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

parts

19 mechanics, as The Sims 3 does them

core · 3

agents & behavior

Memories and thoughts

Moodlets are named, timed mood modifiers (for example Nauseous during pregnancy) whose sum sets mood, which affects performance at work and school.

agents & behavior

Needs decay

Six motives (Hunger, Bladder, Energy, Social, Hygiene, Fun) decay and spawn negative moodlets when low.

agents & behavior

Personality traits

Adult Sims hold up to five traits chosen from a list, replacing the point sliders of earlier games; traits add exclusive interactions and bias autonomous choices.

supporting · 16

agents & behavior

Agent skills

Ten-level skills such as Logic, Cooking, Painting, Gardening, Writing, Guitar, Athletic, Handiness, Charisma, and Fishing feed careers and opportunities.

agents & behavior

Aspirations and wants

A Lifetime Wish is chosen at creation and short-term wishes appear from traits and events; fulfilled wishes pay Lifetime Happiness points spent on Lifetime Rewards.

space & construction

Building placement

Build and Buy modes with Create-a-Style, which recolors walls, floors, objects, and clothing with any pattern and material.

progression & goals

Career ladder

Twelve base careers that branch around level 6, plus part-time jobs; a performance style (Work Hard, Take It Easy, Suck Up to Boss) trades mood against promotion speed.

agents & behavior

Daily schedules

Jobs and school run on fixed hours at rabbit-hole buildings, structuring each household's day.

population & lineage

Lifecycle and aging

Seven life stages with an adjustable lifespan setting.

multiplayer & persistence

Modding API

Script mods load as packages, with frameworks such as NRaas, alongside custom content.

population & lineage

Off-screen life progression

Story Progression keeps households the player is not controlling aging, working, forming relationships, and moving around the open neighborhood; it can be switched off in the options.

risk & failure

Permadeath

Sims die of old age or of fire, starvation, drowning, or electrocution.

social relations

Relationship values

social relations

Romance and family

agents & behavior

Smart objects

Objects advertise motive, skill, and fun gains; traits bias which advertisements a Sim picks.

social relations

Social exchanges

Conversation menus offer trait- and mood-gated interactions whose acceptance depends on relationship state.

agents & behavior

Utility action selection

narrative & generation

Villager requests

Opportunities arrive from neighbors, community lots, and jobs, such as skill requests or overtime, and pay cash, raises, or relationship gains.

core loop

pick traits and a lifetime wish -> moodlets from events stack into mood -> wishes and opportunities appear -> act across the open town -> earn Lifetime Happiness for rewards -> story progression advances other households

design notes

Neighborhoods are seamless worlds, so Sims walk between lots without loading screens on PC, and Story Progression keeps households the player is not controlling aging, working, and forming relationships. Personality is a set of up to five discrete traits that unlock and bias interactions, and mood is the sum of moodlets, timed modifiers with named causes. Fulfilled wishes pay Lifetime Happiness points spent on Lifetime Rewards, replacing the wants and fears of The Sims 2. Off-screen story progression and wish generation are captured by the offscreen-life-progression and aspiration-wants mechanics.

appears in

the paper, 2 sections · 4 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 1

Chapter 1. Same parts

linked from the text

book
ch 3

Chapter 3. Old parts

linked from the text

book
ch 5
book
ch 6

Chapter 6. Five ceilings

linked from the text

book

relations

1 stored edges
influenced by

sources

2
Wikipedia contributors (2026). The Sims 3. Wikipedia
The Sims Wiki contributors (2026). Motive. The Sims Wiki (Fandom)

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gccatalog
2026-10-24
reviewed2026-10-24-review-fixesmaintenance
2026-10-25
reviewed2026-10-25-contributor-readinessmaintenance