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simgrammar the grammar of simulation

thesis

The weaknesses of generative world models (short consistency horizon, no exact state) disqualify them as engines but suit a different role: showing things that are supposed to be subjective. A colonist's memory, a rumor that changed in the telling, a forecast that might not happen, or the history of a ruin are views where approximation reads as character rather than bug.

design sketch

Clicking a memory in a colonist's inspector plays a few seconds of generated footage conditioned on the logged event and the colonist's mood. Rumors render with distortions proportional to how many retellings they passed through. Ruins found in worldgen offer a short generated vision of their past from history-generation records.

validation experiment

Prototype generated memory clips from 50 logged events in a colony sim using an available video model; measure generation time and ask players whether clips increased attachment. Success: under 10 seconds per clip and a majority reporting increased attachment.

key risks

  • Generation latency breaks the inspection flow.
  • Generated imagery of violent events needs content controls.
  • Players may read subjective views as ground truth.

falsifiable prediction

by 2028-12-31

A game will use a generative video or world model to show character memories or in-world histories drawn from the simulation's own event log.

Feature first shipped after 2026-10-24 in a title with at least 1,000 Steam user reviews or a console release; store page, trailer, or patch notes describe generated visuals of past in-game events specific to the player's run. Pre-rendered cutscenes do not count.

open

relations

11 stored edges

provenance

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