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

definition

Owns a product in progress: chosen attributes (topic, genre, features, components), an allocation of effort across development areas, quality points accumulated from staff skill and time, and a cost. On release a market evaluator scores the product against hidden or partly revealed ideals (good attribute combinations, the right effort balance), against current trends, and against rivals or the player's own past work, then turns the score into reviews and a sales curve. Game Dev Tycoon (2012) is the canonical form: topic and genre pairs and per-stage effort sliders are rated for fit, and review scores depend on beating the player's earlier releases. Big Pharma (2015) has players build machine lines that refine ingredients and combine their effects into drugs, and Capitalism raises product quality through research projects.

player experience

Iterating on recipes for success. The player picks combinations, adjusts sliders, ships, reads reviews, and infers the hidden scoring rules over many releases. Each product is a hypothesis about what the market wants.

design levers

  • size of the attribute space and how many combinations score well
  • how much of the scoring rule is revealed through reports or reviews
  • rising quality bar (relative to past work or rivals) versus fixed standards
  • trend volatility, so last year's best combination fades
  • how staff skill, time, and money convert into quality points

failure modes

  • Once players look up the best combinations on a wiki, the mechanic collapses into executing a table.
  • Scoring relative to the player's own best punishes experimentation, since a novel but weaker product reviews badly.
  • Opaque evaluators make poor reviews feel random when the cause is hidden.

dynamics

  • Players converge on a few proven formulas until trends or a rising bar force variation.
  • Revenue from hits funds better staff and technology, which raises quality and the bar together.
  • Rival releases in the same category split sales, encouraging release timing.

open questions

  • Could generative models let players make an actual product artifact (a game concept, a recipe, a design) that a learned critic scores, replacing slider allocations?
  • Can a learned market evaluator stay consistent enough that players can still learn its preferences?

appears in

the paper, 3 sections · 1 chapter
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
paper

8. Where the techniques land

linked in this section of the paper

paper
glossary

Glossary of mechanics

listed under economy & finance, with its summary

book
ch 8

Chapter 8. Where AI lands

linked from the text

book

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m2taxonomy