How Personalities are Defined in Paralives
Hello! Alex here for a new Patreon post that I’ve been looking forward to!
The personality of each of your Parafolks is what will make them feel unique and human. It will also make your game sessions quite different depending on the choices you have made for the personality. Let’s dive into that! 🔒 This post is for Patrons only so please don’t share it, thank you!
👩🏫 The Basics
👩💼 In the Paramaker, you select various aspects of your personality
🎮 While playing, you level up your personality to evolve it with new traits and perks
💥 Personality traits have big impacts on the gameplay
🧠 The Personality Elements
Here’s the personality for a character named Rachel that I’ve just created:
Now, let me break down for you the various sections of the personalities in Paralives:
Stats
👉 Place points in these stats:
Physique: How well your character does regarding physical strength, agility and general health
Mind: How good your character is at things like problem solving, logic and mathematics
Creativity: The ability of your Parafolks to create
Charisma: This is for all things related to communication and leadership
By default, there will be one point in each stat and you will be able to spend 3 additional points in any stats you like. However, you can remove a point in a stat to set it to 0. Doing so, you will gain 1 extra point to place in another stat but your character will become disadvantaged in that stat. For instance, having zero points in Charisma might make social encounters more challenging.
Vibe
This is the general impression your Parafolk gives. Each vibe will come with perks and particularities that will affect the gameplay in various ways.
👉 Pick one:
Grumpy
Overjoyed
Gloomy
Energic
Serious
Anxious
Jester
Peaceful
*More vibes may be added and this list is subject to change
Social Perk
Depending on the social perk you choose for your character, it will allow them to do better in certain social situations.
👉 Pick one:
Good at being alone
Good at making friends
Good at take caring care of others
Good at romantic relationships
Good with family
*More social perks may be added and the list is subject to change
Talent
Talents are linked to the skills that we have in Paralives. Any Parafolk can work on any skill in the game but if a character is talented in a skill category, it will come with perks that will help them progress in the associated skills.
👉 Pick one:
Music
Fitness
Science
Technology
Food
Visual arts
Jack of all trades
Good at nothing
*More talents may be added and this list is subject to change
Lifestyles
Lifestyles are simpler traits to further customize your characters. They guide the decisions your characters will make when performing interactions autonomously.
👉 Pick as many as you want:
Vegetarian
Sleeping habits: early bird, night owl or standard
Cleaning habits: sloppy, neat or standard
*More lifestyles may be added later
🌟 Evolving your Personality
In Paralives, the personality isn’t static. As you play, your Parafolks will be able to level up their personality and select interesting upgrades to evolve their base personality.
Playing with your characters will progressively increase their personality level.
When your Parafolk gains a personality level, you will be able to upgrade an element of their personality. These upgrades will be powerful perks that will help your character in their everyday life.
Tell us what you think about all this in the comments below! We’re looking forward to sharing more examples of the many many interesting things you will be able to experience while playing based on the personalities of your different Parafolks.
Have a great weekend!
Alex
Edit - February 7, 2024: This post is now public, feel free to share it!
Comments (163)
I'm new here, so I hope this is the correct place to give feedback. I would love it if more talents were added to the game. With the current talents to choose from I feel like I would have to choose "good at nothing" if I were to create myself - even if that's not true! I'm good at things such as organizing/ planning/ managing, communication and languages. For the same reason I hope there will be jobs available for people with these talents fx. jobs in communications/ marketing, project management, or even something like fundraising manager in an NGO (for the paras who want to make a difference in the world!). I realize im late to request this, but maybe this is something that could be added after the early access release :)
I think it would be cool when we hover over the vibe, social perk, talent... a small description appears about the benefits and particularities of that trait.
I also think there should be more negative traits and personality clashes. Not everyone gets along or likes each other. It adds more fun and drama to the game.
I think paras should also have weaknesses where their skills progress more slowly. It’s so realistic to practice soo much at something and still not be very good at it haha.
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.
I loooooove this!!! 😍 Can't wait to be able to play this amazing looking game guys!
I really like this. Also the points system reminds me of the Sims 2 which has had the most diverse characters in a life sim game to date, so that makes me excited for this.
I forsee players creating amazing and individualized Paras with unique characteristics and personalities. Yes!!
I love everything else i've seen simulation wise but this doesn't feel diverse enough - 'mind' is quite vague as there are many types of intelligence. Also the fact each parafolk starts off with the same number of points to distribute probably isn't accurate - some people do seem to be good at everything haha (edit: I realise this is a prototype! And it looks at least like a cool idea and unique system so far)
LOVE this system! Feels much more immersive than less superficial things like favorite color, style, etc. Feels like playing a real person and adding some challenge to the game.
This system feels unique, but a bit oversimplified, I understand that it's likely a draft. The most interesting part in life simulation games for me are highly diverse personalities which result in unique dynamics between the characters. I feel that there were plentiful options in Sims 3 for example, hope you add more in the future :)
Love to see this, great opportunities for progression and depth. I hope the language used in the end is more like "developing" and less like "levelling", I'd find this a bit more immersive.
I think it would be interesting if some personalities negatively impact each other (like grumpy paras might not particularly like overjoyed paras, or vice versa)
Others have already said what I would like to say about how vibes need to be more specific, there need to be more options and for paras to have flaws. But along with having a sexuality menu, it would be really cool if paras could be in different relationship types like "monogamous" or "polyamorous" or "open to exploring" etc.
Yess I would love this! I dislike that in the other game you need mods to get polyam relationships because I dislike playing with mods
This is wonderful, I can feel the depth within each parafolk already. Y'all are awesome!! So amazing, so much work done and under your belts so far! I hope y'all are proud of how far you have come! This system is so unique and cool and looks like it can get more in depth easily in different ways! <3
I really love this system! I do have one small note that I haven't seen anyone point out yet, but the word vibe worries me just because I feel like it could make the game feel dated in the long run given its tie to the current generations. Instead maybe something like a para's overall "character" could work. Just a little nitpick though, nothing really serious!
Seems complicated but maybe it'll be easier to understand when we actually play.
I love this!!! Someone mentioned flaws, and I'd like to see those as well. And I'd also like to choose my paras sexual preferences.
I would really love to see an option for their sexuality and their opinion about being in a romantic relationship, like for example some paras have commitment issues and will almost always say no to a relationship, but some other paras are hoplessly romantics and can't wait to be in a relationship. Some might not be interested in anything at all. Their opinions could change over time with experience, because as a teen you may have a different view on relationships then an adult for example. I would really love to see a system like that in the game, but I understand that something like that is very complicated to implement, just an idea! I am loving already how the game is turning out! ❤️
I love this unique system
I love love love this. I really hope that you guys add sub-traits to the paras too to make them seem a little more unique to themselves. Like for example. Is your Para -Serious: hard-working, strict, considered boring OR -Serious: Mysterious, Elegant, dark That way if you have 3 or 4 paras that all have the serious trait in the same area, none of them would be the same, and all feel differently toward each other. I feel like it would just make it more unique!
I also see huge potential for how the different vibes shine through even with paras just existing, like idle animations or expressions. Like a serious para wouldn’t flail around all overly bubbly in a normal conversation like maybe a playful jester would? This could be amazing for storytelling because in other games I often feel like I try to make more serious characters and they end up acting all the same anyway.
I think habits could be its own menu, and lifestyles such as ”vegetarian” a separate one that feels more optional. Because I would feel like I need to add habits to all my paras but not necessarily certain lifestyles.
I love the "back to the roots" vibe to give points to certain Characteristics like in Sims 1 or actually Roleplaying Games
I feel like its a great base, but it could use additional perks. Im thinking of more specific things like animal lover, hiperenergetic, ambitious, etc. So there could be what you showed + a few trait slots? I feel like you can only do a base for character with it now but it could be hard to make paras really special
I'm sceptical about the Physique, Mind, Charisma, Creativity bars. I don't think any of these are actually personality but skills. We can hone our problem solving skills, learn to be more creative, train to be better at communication.
Idk, from my life experience, people tend to be better at some things naturally. Not saying they can't get better at it, but it will take longer, will be less effective and might not reach as good of a performance as someone who's naturally good at it. That's how I interpret the point system.
Will leveling up add opportunities to get additional personality points?
I love this and I'm so excited for this system, it's really well done! The only thing I don't really get is the sleep learning thing since that's not possible irl. But overall this is so good!
It kind of is! When you sleep you sort through all a the things you’ve done during the day and as a cello player, when practice isn’t giving me “it”, sometimes to “sleep on it” just makes it click! It’s really cool and works with other things like learning math and stuff. When you sleep your brain sort through the things you’ve learned during the day and connects it with other things you’ve learned earlier.
I don't want to unbalance the system or anything haha but will there be an option to flesh out a para's personality on a higher level from the get-go? If I play with an elder who's theoretically has had time to develop already, I'd like for their personality to reflect that before I let them loose in-game, if that makes sense. Very interesting to see how this system develops as this and relationships is what I find the most engaging about games like these! 🤩 Oh also! What do you think of the concept of NPCs developing grander personalities as well, by themselves? Otherwise your para will be the most interesting one around as they grow up! Just something I think is worth considering 🤔
I hope they add a cheat to get more personality points to spend, or opportunities to add to them over time. For example it wouldn't make sense for a Para with one point in physique to pick up an athletic hobby, get really good at it, and then still have only one point in physique.
So I'm late to reply but hopefully it's still seen. I like this but have some thoughts, sorry in advance if this is something you've already thought of. I'll start with the positives. I like that there's a mixture of a point system and some traits, love that certain things don't take up personality spots. I always disliked how diet and such takes up space in Sims. I like the addition of the sleep and cleanliness! I like the points because they allow for interesting combination of abilities (or lack of). I'm looking forward to seeing how different combinations work. Now for some suggestions... Consider flaws. I suggest this because *everyone* has a flaw (or more likely more than one), it's part of life, and it would make things more interesting, more dynamic. When I make a D&D character, for example, one of the first things I try to decide is at least one flaw so that my character isn't flat. It doesn't need to be dark, but just something for the Para to struggle with, clash with other paras, or get in the way of their goal maybe. Example: they're optimistic but that makes them naive, so that gets them in trouble from time to time with Paras that aren't quite as honest? So for implementation, maybe make the vibes have positives and negatives for each one? Like two sides of a coin. That would make things simpler, but also less customizable (like if optimistic/naive is one, then the Para can't have a different combination). Or have a "flaw" selection below vibe?
Yes yes yes! From what I've seen you've explained best of all what I'm looking for : ) personally I like playing around with characters who have more flaws than positive traits, to be honest! I like having them navigate around their flaws and find their niche in life, that's what truly interesting storytelling is to me, generally.
This is a great baseline, and I love that different paras have different strengths and weaknesses, but I’m missing some more specific personality traits like others have mentioned. I also think some sort of interests system would bring so much to a game like this, especially if it’s dynamic. For example someone growing up in a musical home with a bunch of instruments lying around will be more likely to pick up a guitar. Combined with an above average creativity stat, this could spark a potentially life-long interest in music, which would again affect what they do day to day, and who they’re likely to become friends with. That’s a para’s whole life fundamentally affected by a couple of simple choices made by the player. That’s the kind of stuff that makes it a true life-sim to me and not just a dollhouse where I have to make everything happen myself.
This is really cool. Would it be possible to have like a "secondary vibe" that the para occasionally (be it random or triggered) operates off of, to give their personality some variety?
how about offspring's personality? affected by how they are raised and parents' traits?
I like this and I especially like the upgrades you can get! Some other ideas I have for vibes are Thoughtful, Ambitious, Cold, Calculating, Whimsical, and Warm. Maybe modders could add more vibes in that work for certain gameplay such as manipulative, selfish, etc?
Love this system as a base. A less general and more detailed and specific path would be amazing. Or more options! Very excited
After actually thinking about it more and more. The vibes are so broad of a category and can be understood so differently that there really is a need for further indication of their direction. For example the "serious" vibe from the post can be understood as elegant dark academia, or boring no fun, or even strict and cold. Without subtraits or something like that it doesn't actually tell you much about character's personality
This is incredible! Would this also blend into a potential attraction system? Or expanding the likes to include either food types or textures or flavor pallets (like some people like sweets, others might like sweet/spicy or hate sour and that could affect which foods they would like vs listing ALL the foods they like, maybe adding a comfort food that helps improve a gloomy vibe)
Will paras have favorite colour, music or food like in the sims 3?❤️
There should also be the possibility of deteriorating one's personality. For example, if I carry out negative actions I could go from a level 3 personality to a level 2. Otherwise, how can I lose in this game? There must also be the possibility of making things worse
This is amazing. Like way out did my expectations. I love the fact that you can have 0 in the stats and therefore have negative impacts like finding social gatherings harder.
I also LOVE the idea of being able to evolve and get new perks based on the choices our paras make.
I really like that mental and creative stats are separate rather than e.g. the ongoing Sims dichotomy between logic and creativity. I myself am both nerdy and artistic so I like to be represented!!
FINALLY!!!! I AM SO EXCITED I HAVE TO COMMENT BEFORE I EVEN READ!!!!
I'm admittedly a little confused by this system but that may be because I'm so used to traits. I would love to see the personalities in action to get a better idea!
Good at being alone is a social perk?! This game is perfect.
Please don’t make the Paras die if they’re bad in repairs skill and try to fix something. Robert dying from fixing a folding bed is such a stupid thing. Make Robert get hurt and then be afraid of it, that’s fine. But don’t kill Robert from random actions just because we didn’t want to give Robert max skill in repairing :(. Robert isn’t perfect. He is supposed to be clumsy. It’s what makes him charming. Please don’t kill Robert :(.
I like the idea that the para is constantly evolving, this allows you to start from a para base and ultimately become someone else.
Evolving the personality is really interesting ? Will it be like a skill tree ?
Traits and vibes are separated, love it!
OMG this looks amazing, love it!💚
I like the separation between traits and lifestyles! I’m afraid it looks a bit simple, and thus will make the game a bit simple and close to the sims, but I’m eager to see it. The problem with the sims is that, even though all the sims have different traits and skills, in the end, everything is always the same, feels the same, and become repetitive and boring. As in, no matter the different personality traits, they all react the same, act the same, talk the same, etc… and the action choices basically are the same also. I really hope there will be lots of different interactions and reactions accordingly with each of the Parafolks’ traits and lifestyles. And that there will be a memory system, as in « oh no, that grumpy para I met yesterday is coming to talk to me again. I’m in a grumpy mood myself today, I’ll tell them to go away and I’ll go gossip to my friend about them. » Then that friend would know of the grumpy para, and if one day they met, the friend would already know that they have to be prepared for the incoming grumpiness. Im not sure how hard it is to implement a memory system like that, but it’d for sure have a huge impact on how repetitive and empty these simulation games can feel. Also, I like the direction it’s taking, however I believe it’d be more realistic and less frustrating if the amount of points you have for the Physique, Charisma and Mind thing, varied depending on the age of the person. Or a different category for skills acquired became available after a certain age when you create parafolks. It would give a feeling that adult paras that we create, have lived a little before having kids. Not just starting adults at the same level as kids for examples. So if not physic, mind, creativity and charisma, then when creating adults, could we have a new tabs with options of skills they already knows and have a certain amount of points to add to them? (Cooking, repairing, programming, piano, etc…). Because right now, when I create a family in the sims, my elders, adult and young adults have as much cooking talent as their teenagers - which is none. :| Keep it up guys! Love the regular updates!
New sims having no skills has always bothered me too. If I make a elderly woman that's loved cooking her whole life she should definitely have a high cooking skill. It shouldn't feel like they never existed before and I shouldn't have to cheat for it. I really like the idea of the amount of points depending on age and a 'known skills' category in the paramaker.
this is looking incredible! i wasn't expecting circadian rhythms to be considered at all, but as they are part of the para's personalities i hope we will see non24/freerunning as an option alongside early birds/night owls/etc.
Hmmm. Personality is by definition, static. I feel like the ability to level may end up with Parafolks being more similar than dissimilar as one starts stacking up playing hours. I really wish that, at the very least, there’d be the option to have core/unchangeable traits, and then, passion/interests/skills as way to make our paras grow over time. Core/unchangeable traits would also play an interesting role in genetics as one could inherit cub traits from their parents or grandparents (like skipping generations).
not really, no! I used to be way shier/quieter as a kid. Now I'm more outgoing.
That's very Simsy. I think I would have to see see this personality system in action before I started comparing the two.
Thank you for not making vegetarian a personality trait!
I absolutely LOVE this! The fact the para's personality will be directly attatched to things they practice and do in life in general is a genius idea to make gameplay have so much more depth, I was wondering though, how will things like hot headed paras, or more clumsy Paras work? they all seem to have different personalities and preferences, but there doesnt seem to have a space for how they behave in their everyday lives, besides the vibe system which is a more moment to moment based system on how your para portrays itself to other paras, hot headed paras, loyal paras, clumsy paras etc are all deeper traits that are kinda engrained into the paras personality itself and not something that usually fluctuates, so i'm curious if that could be maybe a "lifestyle" thing or maybe something else? whateer you guys decide, I'm so happy with the decisions that you guys are taking to make Paralives different from the other life sim games, while still making it so fun and absolutely filled with life and personality!
Maybe your para would be clumsy if they have a 0 on physique?
I love this! I think I'd like to see something along the lines of maybe a "vice" or "flaw" in a sense? Nothing too heavy, but everything right now seems to just be focused on Paras being more skilled than others in different domains. I guess I'm thinking of something like the Sims Medieval Traits vs Fatal Flaws, but maybe less intense. I think we'll be able to have more interesting and whole Paras this way.
Yes! I loved that feature in Medieval, and that you could replace it with a better trait through gameplay (also legendary traits that are only available this way). I've had way more fun since I started playing with sims that have at least one bad trait.
I love this personality update but see progress with the UI 👀 paralives don’t be shy and show me, hahaha joking but congrats again guys. At first I was expecting something much more elaborate, but I’m cool with how simple and focused this is. And actually, the simplicity of it might lead to some intricate gameplay not mentioning when you guys will add more “slots” as it is still very general atm Excited to see if we will be able to create nuanced parafolks ✨💕
I really like the idea of evolving personalities! One thing I'm not so sure of however is that every para can have only one talent (and only one vibe for that matter) That feels very limiting In the Sims for example I loved creating characters that are both sciencey and virtuous where both are integral parts of their personality
Having like three or so for each of those categories will help keep the system from being limited imo
This is a really interesting system. I definitely feel like more "vibes" need to be added - sensitive, bubbly, dreamer, down to earth, positive, negative, anxious, serene etc. I'm very interested to see how all of these elements influence gameplay.
Also introvert, extrovert, outgoing etc. 😊
I guess I'm not completely sold on what I'm seeing so far; it's not that anything here in particular is a bad idea, it just still feels like a kind of limiting system
Limiting, how? This system seem like a great starting point. They’re already giving us so many choices to work with. And if they decide to add more to it the possibilities is endless.
this is amazing!! this is the kind of in-depth, well thought-out system i’ve always wanted from an rpg/life sim game. i love the many different aspects and options, and the mechanics of leveling up and making more choices for your para’s personality as you play on is fantastic. you’re all brilliant for this. this game can’t come soon enough
This is fantastic! Love love love this system, so much better than I expected. If it affects friendships and relationships profoundly that would be even better but definitely understand if not.
Thank you! Yes, the personality will impact how relationships can develop! Looking forward to sharing more about that!
I love it! I can see this adding a lot of depth to the characters. I'm just curious - does the personality level up only affect the 'talent'? Or could you choose 'perks' related to your social perk instead? For example, if you are 'good at making friends' maybe you could unlock a 'long-distance friendship' perk, where your relationships don't decay over time, etc. I think that could be really interesting! EDIT: I'm sure you have plenty of ideas already, but I thought I'd add some possible ideas for vibes that sprung to mind! Sleepy - Maybe for that person who just always seems tired and lethargic no matter how much sleep they have. Always ready to go back to bed. Changeable (or maybe Sensitive?) - Someone whose mood changes more easily and quickly than others. Perhaps someone who is more sensitive/influenced by positive and negative experiences. I always hated the 'erratic' trait in the sims game because it basically seemed to be a cover for making an 'insane' character. But there definitely are people whose emotions are more volatile, or change more quickly and it's not a bad thing at all. I'd love to be able to recreate that.
The example in the post shows an upgrade for the talent but there will be upgrades for social perks and the vibe as well, yes!
this system looks really cool! I really like how the personality can evolve over time instead of being static, hopefully that means our parafolk could have different personalities for different parafolk in the future!
I really like this system and I feel like this will allow me to create really unique paras! One question I have is if we would be able to upgrade the personality in PAM when first creating a family? (Though maybe locked to a certain amount of upgrades depending on lifestage to avoidbeing able to just have a Super para from the start) So that if you start with a middle aged para or an elderly para, they don't just start with the base personality? I feel like that might give older paras a bit of personal backstory/history before they moved into town.
It's not planned right now to be able to upgrade the base personality in the PAM but it's true that it could be interesting for elder characters!
I do like the system but I wonder if we will have a compatibility/chemistry system. Some Paras liking other or disliking based on their vibe for example. Does each peaceful Para dislike grumpy one? On another not I would like a scary vibe 😂 maybe a loner (definitely was younger me) and a nice vibe. I do hope we will have special vibe for child/teen (rebellious for example). Also, some other lifestyle or preferences could be add to make more distinctive Paras. Like quiet/loud places; being less/more active; liking group activities, etc.
Thanks for the suggestions! We are looking into having a compatibility system like that and it's possible that some traits will only be for children
I think it'd be great if 'vegetarian' was under a separate category like 'Dietary'. And there could be more options like 'vegan', pescatarian', and ect. Maybe even options to set a para's favorite and least favorite type of food(savory, salty, sweet,whatever else) and if they have a spice tolerance(if spiciness is a factor).
Ooh I really like the idea of having a setting for liking spicy food 😂
I hope we can choose very specific things to make them really unique. Like loves to craft, paint or knit rather than arts. Loves a specific musical instrument like piano or guitar..and you can hit if off with other musical paras amd form a practice group or do paid gigs together
All of this is awesome! Live everything you've shown, everything you talk about... Great work! However, I cannot deny the fact that I'm starting to feel kind of impatient and anxious about this game. It's been a long way coming, and the lack of news about a possible dated roadmap in the sense of a plausible (early access) release date is quite unsettling... Don't get me wrong, not trying to dismiss all the work behind the scenes, I know nothing, just a supporter and future consumer sharing her concerns. Before you come after me, of course I know how small the team is, and of course I prefer a well finished game before the train wreck that other games are... But it wouldn't be the first game that never launches in the aim of being perfect. I also know no one has asked me to become a patreon, I support the game and all, but really would like to know an approximate release date as I'm sure many agree. Lastly, sorry if something is not well written or explained, English is not my first language! Much love!
Thanks for sharing your concerns, I understand. We have been making good progress and sharing it here on Patreon and that progress makes us confident with our ability to deliver a quality game in a proper timeframe for this project's scope. We have a release window in mind but we won't be announcing it until we are closer to the release because if we end up taking more time to fix important bug and add essential content to release a good game, we don't want to disappoint people delaying the announced release date
This is awesome. It's a nice fleshed out way to create your personality. I can't wait to try it out when the game goes into early access
I love this! There's almost an rpg aspect to putting points into the 4 abilities while also leveling up the personality with unique perks. This feels like it has lots of room for growth for both the game and individual paras.
I honesty hope in future we get traits because while it looks cool, I would like to make para who is flirty, shy or loves animals.
This is incredible! Everything I wanted and done so simply 💯
Personalities evolving!??!! I loveeee that.
This is pretty cool! It makes it to where even personality is a skill you'd need to develop for your para without being too cluttered or feeling like your character is stagnant. I'm happy to see you guys have definitely covered the basics and I'm looking forward to all the extra stuff you guys might add or change!
May I suggest, instead we have the option to be vegetarian or not, it could be a category "eating habits", with more options like glutton, lactose intolerant, healthy, vegetarian, etc.
The idea of "healthy" is subjective so I wouldn't include that, but I agree with the rest. Or at least basic diet choices omnivore being the default and then other options would be great especially lactose intolerance, vegan, vegetarian, pescatarian, gluten free. Or even having something specific like having a sweet tooth, or loves a specific food such as potatoes.
This looks awesome, I can't wait to try it out!
This looks very promising! It’s really nice take on personalities! I love the positive take on the social perk, good at… and not trying to focus on the negative aspects. Some people like to be more reserved, but that is often seen as a bad thing. So I really like this <3
Paralives just keeps getting better and better omg
OMG, that's absolutely amazing!! I was so concerned about how the personalities may work, thinking about systems that already existed in other life simulation games and wich one could be choosen, that forgot you guys are developing a brand-new game with a new perspective!! I love how it's possible to create a parafolk tallented, ordinary or also a good-for-nothing, thats really increase the dificulty in game and keep us trying diferents ways of playing!
What do I think? I'm absolutely blown away! Evolving personalities, the ability to make my para have a certain diet, or habit without taking up a personality slot, VIBES?! This is looking really good.
I'm not totally sure you're getting this side of things right. What you call physique and mind are not really what I would consider to be the key parts of a personality. I feel like many of the options in vibe should be part of the personality section that one can add points too. When I think about creating the personality of a character I'm thinking can I make them mean, snobby, kind hearted, hard working, strict, forgiving, a pushover, loud, and where necessary combinations of these, such as mean, quiet and hardworking in the same personality. It's not clear to me that the present system would allow for this kind of personality to form
Yeah, much of this personality system seems like things the paras *do* instead of core traits or how they feel/react to things, which is my main problem with other life sims.
I wish we had more place for personality, like more perks and stuff...
We could add many more perks and traits to choose from but we felt we had a good balance right now. 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. This is why we had to make a selection and go with the elements that have the potential to have the most impact on the gameplay
The system looks amazing, and I love how extensive it is, focusing on different aspects of human life, from predispositions to traits and habits. However, I think that the vegetarian bit should be replaced with a diet menu, like the sleeping habits one, you would be able to choose from vegetarian, vegan, pescatarian, kosher, gluten free, lactose free and omnivore. Looking at the panel, I remembered the very old ideas from the disability survey. Are you still considering adding a menu with various disability symptoms to choose from? Like stimming, needing glasses, needing hearing aid etc. I'm also curious about the stats bit more. What exactly is being understood by "better at exercising/logic/creating/communication"? Do you mean a success rate for actions in those categories, autonomy, skill development rate?
Thanks Domon, I agree that replacing vegetarian with eating habits could be great. We will have to see how in depth of food menu is and if we can cover all diets though Regarding disabilities, we are still thinking about what we will be able to do The stats will affect various things and we will be showing more examples soon :)
This looks very interesting! Also makes me wonder about a couple of things in particular: 1. Can you force a change or evolution in personality by making the para do certain things? For example put them in certain situations where they have to use interactions/skills that don't come natural to them? 2. Can personalities change radically after a quarter-/mid-life crisis or some other event? Like, can loners become family-people if you breed them and make them stay-at-home paras taking care of the kids? 3. When is a personality given/formed for paras born in-game? Do they get it at birth and is it random or influenced by their (biologiical) parents' personalities; is it shaped through life experience and how they're raised/treated by their care givers and only given at toddler/child age? Or a combination of factors? 4. What is the underlying mechanism for the vibes, perks and personality? Do they form the personality together, do they complement or reinforce each other, can the vibes and perks contradict each other and if so, what does that result in personality-wise? 5. How much time does it take at minimum to progress the personality? Can it go faster if you create an environment in which the para thrives and vice versa, does it happen per life stage, at a minimum x time and so on? Just wondering, wouldn't like it if the personality is all maxed out when the para is a (young) adult. If it's an ongoing process (or perhaps never-ending) then it might make playing elderly paras more interesting as well.
Thank you! 1. The personality won't change by itself, you only change it or evolve it when gaining a personality level. We wanted the player to have control on how the personality changes 2. We will be looking into ways for players to change some of the traits if they wish to 3. For now, the plan is to make it so the personality won't be inherited at birth and you will choose personality elements bits by bits as children grow up 4. Every part of the personality can be combined in any way and give a big variety of perks when playing. Some perks well combo well together to create more powerful gameplay effects 5. We will be working on the personality level progression to make sure that it stays interesting and well paced. Children won't be able to reach max level and they will need to become adult to progress and unlock upgrades that are meant to be unlocked as you develop your personality as an adult Hope that helps!
omg this looks amazing! so much detail!
Love the post.... as always. :) Question: If you were to give two parafolks the exact same personality, etc... would they still have subtle differences or would they be exactly the same?? p.s: i noticed the blue isn't the original blue. :P
Two Parafolks with the same personality would act in similar ways but there will always be some aspects who will have a bit of randomness and unpredictabilities! The blue of the interface is still being tweaked :P
I really like that direction, though the stats section is making me think of D&D ability score.
It was one of our inspirations!
Really cool take on personalities!! I had a few questions that didn't have time for answers in the discord chat so posting them here as asked: Will it be balanced so that you can always reach max personality level over the course of one para's life or that you're very unlikely to (without cheats ofc) When we create a para, will we have the same amount of points to place and same other options regardless of life stage? So, will a child have as developed a personality as an adult when created at the same time? Thank you so much!
Thank you Zahlea! 1 - Yes, we aim to balance the progression so that it's not hard to reach the max personality level over the course of a lifetime 2 - If you create a child character, you will be able to select some parts of their personality but not as many elements as when creating an adult. The rest of the elements will be unlocked as the character grows up
Wow this is so incredible!! First off I love the personality points and was so disappointed we lost those in the sims franchise. I'm so excited about the idea of leveling up and having these bonuses it has a bit of a dnd vibe which is awesome. Every update makes me more excited to play aahhh
This is so exciting! I can't wait to see how these features evolve, but even as a base it's impressive.
"In Paralives, the personality isn’t static"... This made me smile. You probably don't remember this, Alex, but you and I had a conversation here many moons ago over using skill/knowledge trees as the basis for how personalities evolve over time. And today, I see the execution of this. In the flow of weekly updates (and I'm so thankful we have them, so many dev teams nowadays are unable to be as transparent as the Paralives team), we don't always have the time to pause and appreciate the long road. From the ideas of two, three years ago, to today, things take time, but they get delivered nonetheless, and patience is rewarded. This is the perfect example of that. This is what I expect from a life simulation, rather than simple personalities set in stone. People evolve over time, in real life. And I'm so glad that Paras will, too. This creates an (optional) playstyle that allows players to plan and strategize, it adds to replayability, it creates more combinations between Paras... it's fantastic. I can't wait to see how the lists of Vibes, Perks, Talents, Lifestyles and Upgrades will grow. It's gonna be so thrilling. Thank you. This looks like the game I was hoping for Paralives to be :)
Thanks so much ladyteruki for writing this! I'm happy you like the way it's progressing!
As always each post makes me more anxious to play. I wonder if it would be possible to add for multiple options for things like eating habits. I would love if I can make my para like me and stay away from things like pork and shellfish.
A more detailed diet customization menu would be really cool! It's not planned for now but maybe we could add it eventually!
I wonder if you could add something like "good in small groups" and "good in large groups" as social perks? As an introvert I really enjoy being with just one or two other people but once there are more than three of us I get very overwhelmed. Meanwhile my best friend loves to go to parties and hang out with a bunch of people at once!
That would be a great addition!
So much detail for each Parafolk! It's bound to make them all so unique, and offer lots of great gameplay. Love seeing these big mechanics develop! Edit: I know it might not work with your system without drastic additions so this is just a thought, but what if "vibes" can change based on environment/interaction over time? Frequent exposure to a stressful environment might make somebody a "grumpy" (bitter/stressed) person slightly permanently. If you already have another mood mechanic like this, my bad on repeating. All in all excellent!!
Thank you for the kind words and for the suggestion! We were looking into situations that could temporarily alter the vibe or mood of your character. We are still thinking about all this!
This. Is. AMAZING. I would have never thought of such a system, you're so inventive! Can't waaaait to experiment with all of this and to see the next additions <3
Yes! Love this. So important that you differentiate between "Lifestyles" such as vegetarian vs. core personality. It's great that all paras will be graded on the same set of "stats" - these stats can influence a lot in terms of their wants, aptitudes, idle animations, and AI-driven actions performed. Hopefully, there is a randomize button, both in paramaker and for new offspring. Also wouldn't mind some simple genetic component for offpsring that influences some but not all of their personality (the rest could be randomized OR players can choose all of their offspring's personality if they play that way).
I feel like some of these could be genetic (like stats, since physique for instance feels very much like Russian Roulette), but others could be taught (cleaning habits for instance !), and others could even be absorbed by a child. Good at making friends is typically something that a child could learn to do by watching siblings or educators interact, or playing with dogs ; Good at being alone by being in the presence of quiet people, or interacting with cats... Giving different ways of acquiring different things would make the gameplay feel less repetitive, too.
I've enjoyed all the updates on Paralives, but personalities is something I've been particularly looking forward to learning about 👍
I love this!! I already know I’m going to have so much fun designing my paras’ personalities. I can’t wait to learn more about all of this!
I don't think Paralives has ever dissapointed me, i can't wait to play, this reminds me of some of my favorite persoanlity systems from other life sims
This is so inventive! I love the possibilities here to create a unique character. Here's a weird question: What if you give your para 0 charisma skills but also make them good with romance or making friends: How would that work?
Thank you! Regarding your question, we think that this will create interesting storytelling like saying your character doesn't have charisma but is still very lovable for other reasons!
Cool. Finally some red meat on how personality will work in this game. Already know what I will pick for the vibe and such and will see what lifestyle traits are available when the game ships. :)
This system looks really fun! I love the idea of being able to set a stat lower to make things more challenging. Could you set multiple stats to 0? Or all of them? I love playing through challenges in simulation games like rags to riches etc. and this seems like it could be really interesting to play around with!
Related question: Are you required to use all points? It would create the most freedom if we're allowed to leave some unallocated.
I mean, this is the best thing! I really like the system, it's just so deep. Bravi, bravissimi!
I love the well-rounded nature of personality development. It isn't just increasing speech by practicing, though that is still a factor. There are several ways to make your character complete and unique, based on what you do and the traits and quirks that you choose to implement. It will make the experience more immersive, at least in my opinion, and give the player many new and unique experiences with each play-through. Excellent, as always, guys! Cannot wait to try it all out!!
Thanks so much Jennifer!
That's pretty cool. I'm already thinking about how I'd recreate myself with all these different stats.
Can't wait to create my original characters as parafolks and be impressed about how much they're in character
I like the leveling up aspect! It’s like gaining real “life experience.”
This is amazing! I can’t wait to see this work in gameplay. It honestly is refreshing and it makes playing with your Parafolks more exciting and innovative. I do have a question though! Will the lifestyles and traits be slightly different when it comes to playing with younger Paras? For examples, like children, teenagers, and toddlers when they first start evolving their personalities?
Thank you! Children will unlock these various personality elements one by one while growing up and it's possible that there will be some traits that are just for babies, toddlers or children
I love this idea but I think putting in traits like in the Sims as an after effect or as a bonus section would make it more awesome! And the evolution of personalities is so clever and funny! I can’t wait to try it out when the game releases!
perfect 👌
This is awesome!! I can't wait to play with it!!
I appreciate the updates the development is going. I wish to see how the personalities will go hand in hand with relationships and conversations, especially when paras meet other paras that have opposite, in some cases clashing personalities.
Looking forward to sharing more about that!
Wasn't expecting the level-ups in personality, that's so cool!
AMAZING!! Revolutionary even!!
I wonder if personalities can be set in Paramaker (in Identity tab) and cheat it for max all points (In Live Mode)?
Yes, the personality is set in the identity tab of the Paramaker! There will surely be a cheat to set all stat points to the max :)
THIS IS SO COOL!! I love this system!
Love how lifestyles like being vegetarian don't take away from actual personality traits :)
Exactly - a huge problem of a traits-only personality system
very snazzy
Omg this is great
I really appreciate the attention to developing deep, meaningful gameplay.
Really like the evolving aspect of this system, as in real life our personalities evolve with us! Will certain life decisions or situations effect development or introduce things to the personality system?
Glad you like it! Life decisions or situations will not alter your personality automatically. Instead, the player chooses how the personality evolves when gaining a personality level
you guys are literally geniuses, I absolutely love this
