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

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1 short with this record on screen
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

Owns each agent's age (or an age-structured population count) and a table of life stages with durations, capabilities, needs, and mortality. Each tick age advances; crossing a stage boundary changes what the agent can do (work, marry, study), what it needs, and how it looks; mortality rises with age until death. Births add agents through reproduction rules. The Sims 2 has seven stages (baby, toddler, child, teen, young adult with University, adult, elder): babies become toddlers after 3 Sim days, children become teens after 8, teens live 15 days, adults become elders after 29, and elder lifespan depends on the aspiration meter. Victoria 3 aggregates the same idea: natural growth is birth rate minus mortality, both falling as standard of living rises. Inputs: time, health, birth rules. Outputs: workforce and dependents, deaths, succession and inheritance triggers.

player experience

Time becomes personal: the player watches characters grow up and grow old, plans careers and heirs, and grieves. Aging turns a static roster into a pipeline in which the player raises the next generation of workers.

design levers

  • number and duration of life stages relative to the game calendar
  • capabilities and needs per stage, such as child labor rules or elder frailty
  • mortality curve and whether death is fixed-age or probabilistic
  • birth rules and fertility windows
  • player controls such as aging toggles and lifespan settings

failure modes

  • Lifespans short relative to play pace make characters die before players attach, so games add lifespan settings or aging toggles.
  • Demographic echoes: one founding cohort ages together and causes a labor collapse or mass death decades later.
  • Children are pure cost with nothing to do, so players avoid births.

dynamics

  • Age structure sets dependency ratios that throttle labor and drive housing and school demand.
  • Founding cohorts create waves of births, retirements, and deaths that repeat across generations.
  • Deaths trigger inheritance, succession, and grief, coupling lifecycle to social and dynastic systems.

open questions

  • Can generative models keep a character recognizable across ages in appearance and personality while allowing growth?
  • What ratio of lifespan to play pace maximizes attachment and generational play?

appears in

the paper, 2 sections · 1 chapter · 2 episodes · 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 population & lineage, with its summary

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ep 3

Families across genres

on screen at 2:31 odd couples

episode
ep 8

Vacant lots

on screen at 3:19 workers who grow old

episode
short 3

A border post and a daughter

0:36 · on screen in the short

short

relations

2 stored edges
synergy

Romance and family

Families form and produce the next generation.

synergy

Trait inheritance

Generations turn over, carrying inherited traits forward.

sources

2
Wikipedia contributors (2026). The Sims 2. Wikipedia
Victoria 3 Wiki contributors (2026). Pops. Victoria 3 Wiki (paradoxwikis.com)

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m3taxonomy