Personality Traits: From Design To The Game
Added 2025-01-17 14:05:00 +0000 UTCA (belated) happy new year to everybody! Jérémie here to take a deep dive into what we’re currently doing with the live mode: thinking about the mechanics related to the personality traits your Paras can have, making sure we have enough interesting features and implementing all that into the game! This post will be in two parts, where I’ll first talk about the design side of things and then the technical bits and bobs, so I hope you’ll find something that interests you somewhere in there! As usual, this post is for Patrons only, so please do not share it outside of the Patreon! Thanks!
📚 A Small Reminder
In Paralives, the personality of your characters is defined by choosing multiple traits that can evolve, granting you various gameplay effects:
There are multiple categories of traits, and you pick one in each category. As you complete Wants you will get experience for your personality, and you can pick up evolutions for your traits.
This is all explained in more detail in this Patreon post from 2023, but I think that by reading this paragraph you have enough information to understand what’s coming next!
🧠 What’s in a Vibe?
While this might change as things evolve and we finalize our overall mechanics, vibe traits have four large categories of effects:
Passive effects: Like improving your learning speed for one or all skills, giving you a higher cap in one need, improving your odds to get a promotion at work, and much much more. Effects can be negative as well, of course!
Active abilities: These usually have specific requirements, like having an emotion or a need at a certain value. When you use them, they will have a profound impact on your character or others. Switching emotions around, ignoring needs entirely or refilling them, improving created items, etc. Most active abilities will have a cooldown, so you have to use them at the right moments!
Wants: In Paralives, Wants stem in part from the personality traits you’ve picked up, and your Vibe is a big part of this. Depending on the vibe, you might get Wants related to job promotions, spreading happiness around, or just being a grumpy grouch!
Togetherness: Finally, your vibe will impact what kind of Together Cards you get, how your character reacts to them, and so on.
Some vibes might impact certain categories more or less than others (and we still have stats, talents and social perks that might be related to these systems as well!) but we’re aiming for all the vibes to feel different from one another, with mechanics completely exclusive to one vibe, for instance. Maybe you have a special Need that other vibes don’t have, maybe you’re fueled by your work in ways mere mortals cannot understand.
Para-Jérémie hard at work, thinking about what’s in a Vibe
📝 Vibe Design: Gloomy
Our current workflow is that Alex, our lead designer on personalities, thinks about all these things in a big document. Every vibe, talent and social perk is described in detail so we have an overall view of everything we have and everything we can do with these systems. It might look a little like this (keep in mind that this is just one part of the Gloomy trait and it is still subject to change, of course!)
Gloomy
Passive
Doesn’t get some negative effects from being sad, like learning speed decrease.
When in the aura of an Overjoyed character, gains happiness like everyone else but also +2 anger (people spreading joy angers them!).
A higher chance to create a masterpiece the more sad you are.
Abilities
When happy, have the ability to transfer the total happiness value as sadness for 4 hours. It consumes all happiness, and the ability cooldown is 12 hours..
Wants:
Gets more wants from sad emotions.
Togetherness:
Takes longer to become friends with Overjoyed and Energic characters, but it’s easier with Gloomy and Peaceful characters.
Can give gloomy compliments.
Better chances at flirting with characters who are sad.
It is written in such a way that a programmer can easily add these mechanics in the game, and we can then track what’s done and what’s left to do. We’re not trying to be formal here, and most people on the team can give suggestions because it’s written in plain old English!
I’m not Gloomy in real life, but it’s my Patreon post and I’m going to star in it, by Jove! Also, the panel to the right is not in the game, it’s just a nice infographic I’ve made! But maybe we could have something like this as a tooltip?
🖥️ Adding the Vibe to the Game
To implement live mode mechanics, we have made a pretty powerful system of “Brain Logics” that works like some kind of programming language that you can use in the game to set up triggers (WHEN something should happen) and logic (WHAT that thing is doing). Logic itself can be fairly complex with full access to all of our gameplay systems via Evaluators (IF statements) and Outcomes (DO statements).
This can allow us to do pretty much everything we want almost from a single spot in the game’s data, and it’s a very robust system. Another thing that is used frequently is “Status Effects”, which are effects on your character that can last for a specific time (being happy for two hours after a nice meal) or applied every second (being stressed while nearby someone playing music extremely poorly; so if you leave, the status goes away).
This whole workflow makes it pretty easy to go from having an idea to testing it! Sometimes we do need to add extra game mechanics if we want to do something on a system that wasn’t affected beforehand, or check some data on the character, but once that’s coded in, you can do really neat things with Evaluators, Outcomes and Status Effects!
On the left, you can see an example of the Brain Logic that will give you a Status Effect if you are gloomy. On the right is the status effect itself, adding your Sadness emotion score to your Skill Learning Speed.
Since we are near the finish line in terms of gameplay features around personalities, the number of systems we still have to add in is probably pretty low at this point, but we’ll add more content in the coming weeks while we’re playtesting and tweaking it all! Exciting!
I hope that gives you an idea of what we’re doing right now, how personality traits are going to affect your Para and how you’ll be able to use the in-game modding tools to add your own personalities with their effects when the game launches! Have a great weekend and stay gloomy!
Jérémie
Comments
hope that later in development that some of the traits will have negative effects and impact on who they interact with but overall I love it!
Rand0m C
2025-03-26 16:44:33 +0000 UTCI personally like aura. But I don’t mind vibe at all. I’m just excited to play a game from a team that truly cares about making a great life sim lol
RomanEmpiree339
2025-01-24 15:08:28 +0000 UTCI'm a bit late to the party so I don't know if this will be seen but I think this system has loads of potential! I've seen concern from others about the paras being too one dimensional, but I think some of this might be due to the language being a bit ambiguous? For example, 'talents' makes it sound like this is just something your para is good AT. But from what you've said, it sounds more like talents are a mixture of talent and interests, similar to 'artistic' or 'sporty' traits in the sims. I'm really curious what 'talents' will be available to us! Will paras with low physical points be able to have a sports talent? There's so much potential! And from what you've shown, it seems like 'extroverted/introverted' qualities are kind of explored through the social perks. I think this is really fun and I hope the evolutions will let us develop our paras' extroverted/introverted qualities further. My one critique would be that I think personality evolutions should have pros and cons, or slight 'trade-offs'. For example, maybe 'sleep learning' means that your para needs slightly more sleep. Maybe 'inspiration' means that paras learn faster when in a group with your para, but when the group disbands your para's energy dips. I think this would make it feel more like you are developing/adding complexity to your para's personality, rather than just 'levelling up'. But all in all, really exciting!
Ryn
2025-01-23 15:54:11 +0000 UTCI totally agree! I can't wait to play...just sharing my thoughts
Ashley Brent
2025-01-21 23:37:21 +0000 UTCI know that the final version will be good
Lucie Baha
2025-01-20 22:35:08 +0000 UTCThank you for taking the time to respond! I completely understand what you're saying. You can't build a good house without a foundation after all. I look forward to see how the system develops over time!
ATD
2025-01-20 13:45:42 +0000 UTCHooray! And thank you for answering, for me it feels like be noticed by one of my favorites celebrities haha. 🥰✨️
Aristess
2025-01-20 13:14:55 +0000 UTCAt the moment the overjoyed para can spread joy around through an active ability, which would be what causes the gloomy para to be angry, it's not just a passive thing. Thank you for the question!
Jérémie Tessier
2025-01-20 13:14:07 +0000 UTCWe're not thinking about likes and dislikes at the moment, but thank you for your kind words!
Jérémie Tessier
2025-01-20 13:12:17 +0000 UTCAt the moment we're thinking of some ways a Para could change their vibe, yes :)
Jérémie Tessier
2025-01-20 13:11:08 +0000 UTCHowdy! Thank you for the kind words! I see what you mean when raising the point of autonomous behaviors; We haven't talked much about it because this wasn't the focus of this current pass on the personality system. Autonomy is a big thing in life simulation games and our initial goal for the game is to have an autonomy that manages to keep your characters alive and more or less occupied if they're not doing anything, but we'll be able to build on this trait system by adding autonomy rules and letting the personality shine through whether you've taken this or that vibe, or this or that social perk. We're just not ready to talk about it yet, because we'll work on that later on :)
Jérémie Tessier
2025-01-20 13:10:35 +0000 UTCThanks for giving us such an in depth look into this. I enjoy reading the process behind what we will see (possibly) in the end product. I like how the personality is coming along, vibes seem interesting. I really can’t say much until we actually get to play them and see how they function while playing, so I’ll leave my thought for early access.
BooDotBoo .
2025-01-20 12:45:44 +0000 UTCYeah I know. I was referencing gloomy paras getting +2 anger bc a joyful Para is spreading joy lol. Plus being able to swap happy points to sad points is cool because of the buffs but the two together makes it seems like gloomy paras like to sad rather than they just are sad more often.
Ashley Brent
2025-01-19 14:30:04 +0000 UTCOhh, and is there any chance paras can change their vibe through the lifetime? Like, gloomy para, who have a joyful para-friend for long time will think "oh, I want to be like them, I really like their personality" and after some time being happy they can change yourself?
Aristess
2025-01-18 23:00:33 +0000 UTCThis is definitely the one area where I'm honestly skeptical. I like a lot of the ideas here. In particular, I like how you can get skill buffs and debuffs over time as well as haveing passive and active abilities. I've always wanted that sort of more, for lack of a better word, "crunchy" system. It emphasizes the gamey aspects of a life sim in a way that I can think lead to interesting in-the-moment decision making. I don't agree with people who think Paralives needs to be like The Sims. The life sim genre has too much potential to stay complacent. A big reason I have such an in interest in Paralives is because there are new ideas and iteration. It doesn't feel like your team are doing stuff for the sake of tradition but instead are really thinking things through to make the most enjoyable and cohesive game possible. However, I'm worried about how prominent stuff like skill and emotional buffs/debuffs is compared to stuff that affects autonomous behavior of the characters. So far it seems that will most be impacted by lifestyles which at the moment look limited. I think the system presented will make a better playing experience for those who really get hands on with their characters but I'm not sure how much will be there for players who are more hands off and just like to see what happens with only occasional interference. This is probably the biggest problem with The Sims 4. The sims all feel too same no matter what while earlier games had them feel distinct due to their points/traits and these would often lead to the sort of surprising chaotic moments people know The Sims for. I think this is a big part of the appeal of life sims for a lot of long time players and why I think people are especially sensitive about this system. But we'll have to see. At the end of the day, Paralives isn't The Sims nor should it be. And it is completely possible when the personality mechanics are fully in and working with all the other systems, it will all gel and make for paras that feel unique. It's hard to judge when you can only see a piece of the whole picture. Still, I respect the willingness to respond to people here and articulate your own reasoning on your decisions as well as hearing them out on their concerns. We all just want this game to be the best life sim it can possibly be.
ATD
2025-01-18 22:24:52 +0000 UTCYeah, the vibe should influence in meaningful ways our Paras act autonomously
Juan
2025-01-18 19:14:47 +0000 UTCOkay I thought about it more I think it would less one dimensional if gloomy paras had a harder time becoming friends with overjoyed paras and had more failed interactions...like they have harder time relating because they are so different. I have friends that have a lot of "happy" energy. Sometimes they confuse me but I don't think the immediate emotion should be anger just cause they are spreading joy. I would even say I'm gloomy person that tries to have an overjoyed mindset lol
Ashley Brent
2025-01-18 18:19:47 +0000 UTCYeah, when I first saw vibes introduced. I figured gloomy would be my vibe, but it's laid out as if the para likes to be sad which is strange. I need to think about this more.
Ashley Brent
2025-01-18 17:57:27 +0000 UTCGloomy paras flirting well with sad paras is storytelling gold! Very excited to see how paras choose who they want to romance.
Sophie Goodman-Merel
2025-01-18 14:46:10 +0000 UTCPersonality mechanics aside, I'm loving the definitive decision-making, and sticking to your guns, whilst also hearing people out. I'm so proud.
Roe B.
2025-01-18 11:46:54 +0000 UTCFor me, I'm happy as long as there is follow through. So if the trait is "gloomy" then I do expect them to be gloomy most of the time, if they are "lazy" I don't want them to go out of their way to be active or enjoy doing sports etc. I don't mind how realistic it is, as long as it works well.
Deniz D.
2025-01-18 10:50:54 +0000 UTCmaybe it’s because i don’t know any people like this irl but the “gloomy” vibe is really off putting to me. i know plenty of introverted or laidback people and i definitely know some complainers too, but no one that’s just a fun suck ALL the time! makes me feel i should broaden my circles but not at the same time lol. i’m not entirely sure what i’m asking for here but i hope this made some kind of sense? i want to experience all that this game has to offer but i’ll probably just watch others play with the gloomy paras haha.
Chance
2025-01-18 10:37:40 +0000 UTCHi! Thank you so much for your work! I have a question: will there be something like likes and dislikes? For example, if a character has a "joyful" personality trait, you can choose to dislike sad characters (or it's chosen automatically), with whom communication will be much more difficult, and then our protagonist will be squeezed like a lemon?
Aristess
2025-01-18 09:28:04 +0000 UTCI really like the system and complexity in the simplicity. I hope you or modders can add weaknesses on top of talents too, that would really bring it all together for me.
Auntyleti
2025-01-18 07:34:23 +0000 UTCLooks interesting, it will be fun to try different traits and see how each one works in game. Recently in The Sims 4 I created a lazy sim with a family, the wife is more active and so I gave her a weight set, but when I started in live mode, the husband, the lazy Sim went straight to the weight set and started working out. Which of course no lazy person would have done. So my thing is I just want the traits to work as they are expected to work, meaning a lazy Para won't choose to exercise autonomously, like that Sim did. Or a Para who hates children won't go out of their way to be social or even play with kids, even other peoples kids, lol! Also at the moment there is a bug in TS4 where items I bought from packs and even those in base game has disappeared since the last update, so I can't even play my game at all right now, and EA doesn't seem to be in a hurry to fix it either and keep ignoring people who have been complaining about it to them, me included. So I hope we won't have that problem with Paralives, especially the problem of the creators of the game ignoring pleads from players for a fix.
Clara M Johnson
2025-01-18 00:29:21 +0000 UTCGreat post! Really makes me excited for playing around with paras with different vibes! One quick question I would have is for the example given: When in the aura of an Overjoyed character, gains happiness like everyone else but also +2 anger (people spreading joy angers them!) Would the gloomy para get angry in the mere presence of an overjoyed para or would the para need to be some sort of stranger/actively doing specific tasks to cause the gloomy para to be angry? I imagine it could be a bit odd having an overjoyed and gloomy para that are best friends or even married be constantly angry simply in the presence of each other (not to say that it can't happen occasionally).
Karina
2025-01-17 23:07:50 +0000 UTCThe easy answer to having a fully fleshed out character is to provide cheat codes or an advanced Paramaker mode for manually setting the relevant skill and personality/maturity levels. (Ideally, these codes wouldn't penalize against achievements if there are any.) It's the same solution people would use in The Sims (since you brought it up) to create elderly characters that didn't look like they'd done absolutely nothing their whole lives. I suppose as a middle ground there could be an optional prompt to add X number of levels during character creation with X going higher based on a Para's age/life stage.
BonaparteBardithion .
2025-01-17 21:59:51 +0000 UTCGreat point. Because life ebs and flows for everyone sticking with just one vibe throughout their lives.
Freya
2025-01-17 21:56:51 +0000 UTCOf the suggestions given, I'm also leaning towards outlook or mindset. I don't think mood is right because moods can change several times a day, but vibe also seems sort of transitory. I don't think the wording will be so much an issue if there are ways to change a Para's vibe/mindset through live mode. People go through all sorts of phases in their life and your outlook can shift quite a bit after major events or changes in priorities and lifestyle.
BonaparteBardithion .
2025-01-17 21:44:59 +0000 UTCthe team has announced that the game will not have some real-life elements to ensure that the gameplay is fun.
Lucie Baha
2025-01-17 20:44:39 +0000 UTCBecause we don't plan to have NPC/Townie story progression when we launch in early access, townies and NPCs might be a bit static, yes. We could have a very simple to make them evolve over time (before early access, again), but I'm unsure about how it'll be doable, so I can't definitely say anything. Thank you for the question!
Jérémie Tessier
2025-01-17 20:30:28 +0000 UTCthank you as always for sharing your work! one thing i'm curious about that i haven't seen addressed yet - how will the personality affect townies and Paras i'm not actively playing? because they won't level up their personality, or change through Together Cards or active gameplay choices etc, so will they kind of be "static" personalities unless and until i actively control and play as them?
Sehrys
2025-01-17 20:24:57 +0000 UTCYes I am discussing it because certain words stick out to me personally when they don't quite fit to me. I am interested in the leveling up of your para that can occur through their lifecycle, but I can't help what triggers my brain and distracts me.
Freya
2025-01-17 20:23:23 +0000 UTCI really like this system! I was thrown off by the lack of vibe options at first, but knowing that you can easily make your own is awesome to hear! With all these modding tools built into the game, I might just get into mod or custom content making when it comes out
xfakelucid
2025-01-17 20:23:23 +0000 UTCPersonally I don't think it's the best word. I think mood would fit better, but that's just my opinion. Sometimes certain words stuck out to me when it doesn't seem to fit just right. It's an interesting word choice either way 🙂
Freya
2025-01-17 20:20:20 +0000 UTCThank you for the kind words!
Jérémie Tessier
2025-01-17 20:18:33 +0000 UTCI think mood would be able good alternative in that case. I'm sure you guys are really busy so thank you for taking the time to answer me. 😊
Freya
2025-01-17 20:18:07 +0000 UTCGreat ideas and very excited to see what it's like to actually play this! Personally, I like that I'm unsure about some mechanics! It means I get to try something new and step outside my comfort zone. I might even learn something new about myself and how I game which I always find exciting. Excuse my screed but I'm very tired of other players trying to make this into Sims 4. Some us hate TS4 and don't want this be a similar to it. It's so bizarre to see people talk about copying TS4 to make it so their paras have more personality when, in my way too much experience because I keep thinking I might like TS4 so foolishly keep trying it, I find TS4 sims to be so lacking in that very thing. The only things that change via personality are whims, most of which sims won't even feel compelled to complete on their own, you have to make them do it. So, sincerely, from the bottom of my heart, thank you for making sure this is distinct from The Sims. I want something different and you're 100% doing that and I'm so excited for it.
Madegeeky
2025-01-17 20:16:33 +0000 UTChere they are describing one aspect of the game kind of in isolation, which i think can make it seem more rigid and overbearing than it is (like "no one is always happy, why is this Para *always* a joyful person?") in the final game, many mechanics will affect the Para at once, with things having different levels of importance and priority, making it more nuanced and situational. (just my interpretation)
Sehrys
2025-01-17 20:14:51 +0000 UTCI love the idea of minor vibes!
Ryn
2025-01-17 19:39:50 +0000 UTCI don't know what would fit better than vibe. The vibes from the 2023 post were: Grumpy, Overjoyed, Gloomy, Energetic, Serious, Anxious, Jester, Peaceful. I think you are correct at interpreting it as outlook/mindset. Or perhaps default mode. I think I think of it as if I asked those who know me one word that best describes me and, if they all agreed on a single word that is, that would be my vibe if I was a Parafolk.
Jennifer
2025-01-17 19:30:48 +0000 UTCI like it so far, I feel it could use a bit more fleshing out, which I hope it will in the future. I like to have many different options, and to be able to create a para that will limit that para's ability to do whatever I want. Personally, I like when the para feels like a person, when they are limited, and vice versa, by their personality. I know that's not for everyone, but it feels empty to me otherwise. Hope that makes sense.
Íris Sól Þrastardóttir
2025-01-17 19:30:15 +0000 UTCThis is amazing! Seeing the technical part and seeing how it'll work in the game just makes me more grateful for all the work y'all have been doing!
Ana Caroline Martins da Silva
2025-01-17 19:02:53 +0000 UTCThat is most awesome to hear. I'm so excited for this game and thankful for the work the whole team is doing!
Jennifer
2025-01-17 18:43:21 +0000 UTCMaybe the word "vibe" isn't the most suited to what we're trying to say here, do you think?
Jérémie Tessier
2025-01-17 18:42:28 +0000 UTCI'm hopeful that, if this is not in the core game, I will still be able as a modder to create an OCEAN type personality scale along with triggers. https://en.wikipedia.org/wiki/Big_Five_personality_traits E.g., using a scale of 5 for each Oppenness to Experience (E.g., 5 Very Open, 4 Somewhat Open, 3 in between, 2 Somewhat Closed, 1 Very Closed) Conscientiousness vs Casual Extroversion vs Introversion Agreeableness vs Non-Agreeableness Neurotisism vs Stable And each would have both positive and negative related triggers. Here's an example from the the book: Little, Brian R. "Who Are You, Really? The Surprising Puzzle of Personality" Neurotic individuals are disposed to anxiety, depression, and vulnerability. This does not mean they are clinically depressed or phobic but rather they experience negative emotions that interfere with their quality of life. Neurotic individuals are highly sensitive people who can detect things that less sensitive people simply don't register -- changes in the environment, disturbances in routines, and whiffs of danger from unexpected sources. Writers and artists and others who are astute observers of life are often found to have a neurotic disposition.
Jennifer
2025-01-17 18:41:15 +0000 UTCI don't know how I feel about it. I guess we will no more once it's put into action. Maybe it's the word choice? Having a 'vibe' control so much about the para sounds a bit strange times me to me because my vibe changes all the time. I think you are referring to a person's outlook or mindset. Or personality I guess. Some people are more cheerful than others, some are driven, some are apathetic, some are gloomy, etcera ectera, but it's not a state of life that is constant every day for all time. It just seems more like a mood, which can be temporary and based on outside and inside variables. I don't think I get it tbh
Freya
2025-01-17 18:39:54 +0000 UTCHuzzah on the random numbers! Will traits have scores? E.g., a way to trigger if gloomy is high versus low? Or perhaps if not the base para score for gloomy but more importantly how gloomy the para is feeling at the moment?
Jennifer
2025-01-17 18:32:16 +0000 UTCWe'll talk about this more in the future, but mods will be shareable on the steam workshop and people will be able to download them from there!
Jérémie Tessier
2025-01-17 18:32:12 +0000 UTCNoted. Follow up question. :) How will modders be able to share the in-game changes they make with others? (I'm hoping we won't need to instead share a huge list of changes we made that other players will need to follow step by step)
Jennifer
2025-01-17 18:30:52 +0000 UTCEverything will be done through our modding tools and we don't use a specific format for our data files, so yeah it'll be better to go through the mod system :)
Jérémie Tessier
2025-01-17 18:08:37 +0000 UTCWill it be possible for modders to use JSON/XML files to define/implement mode mechanics? Will it be possible to use JSON/XML files to override existing mode mechanics? (E.g., similar to how in Sims 3 you can put some files into an Overrides folder so that those rules will take precedence over the core game rules.)
Jennifer
2025-01-17 18:05:08 +0000 UTCWe have random numbers, yes, you could probably do all of that, and more!
Jérémie Tessier
2025-01-17 18:04:57 +0000 UTCWould it be possible to add options so: In this example, let's say gloomy == 10 is the max gloomy a para can be. IF Gloomy == 10 then apply NoInterstInLearning buff. (E.g., an extremely gloomy para may NOT want to learn something) IF NOT NoInterestInLearning buff AND randomnum1-100 > 50 THEN apply the learning buff IF NOT NoInterestInLearning buff AND (LikesLearning OR LearningTalent) AND randomnum1-100 > 25 THEN apply learning buff I'm hoping to have some randomness and consideration of multiple buffs/talents/interests as I feel this will make Paras feel more unpredictable and unique. I also feel the ability to include a random number generator and evaluate for multiple traits/etc. will be a boon to modders. :)
Jennifer
2025-01-17 18:02:07 +0000 UTCI'm going to paste my message from the post linked from 2023 because I feel it's still relevant, with some additional comments at the bottom. "I think sliders (and lifestyles!) for general, everyday elements that everyone has to deal with is a great foundation for personalities, though I definitely think it should be more diverse and maybe have a greater range of points à la The Sims and The Sims 2. I think this, in addition to some kind of traits system with a lot of diverse and both major and minor quirks and characteristics like in The Sims 3 would make for a very good personality model. I don't like how other's general impression of your Para is something set in stone here in the Paramaker, it should be a reflection of how your Para acts on a day-to-day basis! I'm not really sure if I like parts of a Para's personality being treated almost like skills. I think levels and evolutions are better applied to relevant skills rather than personalities. I'm very exited to see how you develop personalities further, as someone who likes to create a lot of characters and see how they act autonomously over long periods of time with story progression." The way the scope of personalities here seems to be limited to things that direcly interact with the base mechanics of the simulation like skills and relationships almost makes it feel like some sort of RPG, especially with abilities you can activate, which feels very inappropriate for a game of this type. What if I want to have a character in my game that I don't want to flesh out through my own gameplay, but rather have fully formed from the get-go, like a recreation of someone from fiction or real life? I'd like to reiterate that what's currently on display seems fine as a sort of groundwork for personalities, but these are very broad strokes that on their own- I feel- are going to make for very boring and predictable Paras. I understand that you're trying to be minimalist with personalities as to not overwhelm the player with choice, but personalities are genuinely very complicated! I don't think it's necessarily bad if there are a lot of options and settings, even if they are extremely minor or even superfluous. Personalities is the one single thing I've seen here on your Patreon that I have not liked at all. I hope I am wrong and that there are depths and complexities here that only reveal themselves in gameplay.
Allison Marshaw
2025-01-17 17:51:10 +0000 UTCHappy new year, Jérémie ! Or, well, a gloomy one if you'd prefer. " I’m not Gloomy in real life, but it’s my Patreon post and I’m going to star in it, by Jove! " DAMN RIGHT ! XD Good God, how I love to read about how Personalities will be able to level up. I really look forward to that, it's something I've always wanted (in games like Rimworld, for instance), and it makes so much sense in sandbox-y games that rely on characters' personalities to have them progress over time. In a linear manner or not, for that matter. "we’re aiming for all the vibes to feel different from one another, with mechanics completely exclusive to one vibe, for instance. Maybe you have a special Need that other vibes don’t have, maybe you’re fueled by your work in ways mere mortals cannot understand." At the risk of repeating myself : YESSS ! I love the idea that vibes lead to actually different gameplay options. It makes total sense, and it's much more interesting in terms of replayability, especially once vibes interact with Social Perks, Skills, Lifestyles, and whatever else (relationships, environment, current job maybe even ? The possibilities seem infinite). In That Other Game 4™, there is, in effect, very little impact on gameplay when you pick a trait ; all things remain possible at all times for all characters, and emotions (which are easily swayed by various items in the decor, or activities) are the main driver of what options are available. It's always felt very same-y to me and the Paralives system feels like it is more tailored around the idea of strategizing. Or at the very least, having to make decisions that have an actual impact on later events. Which makes sense considering that Together Cards themselves are likely to present once-in-a-lifetime opportunities, it's essentially the same philosophy. A life simulation doesn't have to be so open that everything is always possible ; Paralives seems to understand that a game needs mechanics that present some form of challenge, be it cozy and low stakes at times. Did I mention I'm loving this ? "how you’ll be able to use the in-game modding tools to add your own personalities with their effects when the game launches" Day 712 of asking for a recap of aaaaaaaaaaaall the things we'll be able to mod ? ^_^; The list keeps growing ! On a completely different topic, I was talking on reddit with someone the other day, about the layering system in the PAM, and I was wondering out loud whether we'd be able to change the opacity of clothes in order to make see-through clothes (for instance this see-through shirt with a tank top underneath https://ae-pic-a1.aliexpress-media.com/kf/S914dea317a304665b51f6af1904e5427Q.jpg ). I'm not sure where would the right place to be for asking, so I'm trying it here ?
ladyteruki
2025-01-17 17:45:44 +0000 UTCI think with Sims being the only of its kind for so long, it can be easy to forget Paralives and the Para team are making their own mark on the genre and there’s going to be differences in the core game mechanics we’re so accustomed to. I’m a little uncertain myself on how I feel about this system. I do feel the concerns of personalities maybe lacking some depth with this system but I’m excited to try it out eventually! I applaud the team for their creativity and continuing to innovate and not being afraid of going outside the mold. I’m sure I will be pleasantly surprised. Thank you for this update!
Courtney Cayo
2025-01-17 17:20:24 +0000 UTCI really like the idea of adding negative ones in the choices for a bit more challenges. Could be an option you toggle in the game settings like "allow negative perks".
Minimouette
2025-01-17 17:13:20 +0000 UTCSome others have commented on the Gloomy Artist trope implied by the Masterpiece bonus in this example and I understand that sometimes tropes have to be leaned into in order for personalities and Vibes to have a tangible effect on gameplay. But I do see how it could also create limits in gameplay. The downside I see of "Make masterpieces when Sad if Gloomy" is that it encourages players to use that Vibe within a certain limit. Unless you can make a masterpiece piece of code or a masterpiece football play it prevents players from being able to use that bonus/buff unless they make their Gloomy Para use masterpiece-producing skills. Same thing if a cheery Vibe gave buffs to cooking or dance for example. Players who want to have a Para specialize in certain skills would benefit by using the complementary Vibes for them repeatedly which could lead to less variation in gameplay experience.
BonaparteBardithion .
2025-01-17 17:11:19 +0000 UTCHowdy! Thank you for taking your time to write your thoughts to us! I think that our different categories of traits could be better named, but they do represent key aspects of one para's personality. "Talents" could feel more like interests in some capacity, and the mix of vibes, stat points and social perks can combine to make up your personality. While in the sims 4 for instance you have to pick traits and they can be anything from "introvert" to "math genius" or whatnot, we wanted to have a few lists with a few choices, so it's easy to pick and choose from each of them. I don't have to pick 3 things from a list of 40, I have to pick one from a list of 5-8. Please be assured that we didn't create this system only with the end goal of creating a personality be fast (because what if you make 8 characters) and that if we feel like personalities are limited and uninteresting, we'll make adjustements as our playtests go along.
Jérémie Tessier
2025-01-17 17:02:17 +0000 UTCUsually, I’m with you on everything, but to be honest, not this time... The system definitely works as a solid foundation, but it still feels like it lacks individuality, as talents, social perks, and strengths are all things you're good AT, not things you ARE. And as for the vibe, you only get to pick one... I'd love to see: - Personality traits (like friendly, mean, introverted, extroverted, flirty, romantic, shy, loud, lazy, ambitious, etc.) - Fears (commitment issues, fear of failure) - Flaws/weaknesses (short-tempered, judgmental, jealous, impatient, overly emotional, etc., to make gameplay more interesting and challenging) - Interests (including things that might not align with their talents or strengths) - Goals/dreams (to give each Para a direction they’re striving for in life) In a comment, you mentioned this about the personality system: "One of our goal was to make it so it doesn't take too long to create your personality because people will be creating big families and it would take too long to create that family if you need to choose more elements than what we have right now." Honestly, that logic could apply to many parts of the game: "It would take too long to create a big house for a big family; it would take too long to pick all facial features, all outfits, etc., for each family member..." It’s a shame for storytellers when, of all things, personality ends up feeling so limited, especially when there are simple solutions that could meet the needs of players who want quick setups as well as those who want depth. For example: - Make the core system mandatory to pick from, while keeping additional elements optional. - Offer a randomizer that selects different personality categories. Right now, it’s hard for me to see what distinguishes mustache man from Sebastian, aside from maybe the vibe, when personality should be more obvious and really shine through. For example, it would be great if every Para could flirt but approached it differently—whether shy, confident, etc., depending on their personality traits. I really hope you’ll think this through and add more options that will satisfy most players' wishes.
Rose
2025-01-17 16:42:02 +0000 UTCI do like the passives, though the leveling with the traits should not always be linear. Maybe have it where there is a random chance of a negative trait popping up that the para folk have to work on.
Carelle
2025-01-17 16:26:40 +0000 UTCHowdy! I get what you mean, sometimes you just want to create the perfect character that will be good in everything, but we feel like for the baseline experience, players should build up their characters by deciding where to to focus their personality points. There might not be a way in the base game to remove that limit, but a mod could probably change that. Unique interactions for specific personality traits is something we're considering, yes!
Jérémie Tessier
2025-01-17 16:25:30 +0000 UTCI'm sorry but I kinda dislike the limited personality points unless they are optional. What if I want to make a character that's just a Mary sue and good at everything? It feels like an arbitrary limitation. I'm hoping you guys make that limit optional and if so ignore my complaining. 😁 I do really like the option for life styles tho!! Another game had something called quirks which were unique actions limited to certain personality traits. I hope you guys add something like that too!! Like a para with an eccentric personality vibe can talk to plants, but other para personalities won't do that.
Succukitty
2025-01-17 16:10:37 +0000 UTCMaybe if you had major and minor vibes, where the minor vibes are like "Lite" versions of the major ones that are made to be more compatible. I guess you've probably already discussed things like that though.
Dizzardy
2025-01-17 16:04:31 +0000 UTCWe've been wondering about this internally, it could be fun to have multiple vibes for sure! The issue is that our vibes as currently designed play very differently and have specific mechanics that might not combine well together (or might create a gameplay mess aha), so while vibes can be evolved multiple times during gameplay, I'm not sure if having more than one will be possible. Thank you for the question!
Jérémie Tessier
2025-01-17 16:02:11 +0000 UTCI think it would be interesting if Paras could have Minor Vibes or Hidden Vibes that come out in specific circumstances or situations. Like a joyful vibe para that has a mean vibe that comes out when specific conditions are met.
Dizzardy
2025-01-17 16:01:36 +0000 UTCI don't know if you can answer this but I was wondering, will it be possible for Paras to gain more than one vibe through gameplay or will they always have one vibe?
Dizzardy
2025-01-17 15:56:27 +0000 UTCFair! We can't wait to hear what you think afterwards :)
Jérémie Tessier
2025-01-17 15:42:09 +0000 UTCI think I'll have to play it to really know how I feel about the personality system to be honest. Edit: Right now I'm a bit concerned about if the vibe system might make Paras feel one dimensional. (Also I'm concerned that the "level up" nature of how personalities work might make it feel like you're just improving your para but personalities don't always just change for the better over time in real life. I worry the personality system could feel a bit too "game-y" if that makes sense.)
Dizzardy
2025-01-17 15:40:11 +0000 UTCHowdy! Thank you for the question. I don't think that if a para is nice or not will be defined by the chosen vibe/traits, but rather by player actions during gameplay. This is a system that will evolve as more people play with it, so there might be some way in the future to better define this specific aspect of a personality, but we'll see!
Jérémie Tessier
2025-01-17 15:38:24 +0000 UTCAre you planning to add empathy to the personalities? That is, to define whether the para is naughty or nice.
Lucie Baha
2025-01-17 15:33:44 +0000 UTCFunnily enough, the previous three games were all like Paralives seems to be like, that you're not the one controlling lives, but the lives controlling your gameplay. Only the fourth became an extreme sandbox game. But I love how the parafolks will all have real personalities. It can even help me create characters by seeing how they could react to different situations, and it would be so fun to see my already established characters act the way they should.
Renikee
2025-01-17 15:33:04 +0000 UTC100% agree! Like if an insecure para gets a job promotion or perfects a skill, then they have the option to change their vibe to confident or self assured!
Kayla M
2025-01-17 15:28:58 +0000 UTCThis is something that could be done, but we don't have that in the game at the moment. Pretty interesting idea tho, thank you!
Jérémie Tessier
2025-01-17 15:27:10 +0000 UTCJust an idea: the greatest personality changes in real life often happen after big (often negative) life events and challenges. Maybe the death of a loved one, a career change or falling in love can trigger a pop up where you can choose a new vibe :) But I‘m sure you will find a great solution!
Shanice A
2025-01-17 15:26:50 +0000 UTCWill there be a mechanic that when a parafolk has too many negative moodlets/emotions for a long period of time, that can affect the way they act? Like a depressive episode. They would get angry or sad more easily for example, or react differently than how their traits are supposed to make them act. And when many good things happen to them, they can get out of it.
Renikee
2025-01-17 15:24:39 +0000 UTCI look forward to learning more about the personality aspects of the game, as the intricacies in programming it is truly magical from a non-programmer pov lol. Also when reading the Gloomy section, I got a bit emotional, realizing I used to be that way. Growth is a beautiful thing. Thanks, Paralives 💞
ZLoves
2025-01-17 15:18:11 +0000 UTCI get it! That's the kinda thing we could re-jiggle as the design gets tweaked and refined (or it could be modded to be different), but we know that "sad people make better art" is simply not true aha
Jérémie Tessier
2025-01-17 15:13:04 +0000 UTCAh, so more like variations than actual negative effects. That is a good way to allow players to balance their Parafolk without causing grief or annoyance over a trait being of too great a disturbance in gameplay.
Vera Ohlsen
2025-01-17 15:12:24 +0000 UTCNot a fan on the depressed artist stereotype but otherwise very interesting
jaaama
2025-01-17 15:09:19 +0000 UTCPhenomenal! Can not wait!!! The attention to para existence and complexity behind it
Jessica Tourtellotte
2025-01-17 15:08:55 +0000 UTCHowdy! Our personality traits are more like descriptors and contain many effects, some that are positive and others that are negative. For instance in the post we describe how gloomy paras can become angry nearby paras that are too happy. We aim for our vibes to have a mix of good and bad effects that make them feel unique and interesting! Thank you for the question!
Jérémie Tessier
2025-01-17 15:01:37 +0000 UTCWhen you think about it, I think certain negatives like Getting Angry near a Joyful Para is a bit...Interesting (I think maybe it could pair with other Trait type effects to produce this) however, Sadness can DEFINITELY Produce a Masterpiece (I.E Sad Paintings/Sketches that evoke a powerful sense of somber beauty), sad thoughts can slow some people, but they can have a different effect on others, like make them want to create.
Magestical Mysterium
2025-01-17 14:59:42 +0000 UTCIt might just be me, but I don't recall having seen any negative traits yet.
Vera Ohlsen
2025-01-17 14:59:10 +0000 UTCThis has to be one of the best posts! This is the stuff I've most been looking forward too!! Personalities!! And I'm not disappointed!! It looks like every Para will play differently with different personalities and reactions and social vibes, just like I hoped for!! Awesome!! <3<3<3
Fran Smith
2025-01-17 14:50:14 +0000 UTCOh my god everdy friday I get so excited!!! I'm so so happy to see how the game is evolving, and I love the mechanics so much !!! Thank you for all the posts you make ❤️
Tetoshicaa
2025-01-17 14:49:17 +0000 UTCThere has to be positives to these traits too, right? Otherwise nobody would play them... :-)
Fran Smith
2025-01-17 14:48:11 +0000 UTCMe too!! I agree! That other game has sandbox for those who want to play dolls-house instead of a game. This is a game, where we have actual features and mechanics and stuff to play and explore!! Awesome!!
Fran Smith
2025-01-17 14:46:10 +0000 UTCAt the moment we don't have a "want/fear" distinction like the sims. if a fear is just a negative want, we have some in the pipeline, but there might not be a format separation. Thanks for the question!
Jérémie Tessier
2025-01-17 14:42:49 +0000 UTCThis is so exciting!!! "Most active abilities will have a cooldown, so you have to use them at the right moments!" this is such an interesting addition for a life sim, and I'm so excited to try it out! Thank you for providing the example with Gloominess, I can see how these kinds of active abilities could become useful. I can already see how I'll be able to use vibes, social perks, and lifestyles to make a Para that represents me well :) Thank you for sharing, Jérémie!!
Lane Brettschneider
2025-01-17 14:42:47 +0000 UTCHowdy! I get where you are coming from and no serious psychologist would agree that being "grumpy" is getting +2 to your skill learning speed for two hours when you yell at the clouds, but we think that for the game we are making with the mechanics we have and the kind of systems in place, it'll work. We really hope you have fun trying them when the game is out :)
Jérémie Tessier
2025-01-17 14:40:29 +0000 UTCI think so many people are used to the Sims style of personality that seeing something new and different might feel scary. I think this system has a lot of potential to introduce interesting gameplay! Looking forward to more live mode posts.
bonkybon
2025-01-17 14:40:29 +0000 UTCWe have systems in place to pick evolutions and upgrade your personality, and we've been thinking about ways to completely change it, but that's still to be set in stone, thank you for the kind words!
Jérémie Tessier
2025-01-17 14:36:41 +0000 UTCAwesome stuff!
spunkyace
2025-01-17 14:32:31 +0000 UTCSorry I really think you got this side of things wrong. This just doesn't reflect personality as most people understand it.
Daniel W
2025-01-17 14:30:45 +0000 UTCThis is cool! Question - will personality of the para have the ability to evolve and change? For example, if a gloomy para who is down on their luck falls In love and decides they want to be happy? Hope I explained that well!!
Kayla M
2025-01-17 14:27:15 +0000 UTCThis is absolutely something I am excited about! Having the traits actually impact gameplay, and therefore be meaningful choices. I know some people prefer a more sandbox-style of gameplay, where they decide every part of the storytelling, and therefore would not enjoy being "told" by the game what they can and can't do with their para, but I think doing things this way sets Paralives apart from other games. And, even if a system like this drives some players away, I think it is overall a net-positive for the game. I think that if the team decided to cater to all types of players, it would be a lesser experience for everyone. By choosing a path and sticking to it, they guarantee a more loyal playerbase, or at least I think so. In any case, so happy about this, hope to see more! Keep up the good work :)
Mauro Fantin
2025-01-17 14:25:52 +0000 UTCFears would be great addition! There's is "anxious" trait so probably it could affect how many fears parafolk has in the moment or something
Agata Kurek
2025-01-17 14:21:14 +0000 UTCThank you so much for another amazing post. This is an area of the game that has me giddy because I can see so much potential for this to aid gameplay. The idea of vibes is such a good one and will make paras feel different from each other. I think all of these ideas could be especially wonderful if making very family oriented and nurturing paras who can really shine in interactions with those close to them. ❤️
Trisha
2025-01-17 14:20:18 +0000 UTCWow it looks really good!
Agata Kurek
2025-01-17 14:14:50 +0000 UTCI love this so much! This is the part of this game I’ve been looking forward to the most and I have not been disappointed. I especially appreciate that the lifestyle traits are separate choices
Sarah Porter
2025-01-17 14:12:15 +0000 UTCThank you very much for the insight, Jérémie! Love to see the technical sneak peaks even though my programming skills never went beyond high school IT class 😂
Danny Juforier
2025-01-17 14:11:04 +0000 UTCIt’s nice to see the diversity of traits in Paralives, especially the vibe part, love it! Question: will Fears also be included alongside the Wants in terms of the personality system?
Julio Saliba
2025-01-17 14:10:45 +0000 UTCCool
Sláine Sheils
2025-01-17 14:09:58 +0000 UTC