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

core loop

build and furnish the lot -> motives decay -> objects advertise motive gains and Sims act or take queued orders -> jobs pay for upgrades -> skills and friendships unlock promotions -> expand house and family

design notes

Will Wright drew on Christopher Alexander's A Pattern Language, treating a house as a set of functional patterns judged by how well they serve the people living in it. Much of the behavioral logic sits in objects: each object advertises which motives it raises and by how much, and Sims with free will enabled choose among those advertisements weighted by their current motives. Sims are deliberately not fully autonomous, since paying bills, finding jobs, exercising, and having children need explicit commands, so the player alternates between architect and caretaker. Build and Buy modes pause time, separating spatial design from the live simulation.

relations

16 stored edges
uses

Building placement

Build and Buy modes freeze time while the player lays walls, floors, and objects on a square tile grid; object quality and layout set how efficiently motives can be met.

core
uses

Needs decay

Eight motives (Hunger, Comfort, Hygiene, Bladder, Energy, Fun, Social, Room) decay at different rates; low motives drag down mood, and neglect can kill.

core
uses

Smart objects

Each of the 150-plus base-game objects advertises motive gains (a refrigerator advertises Hunger, a bed Energy), and Sims query the lot's objects to find interactions.

core
uses

Agent skills

Cooking, Mechanical, Charisma, Body, Logic, and Creativity rise through objects such as bookshelves, mirrors, and chess tables, and gate promotions.

supporting
uses

Autonomy levels

Free will is an option toggle; even with it on, bills, job hunting, exercise, and having children need commands.

supporting
uses

Treasury and budget

Every household starts with 20,000 simoleons regardless of size; wages, bills, and purchases set the balance.

supporting
uses

Career ladder

Ten career tracks with ten levels each; promotions need skill points and a minimum number of household friends, and change salary and hours.

supporting
uses

Decoration and beauty

The Room motive reflects lighting, cleanliness, and decorative value around the Sim.

supporting
uses

Permadeath

Sims die from neglect or accidents and leave an urn or tombstone; the household continues without them.

supporting
uses

Personality traits

Twenty-five personality points are split across Neat, Outgoing, Active, Playful, and Nice, which change preferred activities and social outcomes.

supporting
uses

Relationship values

Each pair holds a relationship score moved by interactions and eroding without contact; friend counts feed promotions.

supporting
uses

Romance and family

Sims can become partners, marry, and have a baby by explicit command; neglected babies can be taken away by a social worker.

supporting
uses

Social exchanges

Talk, joke, compliment, hug, kiss, tease, slap, and similar interactions succeed or fail on relationship, mood, and personality.

supporting
uses

Utility action selection

Free will scores advertised interactions against current motive levels so the most depleted motive tends to win; players can cancel queued autonomous actions.

supporting

backlinks

computed from other records

sources

1
Wikipedia contributors (2026). The Sims (video game). Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gccatalog
2026-10-24
reviewed2026-10-24-review-fixesmaintenance