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

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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

definition

A career is an ordered list of levels, each with a title, pay, schedule, and promotion requirements. State owned: per character, current career and level, and a job performance meter. Update rule: each work period, performance changes based on attendance and inputs such as mood, skills, or task completion; when performance and the next level's requirements are met, the character is promoted; very low performance or missed shifts cause demotion or firing. Inputs come from other mechanics (skills, relationships, needs); outputs are income, schedule, and status. Canonical form: The Sims 2, where adult careers have ten levels, teen careers three, promotion requires advances in three skills, a number of household friends, and high mood, and missing work two days in a row gets a Sim fired; The Sims 4 adds daily career tasks and branching tracks.

player experience

A long-term arc for one character. The player schedules skill-building and socializing around work, watches the performance bar before a promotion, and feels the status jump of a new title and pay. It gives sandbox life a direction.

design levers

  • number of levels and spacing of requirements
  • requirement types: skills, relationships, mood, or task completion
  • performance meter rate and decay
  • branching tracks at upper levels
  • random work events with choices, such as The Sims chance cards
  • pay and schedule curve across levels

failure modes

  • Requirements become a checklist that drains spontaneity from life simulation.
  • Rabbit-hole careers where the Sim leaves the lot make the career invisible to play.
  • Pay grows faster than costs, so money stops mattering by mid-career.

dynamics

  • Career requirements route characters' free time into skill and friend grinding, coupling work to social and needs systems.
  • Schedule conflicts between household members' careers create household logistics problems.
  • Promotions raise income and enable home upgrades, a reinforcing loop toward comfort.

open questions

  • Can generated workplaces with colleagues, tasks, and politics replace authored rabbit-hole careers without large writing costs?
  • Does requirement opacity, like a real workplace, make careers more engaging than explicit checklists?

appears in

the paper, 2 sections · 1 episode · 1 short
paper

4. A grammar of simulation games

linked in this section of the paper

paper
paper

5. The structure of the design space

linked in this section of the paper

paper
glossary

Glossary of mechanics

listed under progression & goals, with its summary

book
ep 3

Families across genres

on screen at 3:15 odd couples

episode
short 3

A border post and a daughter

0:36 · on screen in the short

short

claims

1 with sources
c01medium

In The Sims 2 adult careers have ten levels and teen careers three; promotion requires advancing three skills, enough household friends, and high mood, and missing work two days in a row causes firing.

src-strategywiki-2026-sims-2-careers

sources

1
StrategyWiki contributors (2026). The Sims 2/Careers. StrategyWiki

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m6taxonomy