward object.

topaz girder
jade fjord
#

I liked that about the Sims 2 - you had to consider the tradeoffs. After work you could build skills or do an outing, likely not both. You also could consider taking a day off from work to play catchup on things you were neglecting. Such is life

topaz girder
dusky flint
#

I love the time of the animations and do NOT think they should be shortened at all. What I would recommend for the zois to come to time to work is a timer that pops upp on how long it takes to go to work. That way, we will know when to start going to work before actual work begins.

topaz girder
#

You can’t talk to your friend while making music on the guitar in these games so if I have to choose I’d choose a longer day to achieve both

dusky flint
#

They should have cars to get them to work fast. Like a parking lot outside the workplace. That would make it som much faster and easier.

topaz girder
dusky flint
topaz girder
jade fjord
#

I guess, but I still would like balance and some tension on the player which is why I'm leaning towards something greater than 24 minutes but less than 96. A day that is too leisurely could feel like you're in a perpetual lobby. I worry about running out of things to do.

sacred copper
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It's hard to talk about how long the day feels when we don't have the game to playtest. I trust Kijun 😎

topaz girder
stiff arrow
#

한국인 입장으로는 하루에 96분 너무 깁니다. 여유롭게 하고 싶은 게임이라도 너무 하루가 길면 루즈해지는건 어쩔 수 없는듯

jade fjord
jade fjord
topaz girder
topaz girder
dusky flint
jade fjord
sacred copper
#

As long as you can fast forward, I don't see a big problem either

#

since I never really watch my sim take a shower/do dishes/go to work

stiff arrow
topaz girder
#

It applies to both. As a mom irl you make lunches, get everyone washed up, get the kids to school, get to work, homework, go to the park, dinner, bath time/bedtime. In the game I’d like to be able to do that and spend time with the children because they age up fast in the game. In real life I have years with my kids being kids. In life sims you have a couple in game days and they are already adults.

topaz girder
jade fjord
dusky flint
# jade fjord Right but in the game you could easily run out of things to do unlike in real li...

I think they need to make the things the zois do interesting for us to play though and want to watch. So we don't spend minutes just watching a zoi playing guitar without anything interesting happening. Maybe a mini game or a bit of facts what they learned would be more interesting while they do that. Or that thoughts pop upp while they play guitar. It would be fun to read their thoughts while obtaining a skill. That way the time would be fun to spend even if it's a bit on the slower side.

topaz girder
#

Like older sims games for instance you could water houseplants and depending on how many you had it would take your whole day away meanwhile if you didn’t they’d be upset by them being around because it made the room feel messy

topaz girder
# jade fjord I feel like I can generally do all those things in a Sim day

And I feel that I can’t because again you are doing these things plus trying to keep your sims needs up in order to do skills and they’ll deny if not happy enough as well as teach your child to walk and take the dog out too. The sims days go by so fast. I personally don’t want another repeat of that.

quiet crypt
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It will be great to have long durations because imagine an unexpected work situation where you have to travel for a day to Blissbay, leaving at 9 AM. Obviously, having time to be on the plane traveling as if it were hours from one point to another. For the cities that are closer, the travel time would be shorter, and for the cities that are farther, the plane journeys would be longer. We will be able to relax and do various things inside the plane just like people do in real life. On the same day, you’ll return later at 7 PM to Dowon.

jade fjord
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I agree I definitely want something longer than 24 minutes. I just don't know if it should be 48 or closer to 96

topaz girder
#

Irl there’s too much stress already I game to relax 😂

#

Ofc I think what would help is events happening in the game that could take up time

dusky flint
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When they said early access, did they mean for everyone or just content creators? Because I think it'll be easier to know more if we actually test play the game. But still I'm more for the time in game be on the slower side.

topaz girder
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I’m pretty sure it said early access is for everyone thankfully. I’m in gaming and development for school so it would be nice to play it and actually take a better look at things they added to their game.

dusky flint
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That would be so fun! Hope it comes out soon to play test then. But I'll still prolly be late this year or after august?.. idk but I'll be fun to see how it works out with time in game

tropic lance
open vine
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The slider should definitely be on the fly as well. Say i set the slider to the longest possible time for a day then decide that day was way too long. I can change it to a shorter timeframe through the options menu and continue onto the next day, which will be shorter

topaz girder
#

So it’s safe to say we as a whole don’t agree on the time thing currently😂😂

tawny field
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I prefer a longer day to spend more time with my zois. However the price of a longer gameplay means the game MUST be more in depth or it will get boring quickly.

dusky flint
dapper snow
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Longer day cycles are appropriate for games where you control one character and have activities that are very engaging to play. I believe 96 minutes is too long for a life sim, because it risks players achieving too much.

This also depends on the ZOI's animations and process speed in every action. If every action is optimized and the animations aren't overly long, then 48-72 minutes should be considered.

jade fjord
mellow idol
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In summary, the biggest problem is that the time to go to work is delayed due to the large map, but I think it is better to let the cars and taxis used for commuting immediately move to the front of the workplace even if we give up a little bit of reality rather than extending the daily hours for this small problem.
This would be the cleanest way because the Sims also use Rabbit Hole or 'Follow To Work' when they commute.

topaz girder
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I mean I like that but I’d like to be able to commute myself

#

If I can take the subway, taxi, Lyft etc I’ll do it but I want to have that freedom

#

Personally I think if your zoi is only focused on work, and skills your day will be boring regardless. This game seems like it encourages you to want to do more regardless since it has things like karaoke anyway

#

Walk through the city engage with people, street vendors, tarot etc. go out and have fun

#

I use fast forward only during task like showers etc. so I get it. But at the same time I’d like my zois to have a life of their own and make friends, get married, have kids, see their children grow up, and not miss out on it because of a work simulator or because skills take too long to learn etc. at the end of the day it all depends on game play. And from what I seen I’d like a medium long day.

#

I don’t want extremely long but like I said won’t know until we play.

#

They’ll just have to test it out and see how much they can do in a day that feels appropriate to meet all of our needs. To me there’s no right or wrong way to address this. I just know some players don’t want a stressful day in the game where the whole day is gone instantly and it’s right back to work or right back to school. It’s one reason a lot of simmers don’t play with full households.

hardy charm
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Hello Kjun! I love inZOI and can't wait to play it! 96 minutes per day sounds like an interesting idea, but I understand your concerns about the duration. Here are some ideas from a player's perspective:

Time Customization:
Different Speeds: Why not offer various game speed options, such as 2x, 3x, 5x, and even 10x? This way, each player can choose the pace they prefer.
Slider Control: You could even allow players to adjust the game speed with a slider, so they can find the perfect balance between realism and speed.
Real-Time Special Events: Some important events, like festivals or competitions, could occur in real-time, regardless of the game speed. This would make the experience more exciting and unpredictable.
2. Gradual Aging:

Slower Aging: Instead of aging a year per day, how about the Zois age gradually over time? For example, they could age a month each day or even each week.
Life Events Trigger Aging: You could make the Zois age when they reach certain milestones in their lives, such as graduating, getting married, or having children. This would make aging feel more organic and connected to their experiences.
3. Story Mode:
Predefined Timeline: You could create a story mode with a predefined timeline for each Zoi. This way, players could experience key events in their Zois' lives without having to go through the entire aging process.
Missions and Objectives: This mode could include missions and objectives for each stage of life, making it more engaging and challenging.
4. Other Ideas:
Jump to the Future: Allow players to jump to specific moments in the future, like a Zoi's graduation or wedding.
Turn-Based System: Instead of continuous time, you could implement a turn-based system where players make decisions for each Zoi on each turn.
Random Events: Introduce random events that accelerate the Zois' aging, such as illnesses or accidents. But be careful not to make it too frustrating!
😊

#

I hope these ideas are helpful, Kjun. I'm sure you'll find the perfect solution to make inZOI an incredible game. I can't wait to see how it evolves!

tawny field
twin rain
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Taking into consideration other simulation games that use day/night dinamic, it cannot be that long since we wouldn't be able to advance as fast and not everyone has that much time to enjoy the game everyday.
I believe a slider it's the way to go and a minimum of 12-20 IRL minutes per day should be enough to play "fast" without using x2 - x10 speed.
Also like other ppl mentioned, aging also should be customized by sliders or number input.
Remember, if something takes too long, not everyone will have the time to enjoy the game fully, some ppl only have 1-2hrs a day to play at most.

lyric lintel
# mellow idol In summary, the biggest problem is that the time to go to work is delayed due to...

True. That's probably like real life. I can choose to walk to work or commute with cars/taxis. I'm a couch potato but I'd probably only walk to work if it's like max 30 mins. That's in one day that's about 0.2 of a day ( 24 hours x 60 mins/hour = 1440 mins. 30 mins/ 1440 mins = 0.2). So for me I'd have to live somewhere that would only take Max 0.2 time of my day to walk there. Otherwise I'd live further away (cheaper rent but I gotta pay for my commute)
You can also tie in rental fees. The closer you are to downtown core, the more expensive the rents are but it's closer to the office.

merry sapphire
#

I agree with the responses above in regards to getting a slider that gives the player choice on how they’ll like their day to be.

Is the issue with time in general or time when it comes to getting your Zoi somewhere.

If it has to do with time in general, then the slider would be a good choice. If it’s only about getting your zoi to work or anywhere else, I would recommend a transportation option that teleports your zoi where ever they need to be with a time jump in the game depending on which choices was made and with real life unpredictability because of these choices.

For example If your zoi is driving to work, you can give the player the choice to time-skip to work or manually drive and get there. While also incorporating some real life scenario such as traffic or an accident. You can also do public transportation, such as a bus or subway. With those you can time-skip and just teleport them to their workplace. That way it could be 15 to 20 minutes within the game but a few seconds for the player. I think this will help save some time for a general full day in the game.

Maybe you can incorporate both options.

dapper snow
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I know there's lots of desires for a slider, but I want the dev team to commit to a base line duration of the day and present a good system flow in the final game build. A sim game of this technical level is a monolithic product. Plus, I'm worried about spaghetti code during dev.

topaz girder
#

I’m just happy to play

nocturne knoll
#

I see two good options:

option 1:

Not a slider, but a choice: short, medium, long (that way so it's not a dev nightmare)

Don't have good ideas for what the duration for each setting is though. That depends on gameplay.

Option 2:
Inzois can continue "living" while the game is turned off

#

I say it's not the length of day that matters the most in this case, but whether the majority of that day is spent waiting/speeding things up vs experiencing new stimuli, eg. thoughts, new experiences, things that happen around town, what other NPCs are saying, posting, doing, feeling, (characters have depth)

#

The point isnt to make it as realistic as possible, enjoyment still comes first flower_pink

#

Successful games like stardew valley has automatic time skips that we can take inspiration from. The game automatically "skips" to the next day and plays the end of day montage when the player heads to sleep, no matter the time of day the player is going to sleep. This means if a player just simply wanted time to go by faster, all they have to do is skip it

Maybe this idea can be incorporated into Inzoi through skipping, given the option of them teleporting to the workplace and or also walking/other forms of transportation. If the player chooses to not teleport, they could be rewarded with gameplay like things they find or see on the trip to work

mental acorn
torn burrow
#

as i mention in #1178415809492701336 slower gameplay allows us to enjoy little things. When the game is moving at a slower pace, you have more time to appreciate the small details of your Zoi's lives. You can watch them interact with each other, see their emotions change, and really get to know their personalities.

jade fjord
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I feel like day length options/ slider is off the table. Hopefully we can get clarification from Kjun soon.

stoic orbit
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I would think that 96 minutes a day is a good option. But maybe there could be options for 10x speed or putting the Zoi to sleep could enable an option to end the day early.
or for people who just want to age the Zois quicer, there could be an option to change the aging rate from one to two or four a day if we wanted it to be faster or even half of one if we wanted it to be slower.

lyric lintel
#

honestly i prefer to skip the sleeping sometimes? I know inzoi has some great ideas for the dreams but in sims I would like to skip the sleeping

tired eagle
#

If the timing is longer than 48m. I would like an option to time jump/skip when we put our Zoi to sleep :

  • sleep for few hours ahead
  • sleep til next day / night / morning

The game will put you into quick loading screen and our Zoi wakes up, so we won't have need to wait long to pass one day or wait til night, etc.

topaz girder
stoic parrot
#

I think the day length is fine if we get the ability to adjust the amount of days a Zoi’s life is, adjust the length of pregnancy, and have the option for pregnancy to progress for inactive households. This could allow for people to enjoy the longer days fully but still allow them to speed up the life of their Zois for legacy challenges or skip watching pregnancy if they find it boring.

barren warren
nocturne knoll
#

Yeah I'm not quite good at being innovative 😬 Developers can give solutions and maybe we can choose them? I'm only good for spotting problems lol

nocturne knoll
placid goblet
#

Most games tend to use 1 second = 1 minute in the game. So it would end up being 24 minutes for a day. Sims, GTA and few other games follow this pattern. Keeping this time frame will help players coming from those games into this one, sort of like muscle memory. Although having adjustable time for players is another large importance, it gives them the control of that game, just like the sims where you could tweak sim life span and other parts.

This will help bridge the gap between you and what is common

strong loom
# crude charm One way that I can think of that you could approach this is to **let the player ...

I agree with Yue. Letting the player choose via some settings how long they want their days to last is a great idea. Not only does it cover everyone who may want differing time (for example, I think longer is better. I always hated how fast time seemed to go by), it also can be easily switched up if a player decides they suddenly want it shorter or longer. It would be the best option, in my opinion.)

wind sphinx
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I understand it, but the thing that makes the zoi grow up a year every day doesnt sounds good to me, i prefer the cake thing, blow candles and age up. The other ideas looked nice tho. Congrats and thank you for sharing!❤️❤️❤️

sterile fox
#

The problem I see with skipping time while sleeping is: who is going to count? If you play multiple persons in a household (or in multiple houses even), all of them would have to go to sleep at the same time. Or is the currently selected person counting? But then I'd lose control over the others for those hours, not a big fan of that either.

barren warren
barren warren
#

I want to express why I believe we shouldn't skip the sleep simulation in the game. This game is a life simulation, aiming to replicate reality. Reality isn't just action and adventure; it also includes mundane parts (and let's not forget the sleepwalking and comforting your child/en if they had a nightmare). I think this game could be the closest to simulating reality right now, so we should prioritize what's best for the game (because what's best for the game is best for the player). If that means having a 96-minute (or longer) day cycle, I'm okay with that as long as there are engaging activities during that time. I understand that some might think it's too long, but there will be various activities to do while playing, and time will fly by quickly once you start playing.

tall flicker
#

It's really hard to say when you need to imagine the experience. It would be much more easier if we would experience it in the game lifestyle but I think 96 minutes could be too much for some people. But I am the type which prefer longer experience than shorter, so I think it would be great. I think that bc in Sims 3 when I was playing I always complain about the time. There was too may things to do and we couldnt do much because time was too fast. Maybe You should reduce night time? But day time should be much more longer 🫶 psycat (sorry for bad english)

stoic parrot
# barren warren I want to express why I believe we shouldn't skip the sleep simulation in the ga...

I thought it would be too long initially but watching the gameplay livestream from acottonsock, the time went by a lot faster than I realized. People will be speeding through some parts, but the longer day keeps them from speeding through the entire day.

One thing I noticed is that the longer day prevents you from needing to constantly pause to micromanage Zois. I did that constantly in The Sims.

The days only began to feel long on the livestream when we were all kinda just waiting around for the pregnancy to end. Since there are no interesting activities associated with pregnancy. The pregnancy also pauses if you switch to another family so you can’t skip it that way.

molten junco
#

I may be unique in this, but I think that even 2hrs for a day is ok. I have a lot of experience in open-world racing or exploration games and I find it annoying if the day in game lasts less than 1,5hrs. I tend to feel more in a hurry and stressed, and annoyed that day is already over. In my case even 3hrs is very ok. And please don't make the night too short. At least 1/3-4/10 of the 24hrs.

jade fjord
molten junco
ancient halo
#

I feel that between 30-45 minutes real time would be a good median for 1 full day in Inzoi.

surreal star
#

@patent hollow I've been reading through and my suggestion would be game OPTIONS, not a slider, that's too intense

But game options of:

  1. 48 minutes, following the advice of @sonic field to achieve a smoother simulation
  2. 60/72 minutes for those who want to experience a longer cycle but can't stomach 96 minutes, similar to what @carmine quartz offered
  3. And 96 for all those who want it

I say this because for me, 96 is too long, I need them to grow (I'd like to see one zoi at different life stages in one 5 hour playthrough. 5 hours is a lot of time to give, and I need to see progression in that time to tide me over to when next I can play) and considering, one day is one year, I'd personally prefer the team's initial goal of 48

I would also recommend following the path of Sims 3 and giving in the options menu, the ability to change the days apportioned to each life stage, cause 1 day to 1 year may be too rough for some players

Overall, love the game and want it to succeed, and in my opinion, one of the best ways to ensure that in this space is customization and options

Thank you for asking us tho. It's always an honor to be part of something one enjoys

tired eagle
#

I believe slider or presets wouldn't be good option for the game. They are working on multiplayer feature so default time has to be sync. Also, their main concerns are mainly due to getting late to work because of timing issue. They wanted an ideal timing so it's all get balanced.

Having multiple timing options means it can cause more issues instead of being a solution. The devs need to put lot of works to refine each one options, realign needs decay rate, animation speed, interaction length, NPC schedule and timing system so they don't get late to work. It will affect most of gameplay aspects. I'd rather have only 1 default so they can focus on perfecting it.

frosty path
#

These are just my opinions from someone who has not played the sims game, but played rpgs or mmos. The suggested 96 minutes may seem long, but it may be the most optimal for pacing of animation. As Kjun mentioned, running (possibly speed up?) makes your Zoi look silly, I think it’s because it clashes with the realistic look. Inzoi doesn't feel like a casual 2D fast-paced game because there may be some cinematic cut scenes or incidents such as a car crash, that allow for more immersive camera angles that adds realism and why it is unique. And because of random events, we may find our Zoi needing to do additional activities before the day ends. The game mechanic to trigger random events if implemented may require more time to process by player's actions and possible karma, and a short day will feel rushed and predictable.

What if a long day makes the game too easy to progress? In "Lightning Returns: Final Fantasy XIII," a single-player JRPG game, one in-game day lasts one real-time hour (60 minutes). It seems 60 minutes is quite long but actually when I immerse myself in the game, I only want to have more time. I felt they did a great job balancing story progression and side quests in a limited manner. There are quests you can only do at certain times or on specific days, unable to continue until the next day, or only after prerequisites.

As I mentioned with the small JRPG example, to balance progression without being able to achieve too much in a day, Inzoi would need to limit the number of activities we can do or types of special activities that we can only do after we unlock them. I think it is better to have longer days that suit realism a bit more, and then limit activities/progression based on a certain schedule or locked behind prerequisites. That is more flexible instead of shorter days that start with limited activities/progression, which feels more robotic and the game play loop ends too fast.

#

Right now, as it is in early access, 96 minutes will feel very long because of the lack of fulfilling content, but with future possibilities of more engaging activities and character progression milestones that players can explore with different outcomes for each Zoi, it may feel right. I think trying to cater to all audiences is always easy to say but hard to implement. So it’s best to decide whether to aim for quick-paced activities or long, complex development activities that suit the timeframe. If you can do both, good, but if there is difficulty, you can only choose.

In my view for a realistic life sim, it's best not to rely so much on time speeding as I don't want to play the game like a fast-forward videotape. I would like 60-96 minutes for one in-game day, with the ability to time skip for certain activities such as sleeping at night. Time skip is better than speeding because you are not condensing the animation. Oh, and I'm not really a fan of aging so I would like the option to turn it off or be able to choose our Zoi's age on the fly. I know it's a silly request for a realistic sim game, but that's the only thing I dislike.

mild parrot
#

Horology (or Chronometry if that’s your preferred term) is a very complicated sciencepsycat but I think this is more of a psychology thing than a purely horological variable, since the question is finding what feels just right (i.e. the median) for the hypothetical population (the estimated playerbase/projected sales within the span of the fiscal year it would be released). There’s no proper methodology to pin down a horological experiment, but…

It can be done if it’s done psychologically. I think it’s literally just pinning down a player’s attention span, and how long they could focus on the character attending to specific tasks. I know I hated how long it took to eat a bowl of cereal in the sims.

Not much else I could think of on this topic, except how the speed up feature of The Sims (1-3, 4 is buggy as heck) came in very useful to avoid boredom.

topaz girder
topaz girder
# frosty path Right now, as it is in early access, 96 minutes will feel very long because of t...

Yes! Plus they can add more events like trying to do good deeps for good karma like seeing someone dropped their groceries so you stop to help them. Someone looking an ID so you can find and return it to them. Someone inviting you over for dinner, shoe laces coming loose (rare) so you trip and fall. Stalking the person you like(which is seen in a lot of kdramas I don’t mean it in a weird way) so you can have the chance to sneak around them making your zoi’s attraction for them go up giving them goosebumps or their heart race. Asking your friend to race you to the store. Playing childish hand games. Practicing secret handshakes with your friends. Mini flood when it rains(adds water to the floors indoors not too much though), or tornado warning so you have to stay indoors or find a safe place until it’s over, a kid losing their favorite toy and asking for help. I think adding events will make it worth it regardless because life is full of challenges.

jade fjord
#

I'm surprised that people are making the point that having presets of 3 or so day length options is somehow more viable and meaningfully less of a potentially game-breaking proposition compared to a slider. Pretty much every single progression mechanic (promotions, relationship building...) or time-based events (work tasks, events) would need to take into account different day lengths.

Essentially, many features could become trivially easy to complete or an impossible time crunch depending on day length. Tuning all the variables for a single day length is a challenge. This multiplies by each day length option that makes it to the game.

I'm not sure if Kjun would entertain this idea at all. But none of us know until he weighs in on this debate.

north zinc
#

I believe that it would be good if you could change how long the inZOI days are for your game at the start of the game or through settings. Eg. 43 min,61 min,79 mins ect.. to give people the experience they want and how they want to play the game. I also agree on the idea of changing how long a zoi stays in it's current life stage using a slider like in ts3. This gives the players ( as gods ) the power to really control their game and how their gameplay work as they are gods of the world after all! psycatstare

eternal blaze
#

I think that the current idea of 96 minuet for a 24 hour inZOI day is really nice. I enjoy games at a slow pace, Animal Crossing Series as a huge example, and often do not skip/fast-forward. Reading everyone's thoughts on a slider or simply a slow/normal/fast speed toggle button are wonderful considering we all play at different paces!

torn olive
#

I think Gta 5 day time was fine. So 48 minutes. And also the option to speed up time and automatize actions would be nice I think

barren warren
jade fjord
#

I like 48 minutes. That's double the length of a Sims day. I think 96 could work if you are playing rotationally in real time and are controlling a few families simultaneously

barren warren
#

96 mins gives me like tamagotchi vibes because tamagotchi is like real time and it helps me connect more psycat

polar moon
#

maybe 3-6 real hours to make a day in inzoi you can always fast forward if its too long for you and it gives players who love indepth roleplay in these life simulation games time to play out their character or story and do all the things they want to do in the game but someone also might not have this much time in the real world to spend that many hours playing just to get through a day

polar moon
hidden nova
#

i know some not exactly "life simulation games" but survive simulation games like for exemple project zomboid where it give you the power to "set the day time lenght, like it can go 24h in game take from 15 real world minutes, to 30 minutes, to 1 hour, 2 hours 4 hours, 12 to even 24 realtime hours, like others told making a "slide option" where you can set how much time a day can take in real life would be the perfect way.

quiet crypt
#

Customizable Time Slider:

Time Slider: Allow players to adjust the length of a Zoi day to fit their preferred play style. Options could range from 48 to 144 minutes, offering flexibility without compromising game experience.

Preset Options: In addition to the slider, include preset options for quick adjustments. For instance, players can choose between “Short (48 mins)”, “Standard (96 mins)”, and “Long (144 mins)”.

Dynamic Fast Forward: Enhance the fast forward function to go beyond 5x speed. Implement varying levels, like 2x, 5x, and 10x speeds, so players can fast forward through mundane activities or long travel times more efficiently.

grand ember
#

I think 96 minutes can be very fun

lyric vessel
#

I'd be happy with 120 minutes

barren warren
#

I think at this point, it's up to the developers, so I guess we'll see once the game is out. I would like it to be longer as well.

unique pendant
#

This is why the question is so hard to answer because everyone has their own opinions of how long they would prefer since people would likely play the game differently not requiring longer days or would require longer days

barren warren
crude charm
#

Well, the whole point of why Kjun decided to start this whole channel is to hear our opinions on the topic at hand, which are bound to be diverse, and with that, see what solutions we could think of that they couldn't see right away.

#

I think it's good that the opinions are varied, be it in support of the slider, leave it be as is, or set it to X mins. No matter what everyone's opinion/idea is on this, it shows that we want this to succeed.

So let's just pool in our ideas, let Kjun read this through and then let the devs see what can be done based on our feedback and make decisions.

#

(That aside, I'm surprised that my idea has been upvoted by over 100 ppl o_o)

worthy hollow
#

people are suggesting teleporting to work to help with the commute to work but im not in favor of this idea. I dont like random teleporting it looks weird, especially in the sims. i mean imagine if NPC’s start teleporting? it takes the immersion out of it :( I think being able to bike to work, drive, take the subway rather than just run there would be nicer! it also adds more scenarios and random events to happen! (Like your sitting on the train and all the seats are taken but there’s a pregnant woman, if you get up you get positive karma but if you stay seated you get negative karma)

ember bear
#

I'd prefer a slower game overall but also a slider to adjust it to your likings (and yes, please no random teleporting like in Sims 😭 )

stable heath
#

I think 60 minutes for a day would be good but whether the animations would work well is another story.

unique pendant
# worthy hollow people are suggesting teleporting to work to help with the commute to work but i...

I agree. Teleporting would take away all the roleplaying aspects of how real life works. Walking there, getting transport and immersing yourself in the city is very important to those who want to experience a proper life simulator. If you just telport, it takes away the meeting people, experiencing the city, missing out on going in cars, trains, busses, taxis etc. Being able to for instance go to a shop and get food before going to work, or taking your children to their school before work would be a 100% more realisitc and immersive if it was a simple teleport off to work and then another teleport returning from work.

crude charm
#

Mm, teleportation sounds like something that would love to get bugged for whatever reason plus what others have said on this particular bit, so yea - that'll be a no from me.

stable heath
#

I think it would be great 2 or 3 logical options for the duration of a day.
I mean presets that the player should choose in the game settings.

dusky flint
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I just want the animations to look good with the time, the world to be eventful/interesting. I think the problem with getting to work on time can be worked on by adding a way for cars to transfer the zois to work. As well as a timer to remind us when the zois needs to start going to get there on time.

#

🌼🌼🌼🌼🌼🌼🌼🌼🌼🌼🌼

Maybe there could be an option for teleporting. But that would feel like the risk factor of being late is gone and therefore take away the challenge in it. I want Inzoi to be a bit challenging in sertin aspects. And going to work should be easy if leaving the house at the right time. If not then I think the zoi should have the risk of being late.

tropic lance
fallow compass
#

Hi, There are two factors that matters to me : How slow are the interactions and to be able to play an in-game week in one 15-hour session. I like Cyberpunk 2077 because a day is 3 hours, it's nice when you know the subway can take a long time to reach the destination.

jade fjord
#

15 hours?

fallow compass
jade fjord
#

In Sims you can play a week in 2.8 hours, assuming 1x speed for the whole thing (many people speed up at least for sleeping, so that reduces the time). People are proposing up to 96 minutes per day here, so the upper bound would be 11.2 hours for a week.

You would be able to complete a week in your 15-hour play session of inZOI.

fallow compass
jade fjord
#

That seems to be popular here, but I'm not convinced. I like playing through the generations and seeing the town evolve over time. 96 seems like it could be too slow for me.

buoyant glade
#

하루의 1/3 이 자는 시간 이라는 걸 생각하면 96분도 괜찮지 않을까요?
보통 침대에서 자는 시간은 빠르게 넘길거고
평소에도 배속을 사용하는 사람도 많아서 실제 시간은 그 보다 더 짧을 거 같아요.
(Wouldn't 96 minutes be okay considering that a third of the day is sleeping time?
I'm going to go through the sleeping time quickly
I think the actual time will be shorter because there are many people who use the high speed.)

buoyant glade
#

I think the experience will be shorter if you have the ability to skip the sleeping time instead of about five times faster.
(잠 자는 시간을 5배속 정도가 아니라 스킵하는 기능이 생긴다면 체감 시간은 그 보다 더 짧아질 것 이라고 생각합니다)

amber epoch
# patent hollow *Question*. How many 'real-world' minutes would make a Zoi's one full day feel *...

Hello!

Thank you for revealing the time of a day on Inzoi, for my part 96 minutes seems very good to me, we do not play a simulation game as realistic to advance a day in 30 minutes otherwise we do not really enjoy the game. In my opinion, since you have included accelerated speed options there will be no worries, and 96 hours make 4 days, and 4 days to live from birth to retirement is already very short! No need to panic, the game will not be too slow or long on the contrary! (This remains my opinion and that of my youtube community) psycatgood

jade fjord
lyric vessel
#

With at least 96 minutes I'd be able get a lot of things done in a day. Get up, get ready for work, fulfill all our needs so we could go to work

distant glen
#

I am no developer, but a 3 set time option would be great. Option 1 : 48 mins day, option 2: 96 mins day etc. However, for my gameplay style I think you guys chose the perfect amount of time and 5x speed would be good!

barren warren
#

So I personally love the 96 minutes

barren warren
restive pasture
#

Я очень жду эту игрушку , спасибо вам за то что вы ее делаете , не опускайте руки если что то идет не так , только вперед и все получится psycatgood psycatgood psycatgood

topaz musk
#

While I also agree that the slider option is a great idea, I wanted to add a couple thoughts. I do not know how much seasons will be a thing in inZOI. But long summer days and shorter winter days seem realistic to me as well. Not that the actual days have different hours in real life but it does feel like it, so maybe when, lets say, the day takes 96 min than the winter days could go by quicker by 15 percent.
I dont know much about game development but a slider does sounds pretty complex, so when that doesn’t work maybe having three options or something, like that“hustle life“, „real life“ and „slow life“ or something would do it too^^

restive pasture
#

Пусть будет 96 минут , потому что будет интересней играть , а куда торопиться то ? За bop_cat bop_cat

amber epoch
patent hollow
patent hollow
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patent hollow
patent hollow
patent hollow
patent hollow
#

Hi, everyone.

I was actually very nervous when I first started Kjun's Concerns, which I hoped would become a platform that allows our community to contribute in making inZOI into a better game. I was absolutely blown away when I saw all of your warm (and passionate) comments on the topic. Thank you all for taking part in this communication.

Wow. So, I didn't expect to receive this many comments for our first post, but I think this was a great learning experience for me to understand how everyone has such a different view in what each player wants out of a 'life sim' game.

Some prefer a challenging approach where different obstacles are overcome to give a sense of achievement while others search for blissful serenity, a total relaxation where each and every day is a wonderful gift, appreciating the smaller details in life.

The original question had asked, "Is it '48 minutes' or '96 minutes', the answer to all problems?" The answer was clear: it was the fast-paced '48 minutes' (and sometimes, shorter), and it was also the relaxed pace of 96 minutes (or longer). Both were correct answers to different people! It turned out that selecting just one of these two or even worse, taking a number between the two, which was going to be neither fast nor slow enough, was never going to cut it.

From the very first comment, it was evident as to which idea was going to serve well for everyone. Giving the players the option to simply select their desired game speed in the settings was the most straightforward and user-friendly solution. If you want a fast-paced gameplay, you can select 48 minutes, and if you want a more relaxing experience, go for 96. It really is the ultimate solution!

However, as some of you have mentioned, to make this actually come to life is a whole another matter. To adjust your game speed means that you have to cater to so many other elements within the game that, only the most careful balancing act would allow the game to run appropriately. So, to have, not just one set speed, but a variety of game speeds that players can choose from, the game now has to be able to dynamically adjust to each selectable parameter, and the work that's required to prepare all that is (well, to put it lightly), immense.

Nonetheless, it was made clear as I read through every single one of your comments that the value this feature can bring to our players, which would allow them to play inZOI the way they want, was just too great to ignore. Therefore, while we're very aware of the tasks that are in front of us, our team and I have decided to take on this challenge and begin development of a variable game speed setting for inZOI.

Thank you to everyone for participating in our communication.
See you in the next post!

barren warren
amber epoch
#

With pleasure ! psycat ❤️

unique pendant
#

Thank you for listening to our comments, we should be giving you a thank you as games aren't usually this feedback orientated.

barren warren
warm pasture
#

Kjun_Heart Loving the approach the developers are taking, may your endeavors be worth it and you challenges be overcome, you have our immense supportbop_cat 💜

crude charm
#

Thank you for your response Kjun, I won't be repeating what others have said already, so I'll just say that we shall be waiting for your next post on this channel, or in other words next topic where we, the community can pool in our ideas and feedback.

tough merlin
stable heath
jade fjord
#

I wish you guys the best of luck with tuning the game for the different day length options.

I also hope that with 48 minute day length, you are still able to solve the issue of commuting to work taking a long time.

It would also be helpful to see what a "day in the life" looks like at 48 minutes vs 96 minutes so we can better understand what works for us.

mental acorn
#

IMO I'll Have it 96 Minute of Gameplay = 1 INZOI day Configured

stable heath
dusky flint
lyric lintel
#

😮 that seems quite challenging. I wonder if that means that one who plays with the 48 min setting - does that mean that they walk twice as fast as someone on a 96 mins? I like the two settings but prefer it to have that one's for hard mode (fast day) and one's for easy/relax mode. So would the work day on the fast mode be half the day as the long mode?

marble sable
# lyric lintel 😮 that seems quite challenging. I wonder if that means that one who plays with...

I don't think so. I think they (will) walk at same speed actually. Just other things might slow down, might be slightly wrong though depending how they decide to implement it though. If they want people to be able to do more activities in a day of 96 minutes it doesn't make sense for them to slow down walking, it makes that harder to achieve. For an idea of how the 48 minutes is which I believe is the original time from last November, which was already definitely slower than the Sims time, is what acottonsock livestream video showed to give a full idea for us. That time seemed slow enough for me even. That's my golden option.

lyric lintel
#

Ok I hope they don't do too much adjustments. I like the longer time especially if they age a year in 1 day.

restive pasture
#

Еще можно сделать так что время можно было прокрутить , это тоже очень хорошо бы было psycatgood

carmine quartz
#

96mins FTW

umbral creek
#

Ooh a comparison video of the different times would be great content so players can feel which time suits them best! This is exciting!

grave crater
warm pasture
grave crater
north zinc
real rivet
#

24 minutes

lyric vessel
#

24 to 120 minutes

empty vortex
#

Perhaps the best thing would be that during the game we can be modifying the duration, because I think that many of us would like the rest day to be longer than the working days

modern basin
#

As many do I play sims 4 and have used mods to vastly increase the days timespan. Mine is roughly 45 mins for a day with 2 days predicating a years worth of 'sim age'. This was not because I felt the days were too short or anythging but because of the silly time sinks that would be used for hygene. 6 hrs in a bath? really? 2 hours for a shower that most ppl achieve in 20 mins? As long as everything is in perspective thyen you could in theory have the day length as long as you like, it's the 'unrealistic balances' that will hit the player. Seems that in your case it's commute time, without playtesting I can't comment for sure.

trim talon
#

I personally think there should be some type of slider to change how long a day is so it's flexible for all kinds of different life sim players.

naive iron
#

The slider is a good idea only if to get the player through certain phases of the day or routine that don't contribute to fun gameplay. Some people want to micromanage. Others want to influence it part of the day and otherwise let the characters have agency. A slider would make all of that more palatable. One thing is for sure, don't make a day, by default, go by too fast assuming the player leaves the slider at factory settings.

jagged shadow
#

Don’t give up guys!!!!💞🙏🏻It’s a super game😍💞🙏🏻

agile wagon
#

After a quick Google search, I believe the second installment of a popular life simulation game I used to follow had “72 minute for a day of game process.” I am not entirely sure if this is accurate, but it felt like a perfect balance since it is between that lengthy 96 minutes and busy 43 minute.

I believe the decay of our Zoi needs and the length of animations are what we need to be concerned about. I love the second installment of the game I eluded to above for many reasons, but for the sake of this topic the decay of needs in that game allowed the player to enjoy the content unlike its fourth installment. Additionally, I felt the animations were appropriately given enough detail and play time that kept the player immersed and not single in-game minute wasted.

idle dove
#

Something that has been on my mind.. could aging be optional? It'd be great to have the option to remain the same age. Their could be a server dedicated to those who choose to remain the same age, or have a birthday once per year, if this game was meant to last for years to come. It's just an idea. It is fun to build different characters, but it's also fun to remain dedicated to one character. We don't age as quickly in real life, and if inzoi was meant to be realistic, I think it'd be great to have the ability to have a character that doesn't age faster than we do. In sim-type games, I've actually grown sad or wished I would've been able to continue playing with the same character and be able to experience a lot more, than normal type duties that one experiences in real life already. Ah well, these are just thoughts pertaining to the one idea, of having a Sim you could possibly age with, or keep at a real age, similar to the player's age, or the player's ideal age for the duration of their time with this game.

agile wagon
hushed veldt
#

I personally like 96 minutes, but I’m sure once I become familiar with the game, it could potentially turn tedious. While I don’t have a strong opinion on this, I’m happy it’s not too short. I’d much rather it be too long. I have to give the advice of adding a player slider, and let us choose. This way the fault is our own if the day is too short, or too long.

fossil cobalt
#

around 45 minutes

graceful nova
#

i would like see more options for player fpr exa,[;e so;der fpr day length so default would be 30 minutes

tired blade
#

Definitely slower than The Sims at least.

lyric mortar
#

i really like the idea of longer days! i think having a longer day would give inzoi something that stands out in the life sim genre. usually in the sims you don’t have much downtime and i really like the idea of a slower paced life sim. it sounds nice to have your character be able to have a routine before work instead of just running out the door because there barely enough time to eat. to me it just sounds more immersive, but i do think the time slider is the way to go because not everyone likes the slow pace and that’s fine too! i’m very grateful that the devs are asking important questions like this and really taking our feedback into consideration! there’s so many different ways to play life sims so i’m glad they want everyone to have their different styles of play!

plucky ridge
#

I think having the different options in settings would be best in making sure everyone can play at the speed they enjoy most. Rather that’s faster or slower days

dreamy narwhal
#

I think 45 minutes would be a good start for a whole day , like some people mentioned you could also implant a slide and let us choose how much time we want to make for a day in game , which I find a interesting choice too

tawny condor
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I would give it around an hour. When playing simulation games, I feel like the days are too short for me to make all the things I planned to make and enjoy the process, with no rush. If it was possible, giving the player the choice on the configuration menu would be perfect

true tulip
#

Personally, I am more than happy with 96 minutes. I've always felt like there was never enough time to do anything aside from work and take care of your needs in other life simulators, which while that is my life, it's something I would like to escape when playing video games. However, I am someone who tends more towards setting longer lifespans, and I know there are some people who prefer the opposite. To accommodate both, my idea is keep 96 minutes, but allow us as the players to set the lifespan, this could be on a preset slider or maybe we choose how many in game days correlate to each life stage. Something I'd like to add sort of on this topic, I would love to see a feature where we can turn off aging temporarily, while the long days might give me this room already, I typically go into different households with some sort of storyline and at times have had to turn off aging to further develop that specific point in the storyline before moving on.

carmine quartz
fair spear
#

19 hours for 60 years doesnt seem too long to me at all. If i play 2 hours a day, thats one and a half weeks, which actually seems quite short - not because of the length of a day, but because one day equals one year. Will there be longer life spans where, for example, the age only increses every 3-4 days?

weak meadow
#

I think you should be able to edit how long you want it to be, but for a default setting I think... about 20 min or so

lapis schooner
lyric mortar
#

i’m excited for longer days!

chilly junco
#

I think I am going to go all nerdy on this:

  • Perhaps a dynamic time adjustment? Be able to adjust the speed of time based on the context, e.g. routine activities (like commuting) could be sped up more than engaging or other activities (like managing interactions or making decisions)
  • Allow the customisation of speed offering more than just 5x fast forward option. It could iknclude 2x, 3x, 4x and 5x. Or faster. Though that is quite computation, but it is a suggestion.
  • Regarding the milestone-based aging, instead of increasing age by one each day, age could be based on milestones or specific achievements? E.g. a Zoi might age a year after completing a certain number of significant events or accomplishments?
  • Perhaps dive the day into segments - morning, afternoon, evening and night -.
  • Introduce key events or activities that drive the progression of time. For example, significant events or tasks could fast-forward the game clock.

But it all comes down to A/B Testing when you have to work around the different day lengths, see which one provides the best balance of realism but also player satisfaction.

timber cargo
#

i prefer the long days… that’s the whole reason why i quit games like stardew and coral island because the short days makes me so anxious about getting to bed in time and i feel anxious that i’ll be late for things or i miss a crucial event because i needed to rush to the bathroom irl

dry granite
#

^ agree with dreamy, as a longtime simulation game player i always hate feeling rushed. Mods were needed to stop anxiety. Inzoi will be a welcome relief with 90 min days, if you add a a slider with gameplay impact disclaimer that would be amazing (crazy people like me might want to go even longer days). Perhaps alternate schedules that works with different day cycles to appeal to the people who want that sort of thing? Splitting up tasks and such

robust hemlock
#

Make the days long, I do not mind that they’re over an hour long

wheat gazelle
#

not sure why everyone is pointing towards the slider thing for in game time. what if the game goes multiplayer, and you get to meet other people playing this game and try to hang out with them? the day won't be the same for both of you.

#

one hour in real life should make 1 day in the game. and that's all i wanna say

jade fjord
#

Acottonsock says the days were “extremely long” during her playtest of inZOI https://youtu.be/142pthKVP5I?si=TR7wb3XQDX4uNlQ3

Lead Producer Kjun has been very vocal on the inZOI Discord about development concerns he has, and levying that against consumer feedback. What are your thoughts about his concerns?

InZOI Discord: https://discord.gg/inzoi

Check out my playtest video: https://youtu.be/Z_sX6MCPSCQ
Check out the four-hour livestream: https://youtube.com/live/dQUv...

▶ Play video
livid hound
#

The issue I think is how much variety of activities can one have during repeated days. A long day where one's activities are very much the same will wear on a player and be boring. Is there enough variety day to day? Then the days can be longer and be full and interesting, if slow. In The Sims, I have a lot of variety in how I can spend each day (in part because I can schedule a holiday whenever I want, and work from home tasks can vary too), and I play very, very slow. Variety allows you to play slower.

dark field
#

As you may already be aware, in the Sims, 1 Sim minute is equivalent to 1 real-world second. So, 1 Sim hour translates to 1 minute in real time. A full Sim Day (24 Sim hours) amounts to a total of 24 real-world minutes. I would like the option to select different time speeds, similar to the system offered by MC Command Center for Sims 4: The default speed is 25, while 50 doubles the length of each day, and 75 triples the default speed.

mint swallow
#

I am just going to say people who say longer days might be players who don't stick around to play long enough, especially with the inadequate gameplay provided by the recent life sim nowadays cough cough

For generational players, longer days will definitely displease the audience. And these are the people who are looking for the next life sim game and go back ts2 or ts3 instead of sticking to ts4.

Most of us don't mind the challenge if you could even call it that. And for people who complain about not having time to do everything, there should be cheats to lock the needs to max with no decay.

For gameplay enthusiasts, we will have challenges focusing on generations and playing up to 10 generations. Longer days suck when you consider that. I want to struggle and earn my 3 days of torment of looking after a baby in the classic 24-hour format. It will take an hour to grow it(well, it is faster if you speed up during the night etc). While anything longer is a different kind of torment, and if you make it easy instead then it is not that involved or engaging, and I guess that goes for anything from raising a baby to grinding in the university.

Slider for a day is going to be way more complex than a slider for ages/ lifespans. I am not sure the devs are getting valuable advice there technical wise. And it would be safe to ignore imo. (mods that raise the time are usually buggy messes too in other games)

Anyway just my 2 cents.

distant mortar
#

I guess I might as well give my opinion! I personally prefer the longer days in InZoi it sets it apart from other life sims which are just so so sooooo fast day is a rush. I barely ever turn aging on when a play a life sim because even with the longest life span it feels like my favourite Sim I created is already old and ready to die before I am am finished with them. Plus.. as some have already pointed out with a longer day you can get more done besides wake up work eat and go to bed. In the sims 4 the average day is way too fast in my opinion if you are really trying to do a life Sim and be immersed the days are way too short.

#

I would also like to add that many who prefer the shorter days need to consider every time an expansion is added to the game and there is more and more to do that sims day to me feels shorter and shorter the more content is added. I feel like the Inzoi team know what they are doing and will find the sweet spot with regards to travel time etc. Also I hate that in the sims showering and eating you food takes up sooo much time. When in real life that shiz takes 10 minutes dude. I'm glad the Inzoi team is looking at the time a zoi is taking to do things to make sure we have enough time to do the basic day to day things. Because you can tell the sims team don't consider that - at all!

spice flume
#

I agree with the sentiment that a slider would be cool, but if it isn't feasible, 1 game hour per day would be fine

wheat gazelle
#

1 hour in real life should be a day in Inzoi is the best bet.

desert talon
elder marten
#

could also be a vote option or agreed upon time setting when setting up server

pliant moss
#

I love the slider idea since in some other games they are working great. But please don't just adjust the duration of a day but also make the sliders impact simulation time. For example if you're playing at let's say 43 minutes then eating, showering etc. need to be done faster too. That's one of the biggest problems of the Sims. They just take forever to eat or shower or whatever. It takes away from the gameplay experience.

grim cloud
#

Letting people decide how long, or short they want the days in their game to be might be the wisest option, honestly. Reading peoples' concerns, considering how some people may not really feel having either a fixed short or long time setting, I think it's the better option to apply a slider so people can decide how long or short they want their days/nights to be, to reduce peoples' stress. 🤔

...I'm actually not sure how that'll work in Multiplayer though, unfortunately. Mostly only thinking from a Singleplayer point of view on this, sadly.

wheat gazelle
#

exactly what i'm saying

crude charm
#

One of the safe approach methods for the multiplayer I can think of is that the time slider would be decided by the host.

If we assume that Player A visits Player B, then Player A will be playing at the same speed that Player B is. The same case would be for more than 2 players joining - Players A, B, and C who visit Player D would be playing at the speed set by Player D.

Ofc the option to change the speed would be only available to the host, or locked while being visited by other players.

barren warren
#

very long

wheat gazelle
#

There's a possible way to use the slider. If they choose to make...
Single Player: (in this you won't be able to meet anyone online, that includes your friends from discord or real life), you just play to yourself and make your own time using slider.
Multiplayer: The timezone will be the same for all, keep in mind that all you did in single player will be saved, and will remain the same in multiplayer as well.

#

So, my point is if they do plan to make multiplayer, then what's the point of having single player? I don't understand.

barren warren
#

in the sims 3 and 4 my sim is a farmer, and he takes the entire day to take care his farm, i like to have a few hours to rlx, go to cinema/mall and then take the girls to bar

elder marten
#

i know those feels i have 3-4 farmers and a hired gardener lol

barren warren
#

hehe

wheat gazelle
barren warren
#

just work

wheat gazelle
#

yea, that's why we are requesting for 1 hour real time should be a day in Inzoi.

barren warren
#

yea

next vortex
#

I am not a developer, so I do not know what effects could implementing sliders have on the game but it does seem like providing such an option would be a good idea. Especially since there are people with very different preferences, such as more realistic gameplay (they make the day longer) or challenges (making day shorter so they can progress quickly).

One thing is for sure, there should be a default and 96 minutes seems excessive in my opinion. And to put this into perspective, 96 minutes is more than an hour and a half to play through just one day. That's a lot of time you have to spend for so little progress. People don't like to wait, attention spans are getting shorter. Depending on who's the target demographic of the game, 1h36mins could be a lot for a person. Casual players or children/tweens could find that much time too realistic, slow or even boring. In my opinion, 40-45 minutes should be the max of the default option.

Ideas? Well, a couple actually. Some of those are bigger than others but maybe one of them can provide some inspiration:

  • shortcuts, such as shorter or simplified animations so interactions with other Zoi/objects aren't as long
  • rabbit holes, even though players are not too fond of those
  • smaller cities (impossible, I know), smaller scale in general
  • it would seem appropriate to add an ingame 'estimate time warning system' on how long it takes from your home to a workplace, when choosing a new career or moving your Zoi to a different place. That way everyone would be warned about travel time. It would also add a level of realism to the game since even in the real world people often prefer to choose a place to live closer to their workplace.
  • make the game aware, so that it would calculate the most appropriate amount of time that Zoi need to get from home to work based on where they live and where the workplace is located, so the game can notify you early enough that you need to go + an hour so Zoi can get ready to leave
primal nova
#

Personally I enjoy going slow with games like these and 96 minutes is perfect for an in game day. However, I also understand that for casual players and a younger audiance, that would be too long due to shorter attention spans, the want for faster gratification, etc. So if its possible to have something in settings where the player can set this in accordance to what works for them would be a good idea.

daring elm
#

I think it should be bit 24hour aka 1440 minutes as I would like it to be like real life that’s just my opinion

next vortex
# primal nova Personally I enjoy going slow with games like these and 96 minutes is perfect fo...

I completely understand where you're coming from. I personally prefer shorter days since I do not like playing simulation games for too long during a single session. 2-3 hours, sometimes 4 if I have enough time. That's why 96 minutes seems too excessive to me, because if i decide to play 2h one day it would mean I would barely get through one day, maybe two if I speed up the clock. I fear it would get frustraing very quickly because the progress is minimal even after a week of playing. And that's why I think that default should be shorter but with an option to lengthen in the settings, because most people rarely visit the settings.

dense idol
#

Seeing Cottons video and seeing how long the days are it’s actually something that i appreciate. I feel like i’m games alike to this the days are just so short and i feel rushed and as if i can’t do anything!
They may be a bit long for some people and their attention spans though, perhaps something in the middle to favour us both OR set selected options for faster or slower days!!!

desert talon
crude vigil
crude vigil
quiet crypt
carmine quartz
#

Can we close this thread then? I'm confused everytime i see new messages here.
Please post what the outcome was and then close it.

crude charm
agile wagon
thorn bough
#

I don't know if I'm not late to give my opinion or if the dev team is still reading. Hi 👋. I don't like the slider idea at all. You can't make everything a problem for the player to figure out. As much as players think they do want all the options in the world, in reality I don't think they do....I started writing this before I realized I am too late and you decided on the slider 😆 no worries then, maybe it is the right decision

iron token
#

I think ingame time should look realistic: going from one part of the house to another part shouldn't take hours (the way it is done in Sims).
Preparation for work should take around same time as in real life too: an hour should be enough to do everything and leave the house.

So 1 day duration should be adjusted according to actions animation length: if animations are short and u can prepare for work in 2 mins, then 2 mins should be 1 ingame hour. If animations are long and take like 10 mins to get everything done - then it should be 10mins for 1 ingame hour.

bleak shard
# thorn bough I don't know if I'm not late to give my opinion or if the dev team is still read...

Yeah I sort of agree with this; I think too much player choice in things that don't really matter just for choice sake is usually a bag thing, you get feature creep or trait creep where a lot of those customizations can interact with each other in conflicting ways and cause the simulation to seem confused or random 🙂

this also applies to some of the other questions about city sliders/stability 🙂

carmine quartz
# bleak shard Yeah I sort of agree with this; I think too much player choice in things that do...

I see more problems with a slider aswell. I think too much choice is too much and something like this can be the "soul" of the game.

Why do i think inZOI is so good? The days are longer than other games, i enjoy this a lot and it's unique.

Sometimes these things are important. People who like the game would play regardless. A slider is just too much work to add, when the game isn't built around it..

fallen rock
#

I'm all for the letting us choose the amount of time it takes for a day to pass. I know every player likes different time styles. I love longer gameplay so I'm not upset with the 96 minutes especially because I know I'll get attached to my Zoi's in the future. If that can be done, then great.

vague yoke
#

I think something in the middle like 30-45 minutes for a for a full day. In other simulation games a day goes by too fast and I can only do half the things I want to do, or I will go to the festival but be red on hunger sleep etc.

faint sedge
#

an ajustable time frame would be a good idea - for example the fastest being 1 second for a minute and the slowest being 1 minute for a minute like real time and it could be adjusted in settings using a slider or something similar! 😄

rugged pebble
#

Hi everyone! New here but I have a quick curiosity about this feature. Since this is supposed to be a multiplayer game, the in-game time slider should work individually only for those who decide to play in a single-player save and, if there will be MP servers (thinking like in ARK Survival Evolved now) it should be mentioned what is the time set for each, right? I'm not sure how else will this idea be implemented but I was just thinking about it while watching a video on YouTube about this announcement. @patent hollow, once you get to these ideas, whenever you have the time for it, please take in consideration this question as well as I'm pretty sure I'm not the only one thinking this way. 🤗

tropic lance
frosty path
lament wigeon
barren warren
#

Maybe one full day being 30 minutes or so? In the Sims the time kind of goes by too fast in my opinion at normal speed, but it probably would become somewhat difficult if the in-game day minutes are too long.

So maybe like a little over 30 minutes or so? I think in sims it's 24 real-time minutes, which often when playing feels like it's not enough time to do everything you may want to do in a single in-game day with your characters.

Lots of times when I've played sims, I would for example want to have a family camping trip or something, but as I'm trying to prepare the characters for it in the game and do what needs to be done, it's normally night time in the game by the time I get it all done and am ready to go in the game.

Same with the work stuff, there's been a lot of times that you end up having to go to work as soon as you have to leave when playing, so it kind of doesn't feel super relaxing or player friendly. There's just not enough time in the 24 minutes being a day.

elder heart
#

Since we have a load of new people, I'm going to post a reminder:

Please don't tag the devs in replies. Especially during this month as they're actively prepping for gamescon. KJun's Concerns gets reviewed by devs naturally, much like the wishlist. ❤️ Thank you all for your feedback and thoughts, we're all excited to see everything you guys come up with and your concerns / questions.

cloud moon
#

96 minutes sounds like a lot of time but when I think back to sims 3 it took my sims ages to get to work and back home and there wasn’t really any time to meet up with their friends or work on their skills because I was busy taking care of their needs after their work day. So I’ll appreciate the longer days! But I also think having the option to decide between like three time options would be perfect for everyone for example 43 mins, 96 mins and 144 mins.

magic aspen
#

I think 96 minutes is perfect. I like the slower pace and dislike when the day feels rushed like in sims or gta.

crude charm
magic aspen
tiny shore
inland epoch
#

I was about to put my opinion here to let people choose the length of the day themselves (as 96 minutes is personally too long for me), but I'm happy to read that Kjun already confirmed here that they make different length of the day available! This will be a gamechanger and will allow people with many different playstyles to enjoy the game even more! So thank you so much for it, it is the best way to approach this problempsycat 😍

neat juniper
#

I def think it would be a great option to make it adjustable. I know I would prefer my speed set to be very slow. Even 96 minutes for 1 day is too fast for my likening. I would like my day to equal like at least 180 minutes. A slider would def make this a non upset for everyone because then we could adjust the time to our own liking and truly make our experience our own. flower_pink

harsh dragon
simple meteor
#

24h

rare apex
#

I like the days to be longer. Personally I'd like to a 24 hour period in game last about 2 hours maybe even 3 hours real time.

If my character wants to throw a party for example. I want time to talk to each of the guest, play games or whatever else. If that party is done and over in 10 mins real tine. I find it kinda dull and boring.

bright void
#

Slider

tawdry zephyr
#

Max. 30 minutes

simple meteor
bright void
tawdry zephyr
simple meteor
#

30 minutes to litlte

inland epoch
#

Kjun already said that they will implement different options

hushed jay
#

I think 96 minutes is great since there is already an option to speed up the day. In life sim games, I like to take my time in setting up what the day’s tasks will be and sometimes when the day goes too fast, I’m left with having the character do it tomorrow.

crimson solar
#

6 hours

#

nvm

rotund star
#

if it's not too much trouble, could you add a slider that allows the player to choose how long in real life minutes they would like their day to be? Just like you have for adjusting the city safety the population of family, families and animals, etc. Thank you 🙂

orchid thicket
#

The time could change depending on the season so more night hours then more day hours in another season

rare apex
# hushed jay I think 96 minutes is great since there is already an option to speed up the day...

Yeah that's extremely dull. When the day goes to fast, it seems like you spend most of your playing time doing the basics.

Like getting up doing your morning working, showering and cooking breakfast should take you roughly 2 hours in game time. But if the time moves to quickly in game, that seems to be 4 hours.

Or if I want to zoi to go to walk around and meet new characters. It shouldn't take up my entire evening.

urban copper
#

48 minutes

dusty solstice
#

I too was thinking 48 minutes but I'm not sure that's enough time to get from A to B especially if you're required to start work in an hour and 45 minutes

wanton bobcat
#

have option to adjust the time

restive wagon
#

The simple solution to me is to have time go by fairly slowly, with the option to increase the speed, or skip forward by a specified amount.

I, of course, mean simple solution to the conundrum. Not that it would be particularly simple to implement.

quasi saffron
#

Putting a slider in the options is the best solution, everyone can play the way they see fit.

tawny condor
snow rock
#

everyone’s saying longer then 90 minutes or things like that, but why not something shorter like 20-30-40, i get you don’t want to feel rushed, but what if you’ve got nothing to do on that day and your just sat there bored because you’ve not got anything to do

tropic lance
frigid citrus
#

Totally agree about having a slider so people can adjust the timeframe to their personal liking. Not everyone would want a 30, 60 or 90 minute day. Some may prefer a much longer gameday as much as 1-1 timescale.. A slider would be perfect.

fluid ibex
#

Personally I like longer days cause I want to enjoy daily activities and having time for work and family. Sims days was way too rushed out. I will have to agree adding a custom slider because not everyone will agree to one time.

barren jay
#

GTA% has a 45 minute Day/Might timer

echo reef
#

Maybe the time can be similar to sims 4

lime oriole
#

A slider would absolutely be best. Some players would like the challenge of the rush of the day, while others may love having time to take things slow and play in a cozy/relaxed speed.

A slider would allow everyone to play to their preferred style, switch between the two as they wish, or find a their own sweet spot in-between!

iron atlas
#

I just dont wanna spend 1 zoi day in more than 1 real hour.... I wanna play other games on the days and i dont have too much time as other 🥲 So consider the life too, pls 😅👌🏻 (i dont wanna fast the time ingame cuz inzoi' s world is beautiful...)

eager raft
#

If it’s not too late, could you consider adding a 72-minute day option? I feel like this would be the perfect balance.

timber wraith
#

id honestly like a full day to day. 24h

delicate prawn
cold crystal
#

To be fair, I like a longer game play. I'm used to playing sims life spans on long or custom to make them even longer depending on how I want to play. I know that's not the majority of players but there are at least some of us who don't like to rush and enjoy playing the day to day life

ocean siren
#

96 minutes seems cool. But having different options could be nice too.
It depends on the day of the week, what time we can have on hand to play.

But personally I hate the rhythm of games like Stardew Valley because the days are way too short, especially in the span of a big gaming session.

Inversely, Animal Crossing can be frustrating when a day is too long in game and you've finished the day, and you're lacking stuff to do.

96 mins seems long, but maybe it's more close to what is needed (or what I need). And Zois could have more free time, and stuff to do, if the day is a bit longer. So more gameplay and exploration for the player.

Also sliders to define day duration (according to real time), week duration (how many days), month (how many weeks) or year (how many months/seasons) could be cool.

And the possibility to change also how Zois live through time.
Like if I don't want them to age, age faster, slower, choose when they go through decades, etc. For exemple keeping a Zoi in their thirties, so I can live how long I want this period before letting them grow older, would be a very nice option.

keen fox
#

I think It might be defined by their needs. I mean sometimes with sims I feel I play just for their needs cause I have to take a look every few time as needs go down tío fast and I end feeling I can not really enjoy the game experience. Do not want to feel this with inzoi too

zinc pewter
#

I would love to have the 24 hour option.
And obviously speed up options.
Obviously we would be able to time skip when you want.
But I think realism would be great where doing a certain task doesn't take HOURS.
Like in sims just taking a shower takes around an hour or more, it should take 15-30 min based off of hygiene personality. An inzoi with a hygiene need and/or OCD would take 30 min compared to someone who takes quick showers in 15. And with speed up available we can fast forward in seconds but only a small time frame has passed.
Another example. In sims cooking takes hours.
Cooking should only take a certain amount of time depending on sophistication.
Pasta done in 10 minutes.
Actual meals starting in 30 min and higher and depending on levels depends on how fast an inzoi is at a task.

tulip knot
zinc pewter
# tulip knot LITERALLY i get in the shower an hour before work and barely make it in time

I was actually thinking about this lately and I wanted to add more,
What if we could work by 24 hours, that way we can be as realistic as possible that way over time there's real manipulation of when someone would typically love to sleep, wake up, do certain tasks and have it be as close to realism as possible depending on each tasks done, as you said, the shower shouldn't take hours, that's not realism at all, imagine if you could set their whole schedules, prefer to eat dinner by, be home by, usual home/work schedule, it would add more manipulation to how businesses are run in the area as well.

slender cipher
#

I would say 5 minutes.

high girder
#

Maybe 24 Minutes in reality. So each ZOI hour would be 1 minute in reality.

#

Maybe we can define them by ourselves.
So you can choose between 24 Minutes or 1 hour as example.