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

definition

Owns a mapping from the device or server clock to game time plus the last-seen timestamp. On launch or each tick, the real time elapsed since the last update is computed and the simulation catches up: needs decay, crops grow, timers finish, or a capped amount of progress is granted. Calendar dates trigger holidays and seasonal events. Tamagotchi (1996) ages its pet through life stages in real time; Animal Crossing uses the console's internal clock and calendar so time of day, seasons, holidays, and tree growth follow the real date, with music that changes each hour; mobile builders and idle games run construction timers and offline earnings on the device or server clock. Inputs are real elapsed time; outputs are catch-up updates and dated events.

player experience

A world that lives alongside the player's own day. Visiting at different hours shows different scenes, shops open and close, and holidays arrive with the real calendar. The player builds a daily habit, and absence has consequences, from weeds to a sick pet, so returning feels like coming home or like guilt.

design levers

  • ratio of game time to real time, 1:1 or compressed
  • catch-up rule for absence: full simulation, capped progress, or frozen
  • penalties or rewards for absence
  • calendar-tied events and how often content changes
  • handling of player clock changes

failure modes

  • Players change the device clock to skip waits (Animal Crossing players call it time travel), which breaks event pacing and timer economies.
  • Harsh absence penalties punish ordinary life events and drive players to quit after a missed week.
  • Content tied to real dates excludes players in other time zones or hemispheres unless the game adapts it.

dynamics

  • Daily check-in habits form, and with streak rewards they produce strong retention.
  • Offline catch-up must be computed in bulk, pushing designs toward simple closed-form growth.
  • Real-time waits become a resource that free-to-play games sell speed-ups for.

open questions

  • Can generated daily content keep a real-time world changing enough that daily visits stay worthwhile for years?

appears in

the paper, 2 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
glossary

Glossary of mechanics

listed under time & pacing, with its summary

book
ch 2

Chapter 2. Six layers

named in the text

book

relations

1 stored edges
tension

Pause and speed control

Binding time to the wall clock removes player control of pacing.

sources

2
Wikipedia contributors (2026). Tamagotchi. Wikipedia
Wikipedia contributors (2026). Animal Crossing. Wikipedia

provenance

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