Hey Mouse, This is an interesting issue. Nicely done with the picture in the OP, that was really fun to read. I really like the idea that the "killers" would become addicted to killing, actually. I'm not sure it would work in game but it's a fascinating thought. For those arguing that people have different responses to killing, sure. So implement that. Some people vomit when they kill, some go catatonic, some get off on it and become addicted etc etc. Randomly assign that feature to the character and make it something the player doesn't know until they actually kill - a very realistic feature, wouldn't you agree? I think a modeling of the emotional state of the character is completely reasonable - especially since we humans can't exercise a lot of control over our emotional state. It seems silly, though, to laud the game's ultra-simulation of zday while ignoring or brushing off it's lack of meaningful simulation of the emotional or mental state of the character. Finally, the penalty of death IRL vastly exceeds the penalty of death in game - this is unavoidable, and it results in behavior that would never occur in an honest-to-godzday. If that unrealistic behavior becomes commonplace enough, IMO it will poison the game experience. - Cloth