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

definition

Owns a burning state per cell, tile, or object (unburnt, burning, burnt), often with fuel and heat values. Each tick a burning unit consumes fuel and tries to ignite neighbors with a chance or rate scaled by their flammability, moisture, and wind direction; it goes out when fuel runs out or when water, rain, or firefighters remove it. Inputs are material flammability, weather, and suppression; outputs are destroyed structures and terrain, heat, and sometimes smoke or updrafts. SimCity spreads fire between flammable tiles and fire stations put it out; Breath of the Wild's chemistry engine lets fire change the state of materials such as grass, whose burning creates updrafts, and rain stops it; Far Cry 2 and Dwarf Fortress propagate fire through grass and trees.

player experience

A small spark becomes an emergency. The player races to contain fire before it reaches stockpiles or homes, or uses it as a tool: burning a field to clear it, lighting grass to drive enemies, or riding the updraft. Fire teaches the player to read the map as fuel and firebreaks.

design levers

  • ignition sources and their rates: lightning, overheating, arson, player tools
  • flammability, fuel load, and burn duration per material
  • spread probability per neighbor and the wind bias on it
  • moisture and weather modifiers, such as rain suppressing ignition
  • suppression tools: water, firefighters, fire station coverage, firebreak materials

failure modes

  • Spread tuned slightly too high burns the whole map before the player can react; slightly too low makes fire a nonevent.
  • Fire that ignores construction choices, such as stone burning like wood, removes the decision space.
  • Large burning areas in cell-based implementations cost noticeable frame time during big fires.

dynamics

  • Players build firebreaks and separate flammable storage, which changes settlement layout.
  • Fire couples with weather and terrain: dry seasons and wind produce larger fires, and rain ends them.
  • Players repurpose fire as a weapon or tool, such as burning grass under enemies or clearing forest.

open questions

  • Can learned combustion and smoke surrogates make fire visually rich while its spread stays readable and controllable?

appears in

the paper, 2 sections · 3 chapters · 3 episodes
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 environment & ecology, with its summary

book
ch 1

Chapter 1. Same parts

named in the text

book
ch 2

Chapter 2. Six layers

named in the text

book
ch 3

Chapter 3. Old parts

named in the text

book
ep 2

Where the parts came from

on screen at 2:53 the founding games

episode
ep 3

Families across genres

on screen at 4:07 odd couples, 7:31 close

episode
ep 4

Why deep systems are hard to read

on screen at 5:51 choosing a point

episode

relations

1 stored edges
synergy

Weather

Wind and dryness govern fire spread.

sources

2
Hidemaro Fujibayashi, Satoru Takizawa, Takuhiro Dohta (2017). Change and Constant: Breaking Conventions with 'The Legend of Zelda: Breath of the Wild'. Game Developers Conference 2017 (GDC Vault)

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m5taxonomy