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Hi, Anna here!

Today, I’m excited to share some insights into the character autonomy system I've been working on recently. It's all about making our characters feel more alive and unique when they’re not directly controlled by the player!

🧠 Different Types of Autonomy

Autonomy in our game essentially covers how characters behave when they’re not being directly controlled. On the technical side, there are different aspects of it that are covered by different systems. Here is how we define them:

Idle Autonomy: what a character does when their interaction queue is empty.

Forced Autonomy: situations where the game interrupts or cancels current actions, usually due to important events (like going to work or fulfilling urgent needs).

Chained Autonomy: automatic follow-up actions based on the previous interaction. For example, a "neat" character washing their hands after using the toilet.

Town Autonomy: managing all NPCs and placing them in logical or interesting spots around town throughout the day.

Story Progression: NPCs dynamically changing jobs, forming new relationships, having children, or moving houses (this won’t be in the game yet and will first release in Early Access).

For today’s update, I’m focusing mainly on the first two types: what we call Idle Autonomy and Forced Autonomy.

🧹 Idle Autonomy: Showcasing Characters’ Identity and Keeping Them Active 

Idle autonomy is activated when a character has nothing planned for a little while (5 or 10 in-game minutes). The game then picks an appropriate action for the character to do based on the current context. Here’s how it works:

The system first scans the surroundings for objects that are available and accessible (no blocked paths or objects already in use).

If the character has an urgent need, the system prioritizes an action that fulfills it. This is important because players often rely on autonomy to maintain their characters' well-being! 

If all needs are okay, the system scores potential actions based on the character’s identity: talent traits, skill levels, and personality traits. There’s a bit of randomness to make it feel more natural: the game picks one of the top three scored actions.

For example:

A musically talented character with high piano skills is more likely to play the piano - unless they’ve already practiced it too much that day.

A "neat" character might autonomously clean dirty things around the house.

Some actions, like watching TV, might be a universally available pastime.

If your Para is really sad, you may see them go to the bathroom to cry it out… 

This system is also fully moddable! Modders will be able to add their own interactions, with the scoring conditions and the priority rules they want. It is great for those who want to mod in their own personality traits, since the autonomous behaviours are a big part of how the player “feels” the personality of their characters!

These characters don’t have any repair skills, but they both have the neat trait, so I guess they’re doomed to clean this cursed bathroom forever!

😴 Forced Autonomy: Helping Characters Self-Manage

Sometimes, the game needs to step in to make sure things run smoothly. For example, when it’s time to go to work, the game will automatically queue the "go to work" interaction. It isn’t always about adding an interaction though, sometimes it is about cancelling one: if a character has been playing an instrument for hours and becomes bored or exhausted, the game will force them to stop and address their needs. These forced changes help prevent characters from getting stuck in endless activities when something more important comes up! (For the Para murderers among you, don’t worry, you can still cancel the autonomous interactions that fulfill needs or turn off the autonomy altogether…)

Forced autonomy also comes into play during group interactions. Characters might leave a group activity or refuse to participate in it if they don’t know the other participants well enough, or if they need to go to work, sleep, or fulfill an urgent need.

Nothing can stop these Paras from working out! Except maybe a quick bathroom break

🏃‍➡️ Coming Next for Character Autonomy

At the moment, this system is active for household characters only. You can toggle autonomy on or off for selected characters and for other characters in the household separately, allowing you for instance to focus on one while the others manage themselves.

In the future, we plan to extend this system to working NPCs on community lots. For instance, a barista at the café might autonomously clean tables or serve drinks with this same system. 

However, for performance reasons, we can’t activate full autonomy for every NPC in the entire town at all times. Instead, we’ll develop a more optimized system for town autonomy, which will strategically manage NPC placement around town. I can’t wait to work on it and tell you all about how it works!

Just adding a few basic, simple interactions to the autonomy system changed a lot how alive the game feels. I hope you enjoyed seeing a little peek of it!

Have a fantastic week,

Anna 🌞

Edit - June 5th, 2025: This post is now public, feel free to share it!

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Comments

Carelle

I really do like that. I also like the incorporation their skills and traits for the autonomy.

violetkelp

Seems very promising and thought out! Well done :)

playeronthebeat

This is cool! I'm impressed by this and can't wait to see it in action. :D Hopefully they can take good take or themselves when I forget to pause my game :D

Oddface

Great! Love seeing the gameplay systems come together and learning how it all works.

Keela

Do paras have to have a “neat” trait in order to autonomously wash their hands after using the bathroom or will all paras automatically it?

Allison Gavre

I love how much attention to detail this game seems to have. Can’t wait for early access!

Trisha

Yesssssss. I'm looking forward to my neat Para's autonomously cleaning around the house. I wanted to see that so bad. Because it feels so realistic. Plus it encourages me to make at least one neat Para per household lmao. I'm loving the fact personality will influence what idle animations Para's do. To me it makes so much sense that a musically inclined Para will pick up their instrument of choice. Or maybe a bookworm reads. Or that a sad Para will cry it out for a while. Maybe someone feeling angry will be able to go to a punching bag or let off some steam in some way. It's nice that the NPCs will have autonomy too and will be able to do things out in the wild. Excited to see what that will look like going forward. Thanks for another great post Anna! <3

Tee W

This is amazing. I love how well this game is coming along

Teddy Galaxy

Oh! I like that! If it can preform properly then I don't have to worry about the game being unpaused when I have to use the toilet or something similar.

Megan Runels

It’s so fun to read about how stuff works in the background! I can’t wait to play!

Magestical Mysterium

a good first look, though I hope puddles that are being "Dried Up" Will shrink until they disappear (a bit like in good ol TS2 for example), as they do seem to "Expand" when they first appear, and having them vanish is a bit strange, also I wonder if the "Broken Effect" for objects will be placed where it makes sense (Faucet for example, on a Bath or a Sink, probably even Showers) but I am trusting that things might change a bit as the game gets polished more and more, it already looks nice

Anavy

So excited!!

Star Zoë

This sounds bloody well thought out and amazing!

tahirah

Love seeing that one Para return to working out after taking a bathroom break. Not sure if that was fully autonomous or if retuning to the workout was user-directed, but it feels so much more realistic for an autonomous needs-fulfilling action to just be a quick interruption of a task rather than stopping the previous action of working out altogether.

Igor Bricio

Beautiful work, as always! Congrats, team. I just wanted to point out a feature that was kind of hinted at here. I really like the idea of a character performing an activity and eventually becoming bored if they do it for too long. This is the kind of difficulty I enjoy. For example, in The Sims 4, it's possible to get rich pretty quickly just by having a character paint all day and night—which isn’t very balanced. But introducing a ceiling to that kind of development—like having a character become stagnant or bored from doing the same task for too long—could lead to slowed skill progression or a reduced chance of success with the final product. I really hope this feature makes it into the game. It would add a fun and meaningful layer of challenge.

Sammy Clark

I had no idea all that went into gameplay! Great work! 👏

Joanie Boissonneault

You can see when a game is made by players and for players ! So so so so hyped up

Nick C

A good autonomy system is what changes these games from a doll house to a life simulator and I love that you’re considering Para personalities in the types of interactions THEY choose to do! I feel the chain-autonomy is what will end up reflecting personality a lot, with lazy Paras becoming naturally messy without assistance and neat ones keeping it tidy! It would be fun to see those reflect in different ways. Say a neat and lazy Para live together and one feels happy when cleaning their own mess but is stressed from cleaning another’s mess. Looking forward to the possibilities ☺️

Panthro Samah

Hi, Anna! There is a great solution that Bethesda used since Oblivion (I believe) that are schedules. Each character could have a schedule based on their traits and job, for example, a fit character could go to the gym daily while a extroverted Para could go to bars and nightclubs often. If you combine it with lot autonomy, you could accomplishe a very real simulation: The schedule could determine wich characters were in each lot at a given time, while the autonomy system could be restricted to what the Para decide to do when he was in a lot. You could even create a maximum lot capacity, based on processing power and lot size, so no more than a certain amount of NPC would go to each venue each time, if their schedules were the same. And one example of forced autonomy could be go back to your house because you can't fulfill your needs there.

Zahlea

This sounds so great! And I especially love the gym gif: how they're pausing to go to the bathroom and then go right back to exercising. It feels so natural!!

Tallia Storm

Great work in progress! I'm so pleased to know Paras will automatically stop whatever they're doing to see to their own needs. Will a household member not being played at the moment who chooses to cook in the background automatically put a fire out when cooking or at least run away from the fire and call the fire department? Or better yet, Paras automatically only make sandwiches and salads until their cooking skills improve and lessen the chances of them starting fires. 🤭

lesliesaurus

Ugh, I'm so excited for this game. I love everything about this!

Joel Jimenez

Everything seems perfect. off topic question, are we still able to change the color of the sky and the doggo sun is still a thing? i remember a very old post establishing that as a posibility. back in the day when Anna worked on night and day cicle

ziggy:)

I hope washing hands is a universal action for most paras lol! Great update! :)

Lisa Hedlund

Love this system!🤩 Love the personality and skill driven decisions being made here!✨ I would love if the para with the most cooking skill of a household could autonomously cook a meal for the whole household, when they're all hungry

ziggy:)

How will para's autonomously do actions based on things that don't necessarily require skill but are facets of their personality? basic example: likes to read (autonomously reads, researches books, watches book reviews, talks about books they read, goes to the library/bookstore, etc.). Or if para has an interest in something, but lacks skills - or doesn't translate to skill. For example, maybe a para likes baking, but they visit bakeries or watch baking shows instead of actually baking (speaking of myself here lol). I guess are there any ideas how a para's possible interests will/can be implemented into the autonomy system?

Aristess

Wooow I really like that we able to turn on/off autonomy for different paras! So if I want to play 1 or 2 paras, but still have another paras in household, I don't need to control all of them! Wonderful feature! 🥰🥰🥰 Also thanks for you work! I'm waiting for Early Access.🥰

Christie Black

For the love of all that is holy, please make it so paras dont't obsess over an activity. In other games I download mods to ban push ups, grilling, and dance to the stereo because that is all the agents want to do on full autonomy. Having their autonomous actions match their personality will be a great touch.

pekeniax

I saw in a previous post that paras in a group take turns to use something (eg. bathroom). I would love to see this applied in other cases aswell, for example if I send para nº1 to use the toilet and then the shower, then I send para nº2 (their romantic partner) to do the same, then change the order of the actions qeue and use the shower first and then the toilet instead of cancelling the first action because the toilet was being used. In this case would be nice if we could set a "morning routine" for each para so they perform their routine using the different objects while they're available until they finish.

I JONES

This actually sounds like the game I always wanted. And nice to see you're including one of the best features of one of the cancelled games.

Sini861

This is sounding great! although I hope most paras wash their hands instead of just neat ones😅

Chiara

"At the moment, this system is active for household characters only. You can toggle autonomy on or off for selected characters and for other characters in the household separately" Can you clarify this please? Who are the "other characters" in your household? Is it possible to have a household where X characters live together but you manage only some of them and not others?

Chiara

Do you think that when you release the game in EA it will already be fully translated in all the other languages you planned? Will the mod system be translated (in EA or later in the future)?

Chiara

I would like if the actions they take autonomously were based *mostly* on their personalities and vibes but there's also a tiny random factor in it, to make it a bit unpredictable sometimes. edit: I've re-read the post and I see that a little bit of randomness is indeed contemplated. Thank you. What I meant is that I'd like a little chance that the character would do something that you wouldn't expect them to do and totally random (a character with no cooking skills that nevertheless *very rarely* could have the idea of cooking something)

Clara M Johnson

I hope the Story Progression won't be like The Sims 4 ( or The Sims 3 for that matter ) I don't like how Sims in TS4 are made to move out of a household or move in with another, with no real reason for doing it, the way it is you can tell it's totally random and it's not really like real Story Progression, it's just a way for the game to look like there is real story progression going on, but there really isn't. I mean I've seen families split apart in really weird ways, like where everyone left the house they were living in, moved in with another Sim, which was just some randomized Sim who the game had moved into a empty house, but the game left the families teenage daughter behind in their original home, it made no sense! Because of how bad the Story Progression is in TS4, I keep it turned off all the time, though because of bugs, sometimes the game kinda turns it back on, even though is says it's off, the whole thing of randomized Sims moving into empty houses keeps happening anyway, and then I have to evict them, though I also tend to delete the randomized Sims, because I really hate them anyway, lol! There are so many premade Sims now in the game we don't need the game to keep creating new Sims. Hopefully we won't have weird things happening just to pretend it's Story Progression going on, in Paralives. Maybe since you guys are having it in from the start, instead of adding it years later like TS4 did, maybe it will work better. Though The Sims 3 has it too, from the start, and it was pretty bad, we have single Sims for no reason, get a baby, even just a single man, including this old guy they had living in a shack in one of the worlds, and they have no bassinette for them, so they would be laying in the floor if you came over to their houses, lol! Nothing wrong with adopting as a single man, but, not if they don't have any place for the baby to be, lol!

TnT_Terry

Bravo Team Para! I love how things are really coming to fruition, I honestly can't wait to get my hands on Paralives to create and play!

Catloverplayer

I hope paras in relationships will automously kiss the one there in a relationship with.

grumpy_muppet

I would love to see Para personalities influence which autonomous actions they perform. I'm so tired of other games where the only autonomous actions the characters perform are watching TV, using the computer, making a white cake, or playing with clay, regardless of their personalities or wants.

Girth Lush

I can't wait to make all my opps, and put them through seven layers of hell ! ❤️

EaselEar

Paras actually doing stuff on their own that makes sense for their personality and interests is going to make things feel so alive, I can't wait!

Pauline Blot

This looks great ! It would also be nice if a Para that has a cooking ability doesn't keep cooking new food when there's already food in the fridge or on the table. I find this terribly annoying when the sims do that in TS4. It's such a waste of money and food...