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Hi, Alex here!

Today’s post is all about the needs and wants in Paralives which I’m pretty glad to finally give you more details about. But first, congratulations to Alejandro who has completed his internship and will keep working on the project as a game programmer and game designer! You might have already seen some of his work on Paralives in past Patreon posts and he is currently working on important live mode features. Exciting!

Parafolks Expressing their Thoughts

In other life simulation games, you might be used to seeing bars indicating the status of a character’s needs like hunger, sleep and hygiene. In Paralives, we wanted to do something more dynamic. Instead of showing a list of need bars for your characters in addition to a list of wants and emotions, we thought it would be great to show a single list of the current thoughts of your Parafolks.

The thoughts of the selected Parafolk are displayed on the left of the screen. The style of the interface and icons is not final.

This list of thoughts is dynamic so it only shows the current wants and the needs that, well, *need* to be addressed. The needs that are fully met and that are currently not a problem will not be shown in the interface.

What we like about this concept is:

💗 Flexibility: We could have more than just the 5 or 6 traditional needs. A character with some specific personality traits, for instance, could have whole new needs tailored for them.

💗 Simplicity of the interface: Instead of having a complicated and cluttered interface with a section for needs, another for wants, another for emotions and so on, we display everything as thoughts and it’s in the same section of the interface.

💗 More personal: You get a more personal connection with your own characters, like you could read their thoughts and then it’s up to you to decide how you can react to them.

Needs Criticality Levels

With needs being shown as thoughts instead of bars, it could be difficult for the player to evaluate if a need has to be addressed now or if they could still wait for a bit. That’s why we display needs differently depending on the urgency.

Various needs at different criticality levels. The more space they take, the more critical they are.

For instance, the bathroom need is displayed as such in the thought list:

For large chunks of time, when the character doesn’t need to use the bathroom:the need is not displayed at all in the thought list.

When it’s moderately critical: 💭 “I’ll need to use the bathroom soon”

When it’s somewhat more critical: 💭 “I need to use the bathroom”

When it’s critical: 💭 “Bathroom, NOW”

Needs on a Schedule

In real life, some needs like hunger and sleep manifest themselves on a schedule. People are hungry when getting close to typical meal times.

The hunger need has 3 periods in a day and the sleep need has one.

With this system, a need manifests itself at specific times each day. For instance, here’s what will happen around dinner time:

🕔 At 5pm, this thought would appear: 💭”I’m starting to get a bit hungry”

🕖 At 7pm, it would turn into: 💭”I’m hungry”

🕘 At 9pm, it would become: 💭”I’m STARVING!”

💀 Sadly, if the player still doesn’t let their character eat, the thought will eventually turn into: 💭”I don’t have much time left. I need food…”

Interesting notes:

📝 In the future, we will make it so various elements like personality traits or the current life stage can affect the schedule. A night owl would go to bed later and babies would need to sleep more often, for instance.

📝 Because days quickly go by and we don’t want needs to feel like a constant chore in Paralives, we made it so characters can skip a meal before getting hungry. So if you ate breakfast, your characters won’t be hungry until dinner, for instance.

📝 Everything shared in this post is easily customizable using the modding tools of the game.

What we like about the concept of needs on a schedule:

💗 Clear expectations: Easier for the player to know when to expect their characters to be hungry or sleepy.

💗 Group communion: The different characters of your households are more likely to get hungry at the same time which is very convenient when you want them to have a group meal.

Wants

Wants are things that your character wishes for. In Paralives, we dynamically give different wants to your characters. They serve as small objectives that you can fulfill and they are displayed in the thought list, just like needs.

This Parafolks currently has a few wants alongside a need that has to be addressed. The consequences of not taking care of a want are less dramatic though!

An idea that we are testing is making it so if a character really wants something and is obsessed with it, their needs might be put on hold for a while. Anyone else here has been so in love that they forget to eat?

We hope you liked this first look at the needs and wants in Paralives and we’re looking forward to sharing more about this and other live mode features that we are currently working on! ✨

Cheers,AlexEdit - February 7, 2024: This post is now public, feel free to share it!

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Comments

Max

I love this! Especially the wants putting a need on hold. This happens to me a lot in real life I must admit 😂 This could be more common in headstrong/determined sort of personalities. One suggestion I have, since you talked about a less cluttered/complicated interface, is to have the needs/wants ”bubbles” shrink down to show only the icons after a bit and then grow back to show the associated sentence when you hover over them or the need/want becomes more urgent. This could especially be good for those playing on smaller screens. And since there isn’t a need bar, it would be cool if, when you click on an object (e.g. toilet, fridge), it would show us if the associated need was already fully met (for example ”I won’t have to use this for a while”). This way it could even say ”I dont want to talk to THEM” for people your Para is mad at or hates 😂 Great work team as always

Wondrous_Mickey

I love this. I really like your approach to this, you are going for something new and I appreciate it. But here's some of my points; I will start with needs. I really like (and I was hoping for this) that you are doing personalized needs. It brings something new to needs system. The thing I would appreciate though is still a list / panel for them. Like the thoughts would show up if the needs were critical, but we could still somewhere see all of them - maybe instead of bar, use words like "Good", "Ok", "Bad" or percentage. Or even simple gradual coloring. This gives us option to fullfill needs over the day based on what we want. As for personalized needs, I would really like if neurodiversity was aproached this way - some people have their own needs, or really personalized needs (like bath every night). Or it could be like waves of needing social interactions. Or need of being alone. This system really gives you so much possibilities for neurodiversity representation and I hope you use it. I will also mention higher needs from the Maslow pyramid of needs. I think they would be fantastic. There'll be most likely consequences to not following needs, but will there be to over-fullfilling them? Like my para sleeps too much, my para eats too much... As for wants - I really like the system. I would like to see different types of wants though - short term and long term wants. Like short term would describe current situation but long term something that would / could happen next week (like promotion) The crucial wants is a good idea as well. If we get to pin wants, it should be connected to autonomy - once the want is pinned, para will try to achieve it on their own if the autonomy is allowed. As for the UI design, maybe there could be panel if you go for more types of wants? I could imagine short term wants and crucial wants showing up as thoughts and long term wants showing up in the panel. Maybe they could show up as thoughts if they get relevant (like promotion was long term want - it shows up as as thought if the para is at work) Same as needs - consequences of not following wants? Could something happen if we decide to keep said want but it doesn't get fullfilled? And last - think about fear system. It could work differently than in other games, but fears give another layer to characters

haventhefrog

this is really awesome! i just hope the text will have more personality in the final game. ("A computer might be useful!" instead of "I want to buy a computer.")

Adrian Silagan

I can see that not everybody is gonna be happy with any system chosen, so I’m glad there’s a built-in modding system (or just find somebody else’s mod) to customize it to every liking.

samber

I adore this, I love the idea of needs being different and personal to each Para! I think mixing needs and wants like this is really cool, because that's more in tune with how real people operate, and I also really like the bit at the end about an "obsessive want" putting needs on hold. That's brilliant!!

Nana-Osaki6

I LOVE THIS!!! everything about it, but also the idea that instead of bars, they will be more like their thoughts. Such amazing ideas. And i totally resonate that this will definitely give you more of the feeling that you are connected to your character and reading or hearing their thoughts instead of constantly checking your needs bar which feels like too much of a task. This is definitely more dynamic. So innovative!

Jammer7vvvq

I love everything about this system!!!!

Trishy

I was hesitant at first but I actually really like this idea

Natália Stein

This is totally different of what I was expecting and I love it. I think this is going to make us connect more and play more focus in some things than just fill the need bars. Nice touch from you guys!

Seán Matthews

I'm not entirely sold on this system to be honest. I think I'll need some time to digest it first...

Moth N

this makes me nostalgic for rollercoaster tycoon ahaha

Vash T

At first when I saw it, I thought, whaaat? Then, after reading fully, I dig it. I also like the suggestion in the comments to shrink them down to icons, then the icon could have a white, yellow or red ring around it to indicate the urgency for it. I appreciate you seeking new ways to do things, very cool to find things outside of the box.

nerdqueen

The system sounds very interesting and promising, but I still would love to have some visual representation/needs bars or wheels of current state of needs. Maybe this could be added as additional and/or optional for us to turn off if wanted?

chameleonwren

Awesome! Love the dynamism and flexibility it offers :3 I can see that final example with greyed out options and a critical need being very useful for adding representations of how some mental health barriers can feel. Like for executive dysfunction or hyperfocus... I feel like if my experience with those things were put into a mechanic, this is how they would be displayed. "I desperately need a shower" and "The mess is bothering me" greyed out while "I'm having such a great time researching bugs!!!!" is critical red and dancing around xD; Or, "I can't focus"/"I can't think straight", or "I can't do that right now"/"I just can't"/"How do I do that, again?", or even just "I'm overwhelmed" and not just for disorders but like, a Para has a very busy stressful day at work. and/or their thoughts list is too full haha which.. in saying that also gives me a visual of ADD being represented through this mechanic by many thoughts popping up constantly, and then disappearing shortly after but before being resolved. Regardless!! (aha can u tell i have ADD lol) having needs/wants/drives/etc. consolidated to one section def feels more realistic (like you are seeing the result/effect those things are having on someone's life, rather than exposing the game mechanics) so it provides space to manage the story rather than their individual needs. i assume there will still be some way to view a complete overview? but for the main HUD it sounds like it'll be a smart choice. very dwarf fortress hehe <3

Theo

Hmm, I'm not super convinced by this. When I play simulation games I like to have an overview of my characters needs so that I can plan their day in advance. With this system, I feel like I could send them to work without knowing that they'll start getting hungry soon. I like the idea of schedules but I'm not sure about the idea of predetermined schedules. I'd like for the schedules to be fully customizable at the outset, or at least very adaptable, so I don't feel limited to what the creators of the game deem to be the correct eating or sleeping time haha

Michelle Koleva

It's way more realistic for some needs to not be scheduled, and to have a slow build-up. I like the concept and I wish people give it a chance before starting to imply other already existing games, as an example. You want to create a different game, right? You will never fulfill everyone's desires, needs, and nostalgia for "another game's" gameplay. Don't give up your ideas. For me it's really interesting and am curious, I want everyone to give it a chance because we lack this so much - giving an opportunity, to do something new and sticking with the already familiar! I wish more people stop comparing things so fanatically and be more open... And by the way, dying from hunger has always been a little bit exaggerated. No one dies in 24 hours or a few days without food - getting a bit sick - yes, dying - mmm too much! Dehydration is way more dangerous! But that is just a little fact-check, I would love to see you follow your ideas. I am sorry if I sound harsh and like projecting too much, but I am really tired of people hiding in their comfort zone and criticizing things they haven't tried yet or seen...

MelodyLove

I love this idea and can't wait to see what other original ideas the team comes up with! Everyone has their opinions and that's fine, I just hope that in the end, you (Alex Massé) go with what you want to do with your game. Just because it's a simulation game, it doesn't mean the target audience will be the same. Everyone is different and enjoy different things. If you're someone who absolutely HAS to have the needs bars, there are plenty of simulation games that use them. Consider having an open mind and give us the chance to see what this simulation game has to offer in terms of new gameplay styles. You just might discover something new you may like. <3

TeaAddict

I like this! - However I am wondering if there is more to see in terms of what is motivating the paras, and what wants they have. Are they just motivated by their aspiration & traits? Is there any type of "fears" system where what they want or DON'T want will play a role?

Megaira

Would babies and toddlers have messages like that too even though they can't talk, or would your adult sims be the ones with messages wanting to take care of the babies and toddlers?

Kat

This is so so incredible and intuitive! I love how detail oriented everything is and how thought out the different circumstances could be for players to apply these guidelines for us- but yet still very open and free! Amazing innovation

Kallixer

This sounds great and dynamic! I want to add a thought that came to mind after reading it though :) It could be nice if the "entries" were collapsible depending on how many wants/needs are displayed at a time and if the player is focusing on something unrelated to the list. I feel like it could become a lot of text fast, and after playing for a while, an icon and colour may be enough to determine what to do. For instance, a red hunger icon may be enough for me to understand the Para needs to eat, but if am uncertain I could always hover over it and read.

Shota Tsunamura

I love this concept and can’t wait to play with this new game changing aspect of simulation gaming

frenchifries

Hmm... I definitely appreciate the originality of the idea and the desire to be different, but I wonder how easy or hard this would make it to get an overview of your Para's wants and needs at a glance, without necessarily having to fully read a line of text. Good, distinct icons would probably help; maybe even JUST icons, and then the clarifying text appears when we hover over it. But as others have mentioned, I think I'd also like to be able to see my Para's need meters somewhere so I can get a better sense of when they will need something and strategize accordingly. One issue I have with a lot of modern games (including TS4) is the way their ultra-minimalist UIs actually seem to de-emphasize important information, leaving me feeling lost and confused; even though logically I may know where to look for certain information, it never feels intuitive, and I just end up getting frustrated and giving up to go play an older game. I'd hate to see Paralives fall into those same pitfalls. At this point I guess it's just going to be a matter of lots of playtesting to fine-tune these sorts of things.

Trisha Feder

Interesting concept, especially needs on hold under special circumstances. For very basic critical needs I think a simple visual indicator is better and less spammy then constant thought text messages. Also Paras should have ways and access to meet their basic needs as good as everywhere in the world and in rabbitholes so that leaving the house without checking all needs ahead isn't too much of an issue. What might also help are temporary quick fixes like coffee, energy drinks, parfums, deodorants, bushes to pee on when no toilet is nearby, and so on. Given all these things it should be totally fine to not have a status bar to constantly watch and micromanage needs. Keep up your amazing work! <3 Everyday I hear news from you is a great day!

Ava Wolchuk

Omg I so much prefer this!! I tend to stress myself out with always keeping the bars full and I never have time for anything else. This is great, and it’s more realistic too.

Teela

The idea of needs in the form of thoughts is brilliant and very innovative. I like it. In TS4 it's tiring to keep looking at the needs bar instead of just focusing on the gameplay itself. Ps. Will there be an option to change the font size? PLEASE. I hate having to strain my eyes in the game.

Joanna Hinds

This is amaaaazing. It made me so excited

illykitty

At first, I wasn't sure about your new proposed wants/needs system, as I plan out things a lot with these sorts of games. But the more you went into details, the more I liked the sound of it. Could make the game more dynamic and interesting for a long time. Plus having some "regular" times when paras are hungry and sleepy would be nice, as I think most people work this way. A "night owl" or "early bird" type of person could maybe stay up at night/wake up later or vice versa. Also because I've stayed up a whole night the other day playing the new Zelda and still had responsibilities that day, it made me think. It would be interesting if Paras could take some "bad decisions" now and then, like staying up all night playing a game they love, and still be up during the day but with a consequence, skipping sleep last night means much less focus at work, less skill building, more moody, perhaps? Just a thought on how actions and consequences could play out.

Travis Cox

Not gonna lie, not sure I am fully on board with that with the needs. I like to be in full control of their needs and stay up on all of them as best I can. I like full visibility. However, I fully trust the devs at Paralives and am very willing to give it a go! Maybe I'll end up loving it.

Nathalie Carluccio

Yes like what we had in the Sims 2! Makes the gameplay soo much more challenging!

Bellamii

This is such a cool idea!

Katie Evans

Not including indicators for full needs is SO nice. Like, as a person, I don't really think about all of my met needs at the moment. I love the idea of paras getting hungry around the same time as household members. Additionally if you implemented the feature that clicking some needs or wants would automatically cue the action to solve them (especially with bathroom) it would make the game all the more engaging and less tedious!

Kayleigh

I really love this idea! In TS2 I find I can get a little too absorbed in fulfilling needs before they’re really “needed” and it can become monotonous, but if I wasn’t even seeing those until they actually became important that would really be great!

tahirah

I love this! It's such a different and thoughtful approach. I don't like that in other simulation games I have to manage needs at weird times such as multiple naps throughout the day and eating at 4am. The integration of the schedule to influence needs is a great thought that I think will help focus on gameplay rather than micromanaging needs at all times. I think adding functionality for routines would be a neat idea to compliment this set up. So that for those that do like to plan their Paras day in advanced it can also relieve a level of micromanagement for those that want it by setting a morning and evening routine such as eating, showering, reading, etc.

Mette Stark

Very late to the party, but I absolutely love the flexibility this opens up for. As has been pointed out, this can be used for temporary needs! This could even be used for addictions. Teen safe versions could include video games and “juice”, and if they ignore the need too long they could become irritable for a while until they either pick up the addiction again or suffer through the withdrawal. I also love the possibility for separate “romantic” and “sexual” needs, so paras could be asexual or aromantic etc. 😍

boredewil

For me this would be very much inconvenient, I’d like an optional menu to see needs!! A detail like this would turn me off from the game sadly.

Drifting Piscean

Please also include sexual needs...don't cater to kids only...it's a game about LIFE! go for 18+ rating if you have to but let us play with life as it is.

Danielle Ellis

I like that this system is individual to this game and will provide a unique experience. I don't know it I'll love it. But I don't have to. So I hope you guys don't change it because some people are on the fence.

EaselEar

I'm obsessed with this! It's so unique and exciting and makes me so curious to play the game in the future, just to see how these things would develop for a para! I especially like the last one- definitely relatable! The icons and little background animation are so super charming too! I wonder if the 'voice' the wants/needs are written in could eventually change to fit the para's personality, or if it's better to leave it all a little more neutral, hmm...

Matthew

This is awesome

Cinderelabaiana

OMG this game can´t stop getting better i´m loving it :D

Natan Peixoto

The only part is don’t like is the hunger and sleep needs being programmed. Different people eat or sleep at different times and not necessarily because of their personalities. Not everyone functions on a schedule, so to me it feels very limiting.

PnuPnu

Would you be able to delay/pause aging in the game?

Laura Abraldes Tallón

I really LOVE this system because in that way it is easier to have a schedule and we can focus in the gameplay and not in the needs.

Lealovescats

I love this way of displaying the needs. I never actually thought about it before but now I'm thinking yeah, why do I need to see that my simulated person doesn't need to go to the bathroom at all times. This way makes more sense to me. I love that you guys think out of the box on these things!

Raina Amorim

wow, reaaaally love this feature!! never tought needs and wants could be done this way, this team is so creative! 😄

Ali S.

i know this is probably still in development, but will the wants expire after a certain amount of time? will there be any consequences for a want expiring or being deleted by the player (if that becomes an option)?

sam_ick

will there ever be adhd or neurodivergent additions to the parafolks? i love the way the ui is designed for their needs and how much less space it takes, but someone who's adhd or neurodivergent, or even someone just incredibly focused, it can be easy to forget to use the bathroom until it's really, really critical.