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

parts

9 mechanics, as Second Life does them

core · 3

multiplayer & persistence

Persistent shared world

The world is a grid of 256 by 256 meter regions, each simulated on a dedicated CPU core with Havok physics and capped at 40 avatars on the mainland or 100 on private islands.

control & automation

Player programming

Objects run Linden Scripting Language scripts on Linden Lab's servers, which is how built objects become interactive.

economy & finance

Player-driven markets

Residents trade land, goods, and services for Linden Dollars, which are bought and sold for real currency on the LindeX exchange; the Marketplace has listed about 2.1 million items.

supporting · 6

multiplayer & persistence

Content sharing

Creators keep copyright to their content and sell it to other residents.

control & automation

Direct avatar control

multiplayer & persistence

Modding API

The Linden Scripting Language attaches scripts to in-world objects.

space & construction

Modular assembly

Objects are built from linked primitives, up to 256 per linked set, or from imported mesh.

multiplayer & persistence

Player organizations

Groups give residents shared chat and voice channels.

physics & materials

Rigid-body physics

core loop

customize an avatar -> buy or rent land in a region -> build objects from prims and mesh -> script behavior in LSL -> sell creations, land, or services for Linden Dollars -> exchange Linden Dollars on the LindeX

design notes

Linden Lab describes Second Life as a platform rather than a game: it has no set objective, and almost all content is built and scripted by residents, who keep copyright to it. It is a boundary case included for its user-content pipeline, server-side object scripting, and a virtual currency with a real-money exchange that produced real income for some residents. Each region is simulated on its own CPU core with Havok physics, which caps how many avatars and objects a place can hold.

appears in

the paper, 2 sections · 3 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 3

Chapter 3. Old parts

linked from the text

book
ch 4

Chapter 4. Families

linked from the text

book
ch 6

Chapter 6. Five ceilings

linked from the text

book

sources

1
Wikipedia contributors (2026). Second Life. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gicatalog
2026-10-25
reviewed2026-10-25-contributor-readinessmaintenance