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

parts

9 mechanics, as Princess Maker 2 does them

core · 4

agents & behavior

Agent skills

Training courses and part-time jobs raise and lower her attributes; attributes gate jobs, decide October festival contests in martial arts, dance, art, and cooking against rival girls, and select the final career.

biology & health

Care-dependent development

Eight years of scheduled training, jobs, and rest shape the daughter's attributes, and at 18 her attributes and history select one of 74 career endings.

time & pacing

Daily action budget

Each month has three activity slots (early, middle, late), so every period spent training, working, adventuring, or resting is a period not spent on the others.

population & lineage

Lifecycle and aging

The daughter ages from 10 to 18; jobs and events unlock with age, and the game ends at 18.

supporting · 5

progression & goals

Career ladder

Repeating a part-time job leads to promotions, higher pay, and bonuses for unbroken success streaks.

agents & behavior

Needs decay

Stress from work and training is relieved by free time, vacations, spa stays, or bed rest; poor rest management leads to illness and weaker performance.

economy & finance

Treasury and budget

A small annual income pays for lessons, clothing, food, treatment, and shopping; jobs supplement it.

narrative & generation

Triggered event chains

Events and reactions fire on age, attributes, and season, leading into 74 career endings with retrospective sequences.

time & pacing

Turn structure

The month is the turn, split into three phases that resolve after the player sets the schedule.

watch

2 shorts with this record on screen
Short 2: Every part of Stardew Valley is older than it, opening frameplay · 0:40
rendered · short-02.mp4 · drawn from the dataset

short 2 0:40

Every part of Stardew Valley is older than it

transcript

Every part of Stardew Valley appears in an earlier game in our catalog.

Crops first appear in Hamurabi, a text game from 1968. A daily action budget first appears in Princess Maker 2, in 1993. Seasons and friendships with villagers first appear in Harvest Moon, in 1996, the game Stardew was built in response to.

That is the norm. Games released since 2010 draw 84 percent of their mechanics from parts that already existed by 2000.

Stardew sets its own numbers: 250 friendship points a heart, and two lost on each day you don't talk to someone.

also on the pages for

Short 3: A border post and a daughter, opening frameplay · 0:36
rendered · short-03.mp4 · drawn from the dataset

short 3 0:36

A border post and a daughter

transcript

A border-checkpoint game from 2013 and a daughter-raising game from 1993 belong to the same family.

We grouped 179 simulation games by the parts they're built from, then redid the grouping on 1000 random subsets of the catalog. These two land together almost every time.

Both give you time in fixed slots: a shift at the border, three slots a month for your daughter. Both keep money tight. Both keep sending authored events at you.

Princess Maker 2 is filed as a life sim, and it lands far from The Sims.

also on the pages for

core loop

set three activity periods for the month -> training and jobs change attributes, money, and fatigue -> events and festivals test her attributes -> rest or vacation to prevent illness -> she ages a year -> at 18 her attributes select a career ending

design notes

Takami Akai designed the sequel to answer complaints that the original was repetitive, adding more reactions and events around a schedule-and-attributes core. Each month splits into early, middle, and late periods, each assigned to training (academic, artistic, religious, military, or magical), a part-time job, adventure, or free time, under a small annual income. Jobs unlock with age and pay promotion and streak bonuses, rival girls age alongside the daughter as benchmarks, and October festivals hold contests in martial arts, dance, art, and cooking. At 18 her attributes and history select one of 74 career endings, a branching-outcome model captured by the care-dependent-development mechanic.

appears in

the paper, 2 sections · 2 chapters · 1 episode · 2 shorts
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 3

Chapter 3. Old parts

linked from the text

book
ch 4

Chapter 4. Families

linked from the text

book
ep 3

Families across genres

on screen at 2:31 odd couples

episode
short 2

Every part of Stardew Valley is older than it

0:40 · on screen in the short

short
short 3

A border post and a daughter

0:36 · on screen in the short

short

sources

1
Wikipedia contributors (2026). Princess Maker 2. Wikipedia

provenance

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