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simgrammar the grammar of simulation

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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 director process tracks a pacing signal and runs a cycle that selects incidents from a catalog. Left 4 Dead's AI Director keeps an emotional intensity value per survivor that rises with damage, incapacitation, and nearby infected deaths and decays when not engaged; it cycles through Build Up (full threat until peak intensity), Sustain Peak (3-5 s), Peak Fade, and Relax (30-45 s of minimal spawns), spawns mobs every 90-180 s on Normal, and deals boss events (Tank, Witch, nothing) along the route. RimWorld storytellers weigh colony wealth, colonists, recent deaths or wounds, and time since the last major event; incident chance is a base chance times a population-intent factor, and presets differ (Cassandra escalates in cycles, Phoebe leaves long gaps, Randy is irregular). The director decides when and what; magnitude usually comes from adaptive threat scaling. Outputs: incident firing, spawn populations, item placement, music cues.

player experience

Play has a rhythm of pressure and relief that feels authored even though it is generated. Players use calm windows to build and heal, brace when calm runs long, and talk about storytellers as personalities with moods and grudges.

design levers

  • pacing signal: per-player intensity, time since last threat, or colony state
  • phase thresholds and durations for build-up, peak, and relaxation
  • incident catalog, base weights, and state conditions such as population intent
  • selectable presets that change cycle shape and randomness
  • randomness floor and mercy rules after heavy losses

failure modes

  • Fixed cycles become predictable, and players learn to exploit relax windows.
  • Irregular presets can stack several hard events, which feels unfair when combined with permadeath.
  • Heavy rubber-banding makes skill feel irrelevant because the director compensates for good play.

dynamics

  • Pressure and relief cycles create natural story beats that players retell as chapters.
  • Combined with persistent injuries and permadeath, a poorly timed second incident starts cascades that become memorable runs.
  • Players manipulate the director's inputs, such as population or wealth, to shape which incidents it can choose.

open questions

  • Can a language-model director author new incidents conditioned on colony state and characters, not just select from a catalog?
  • Can learned models of player stress from play telemetry replace hand-built intensity formulas?
  • How should a director balance dramatic pacing against fairness when deaths are permanent?

appears in

the paper, 3 sections · 1 chapter · 4 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 narrative & generation, with its summary

book
ch 8

Chapter 8. Where AI lands

linked from the text

book
ep 1

Every simulation game is made of the same parts

on screen at 0:32 rimworld, in parts, 1:23 rare parts

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
ep 5

The five ceilings

on screen at 2:01 content made by hand

episode
short 1

The five most common parts

0:38 · on screen in the short

short

sources

3
Michael Booth (2009-10). The AI Systems of Left 4 Dead. Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE) 2009, Stanford
RimWorld Wiki contributors (2026). AI Storytellers. RimWorld Wiki
Wikipedia contributors (2026). Left 4 Dead. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m7taxonomy