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

parts

16 mechanics, as Theme Hospital does them

core · 4

space & construction

Building placement

Rooms are placed as blueprints with doors and windows, then furnished with required items; many rooms must be researched first.

biology & health

Diagnosis and treatment

A GP diagnoses or refers patients to specialist diagnosis rooms; treatment starts once certainty passes a player-set threshold, and diseases are fictional, such as Bloaty Head.

logistics & networks

Service queues

Patients queue outside each room; the player can rearrange queues, and long waits push patients to leave.

economy & finance

Staff hiring and rosters

Doctors, nurses, handymen, and receptionists are hired with performance stats; some rooms need doctors with specialist skills.

supporting · 12

information & legibility

Advisors

agents & behavior

Agent skills

Doctors can be trained to gain skills and specialisms.

environment & ecology

Contagion

Epidemics break out and can be covered up before a health inspector visits; failure brings fines and lost reputation.

economy & finance

Contracts and orders

Emergencies require curing a group of patients within a time limit for a bonus.

economy & finance

Loans and debt

agents & behavior

Needs decay

Staff tire and need breaks under player-set break rules; patients need drinks and toilets.

social relations

Reputation

Cures and deaths move a reputation that affects patient intake and level goals.

progression & goals

Scenario objectives

Each level sets goals for money, reputation, cures, and hospital value; negative funds or too many deaths lose the level.

progression & goals

Tech tree

Research unlocks rooms, drugs, and machine improvements.

agents & behavior

Utility action selection

risk & failure

Wear and breakdown

Machines such as the Inflator need handyman servicing or they explode.

core loop

build rooms from blueprints -> hire and train staff -> patients queue for GP diagnosis and referrals -> treatment cures or kills -> fees and reputation -> research new rooms and meet level goals

design notes

Theme Hospital turns medicine into routing. The GP and specialist diagnosis rooms raise a patient's diagnosis certainty, and the player sets the threshold at which treatment starts (it can be set above 100%), trading throughput against deaths from wrong cures. Rooms are fixed blueprints that need set furniture and, for some, specialist staff, so the staff roster and the floor plan gate each other. Machines that explode without a handyman, epidemics that can be covered up before the health inspector arrives, and timed emergencies add pressure on top of the queues. Much of the code came from Theme Park; CorsixTH is an open-source reimplementation with a level editor.

appears in

the paper, 2 sections · 4 chapters · 1 episode
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 2

Chapter 2. Six layers

linked from the text

book
ch 4

Chapter 4. Families

linked from the text

book
ch 8

Chapter 8. Where AI lands

named in the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ep 3

Families across genres

on screen at 3:50 odd couples

episode

relations

1 stored edges
influenced by

sources

1
Wikipedia contributors (2026). Theme Hospital. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gecatalog
2026-10-24
reviewed2026-10-24-review-fixesmaintenance