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simgrammar the grammar of simulation

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Short 1: The five most common parts, opening frameplay · 0:38
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short 1 0:38

The five most common parts

transcript

The five parts that turn up most often in simulation games don't simulate anything.

We broke 179 of them into their parts. First is the pause button, in 46 percent of them. Then placing buildings where you like, support for mods, a tech tree, and scenario goals.

Production chains come sixth, and they're the first part on the list that models something in the world: ore into plates, plates into gears.

The parts a game is known for are rare. RimWorld's storyteller, its mood breaks and its body-part injuries each show up in fewer than ten catalog games.

also on the pages for

definition

A scenario bundles an initial state (map, buildings, budget, population, problem) with a goal predicate, optional constraints (banned buildings, fixed budget, no loans), and a deadline. State owned: the scenario definition and evaluation status. Update rule: each evaluation interval, test the goal and failure predicates; on the deadline or a failure condition, end with win or loss and often unlock the next scenario. Canonical forms: SimCity (1989), whose goal-oriented, time-limited scenarios were added at Broderbund's suggestion to make the toy more like a traditional game; RollerCoaster Tycoon, whose 21 base scenarios each unlock the next on completion, typically requiring a guest count and park rating by a date; Railroad Tycoon II's bronze, silver, and gold goal tiers; and Theme Hospital levels and Planet Coaster career scenarios.

player experience

The sandbox gets a question. The player studies an inherited mess, plans against the clock, and feels accomplishment rather than open-ended satisfaction. Constraints force use of systems the player would otherwise ignore.

design levers

  • goal type: target value, survival, or rescue
  • deadline length
  • constraints and starting resources
  • single goal versus tiered bronze, silver, gold goals
  • scenario ordering and unlocks
  • whether play continues after the goal is met

failure modes

  • Goals that reward a degenerate strategy, such as a guest count met by trapping guests in the park.
  • Deadlines that leave no room for experimentation make scenarios feel like puzzles with one answer.
  • Initial states that are trivially fixable or hopeless.

dynamics

  • Scenarios function as structured tutorials for systems hidden in sandbox mode.
  • Hard scenario lines become community challenges with shared strategies.
  • Inherited problem cities expose systemic interactions the player did not cause.

open questions

  • Can scenarios be generated by searching initial states and constraints for a target difficulty using automated RL playtests?
  • Can a language model generate a scenario brief and constraints from a real-world event that the simulation can actually evaluate?

appears in

the paper, 3 sections · 3 chapters · 3 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
paper

8. Where the techniques land

linked in this section of the paper

paper
glossary

Glossary of mechanics

listed under progression & goals, with its summary

book
ch 3

Chapter 3. Old parts

named in the text

book
ch 8

Chapter 8. Where AI lands

linked from the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ep 1

Every simulation game is made of the same parts

on screen at 2:30 the most common parts

episode
ep 3

Families across genres

on screen at 2:59 odd couples, 5:20 the sequel that moved

episode
ep 8

Vacant lots

on screen at 5:41 lots already built, 6:25 lots that might stay empty

episode
short 1

The five most common parts

0:38 · on screen in the short

short

claims

2 with sources
c01medium

SimCity (1989) included goal-oriented, time-limited scenarios that end in win or loss; Broderbund suggested scenarios to make SimCity more like a traditional game.

src-wikipedia-simcity-1989

c02medium

RollerCoaster Tycoon, designed and programmed by Chris Sawyer, shipped with 21 scenarios in which completing one unlocks the next.

src-wikipedia-rollercoaster-tycoon

sources

2
Wikipedia contributors (2026). SimCity (1989 video game). Wikipedia
Wikipedia contributors (2026). RollerCoaster Tycoon (video game). Wikipedia

provenance

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