one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

parts

10 mechanics, as Motorsport Manager does them

core · 4

agents & behavior

Attribute-driven match engine

Races are simulated in real time from driver attributes, car part performance, tyres, fuel, and weather, with the player intervening on strategy.

space & construction

Design performance rating

Car parts are designed and built over time, rated on performance, and chosen for next season's car, which sets pace at pre-season testing.

economy & finance

Staff hiring and rosters

Drivers, team managers, mechanics, and designers are hired; skilled mechanics shorten pit stops.

environment & ecology

Weather

Dynamic weather during sessions forces calls such as switching to intermediates or staying on slicks.

supporting · 6

risk & failure

Board confidence

The chairman sets objectives each season, and missing them lowers the chairman's confidence until the player is fired.

economy & finance

Negotiation

Driver and staff contracts are negotiated over wages, length, and bonuses, and candidates can reject offers and end talks.

time & pacing

Pause and speed control

Races run in real time with pause and speed controls.

agents & behavior

Personality traits

Drivers have distinct personality types that cause team drama and respond differently to tough love or support.

economy & finance

Treasury and budget

Prize money and sponsor income fund salaries and part development.

risk & failure

Wear and breakdown

Tyres wear over a stint and car parts lose condition, so strategy balances pace against wear.

core loop

design and build car parts -> hire drivers, designers, and mechanics -> set race weekend strategy -> race simulates with tyre, fuel, and weather calls -> results earn money and standing -> develop next season's car

design notes

Motorsport Manager splits the job into a between-races engineering game and a live race game. Between races the player commissions car parts and chooses which go into next season's car, trading performance against development time. During races the simulation runs in real time with pause, and the player decides tyre compounds, pit timing, and whether to gamble on a fast pit stop or stay on slicks as dynamic weather changes. Drivers have personality types that cause team drama and respond to tough love or support. A simpler mobile game of the same name was released on iOS in 2014; this entry covers the 2016 PC game.

appears in

the paper, 2 sections · 2 chapters
paper

5. The structure of the design space

linked in this section of the paper

paper
paper

Appendix A. Game catalog

linked in this section of the paper

paper
catalog

The catalog

listed with its year, developer, subgenre, and number of mechanics

book
ch 4

Chapter 4. Families

linked from the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book

sources

2
Wikipedia contributors (2026). Motorsport Manager. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gecatalog