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

in the book

the chapters this episode follows

chapter 1 2,953 words about 13 min 49 records

Same parts

In this chapter: RimWorld, in parts · Rare parts · How much of a game is core · The grid · The most common parts · One name, many rules · What the names are for · Names still missing · Exercise: decompose a game.

read the chapter →

chapter 2 3,417 words about 15 min 51 records

Six layers

In this chapter: Substrate: what exists · Dynamics: how it changes · Coupling: how systems touch · Control: how intent enters · Legibility: how the state gets out · Pacing and stakes: when to look and what is lost · Where genres spend · Exercise: profile a game by layer.

read the chapter →

games in this episode

10 on screen, in order of appearance
Colony sim
2013 · colony sim

RimWorld

A colony sim where a few named colonists with needs, traits, injuries, and relationships survive on a frontier planet while a storyteller AI paces events.

on screen 0:00 · 0:32 · 3:01

Colony sim
2006 · colony sim

Dwarf Fortress

A colony sim in which the player directs a fortress of autonomous dwarves inside a procedurally generated world whose history, geology, fluids, bodies, and minds are all simulated.

on screen 1:20 · 1:38

Life sim
1985 · life sim

Little Computer People

A 1985 home-computer life sim in which one procedurally seeded little person lives in a cross-section of a three-story house, follows a daily routine, and depends on the player for food, water, and attention.

on screen 1:36

Social sim
2005 · social sim

Façade

A free 2005 interactive drama in which the player types natural language as a dinner guest of the married couple Grace and Trip while a drama manager sequences authored beats toward one of three endings.

on screen 1:38

Physics sandbox
2008 · physics sandbox

Universe Sandbox

A space physics sandbox where the player builds and alters star systems and watches Newtonian n-body gravity, collisions, and simplified planetary climate play out at adjustable speed.

on screen 2:55

City builder
1989 · city builder

SimCity

The city builder in which a mayor zones residential, commercial, and industrial land, lays power and roads, and sets taxes while grid maps of land value, crime, pollution, and traffic drive where the city grows.

on screen 3:17

Factory / automation
2013 · factory / automation

Factorio

A factory automation game in which the player builds belt, train, robot, and circuit networks that mine, refine, and assemble items on an alien planet while pollution provokes native biters that evolve over time.

on screen 3:43

Colony sim
2017 · colony sim

Oxygen Not Included

A side-view colony sim in which a few duplicants survive inside an asteroid where every tile holds an element with mass and temperature, so air, liquids, heat, and germs flow through the base.

on screen 3:59

Life sim
2000 · life sim

The Sims

A life sim in which the player builds a house and guides a household of Sims whose decaying motives, personalities, careers, and relationships produce an open-ended domestic story.

on screen 4:14

City builder
2018 · city builder

Frostpunk

A survival city builder in which the leader of the last city around a coal generator must keep falling temperatures at bay while signing laws that trade citizens' welfare against productivity under hope and discontent meters.

on screen 4:21

mechanics in this episode

8 named in the narration, 10 more on screen
Adaptive threat scaling
risk & failure

Adaptive threat scaling

Threat intensity is computed from a measure of the player's strength, such as wealth, population, time survived, or recent performance.

on screen 0:32 · 1:38 · 3:43

Storyteller director
narrative & generation

Storyteller director

A director AI chooses which events to fire and when, pacing them by a model of tension and the current state.

on screen 0:32 · 1:23

Modding API
multiplayer & persistence

Modding API

Hooks for scripts and data definitions, official or through a de facto loader most modders use, let players change and extend the simulation's content and rules.

on screen 2:30

Production chains
resources & production

Production chains

Buildings or machines convert input goods into output goods via fixed recipes and cycle times, forming multi-step dependency trees.

on screen 2:30 · 3:43

Scenario objectives
progression & goals

Scenario objectives

Preset maps or situations come with explicit goals, constraints, and often a deadline.

on screen 2:30

Tech tree
progression & goals

Tech tree

A research or unlock graph gates buildings, recipes, or abilities behind prerequisites and accumulated research.

on screen 2:30

Land value
economy & finance

Land value

Each location's value is computed from nearby amenities, nuisances, and access, and it drives density and building upgrades.

on screen 3:17

Zoning
space & construction

Zoning

The player paints land-use zones, and the simulation decides whether and what to build, upgrade, or abandon on each zoned lot.

on screen 3:33

also on screen · 10 mechanics

Mood and breakdownsInjury body modelMemories and thoughtsNeeds decayWork prioritiesBuilding placementPause and speed controlCrime and policingPollution spreadHeat transfer

shorts from this episode

1 · under a minute each
Short 1: The five most common parts, opening frameplay · 0:38
rendered · short-01.mp4 · drawn from the dataset

short 1 0:38 from chapter 1 · episode 1

The five most common parts

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

transcript

every number checked against the dataset when the episode was rendered
read the transcript, scene by scene · 9 scenes

Cold open

Three days after the raid, the cook walks off the job. Click on her and RimWorld tells you why, line by line. Her son died in the fight: minus twenty, for thirty days. The fine meal that was holding her up has worn off. Her mood has been under the break line since the funeral, and today the game rolled the dice [1] [2].

Nobody scripted that. Five separate rules made it happen, and every simulation game is built out of rules like them.

RimWorld, in parts

We've broken 177 simulation games into their parts. RimWorld comes apart into 25 of them, and 7 are core, meaning it would be a different game without them.

The storyteller picks the raid, and spends a threat budget that grows with your wealth. Needs run down and feed mood. Every mood effect is written into memory with a value and an expiry. Mood below a threshold rolls for a breakdown. Bodies are trees of parts that bleed and scar. You rank the jobs, and colonists pick their own work.

A part only counts if it passes four tests. Another designer would recognize it. It does one job. It has levers. And a game could drop it and still run. The storyteller passes: Left 4 Dead's director is the same idea, its levers are the event list and the length of the quiet stretches, and Dwarf Fortress runs without one [3].

Rare parts

Now look at how many other games use each part. The storyteller is in 3 catalog games. Mood breaks in 8. Injuries by body part in 7. Only needs that decay are common, shared by 30 games going back to Little Computer People in 1985.

Three of those rare parts first show up in the catalog in one game, Dwarf Fortress, in 2006: mood breaks, bodies made of parts, and danger that grows with wealth. The earliest storyteller in the catalog comes from Façade, a 2005 interactive drama where a drama manager steers an argument between a married couple toward one of three endings.

The grid

Do that for every game in the catalog. 177 games, from 1968 to 2026, broken into a shared vocabulary of 199 mechanics. Each row is a game. Each column is a mechanic. A dark mark means the part is core.

The average game uses about 11.4 parts. Only 2 mechanics belong to a single game, so almost everything in the vocabulary was worth building more than once.

The most common parts

The five most common parts are the pause button, placing buildings, mod support, a tech tree, and scenario goals. None of them simulates anything. They handle the player: when the world runs, where things go, who can change the rules. Production chains come sixth, the first part on the list that models something in the world.

The pause button is in 47 percent of catalog games, and core in exactly one: Universe Sandbox, where running a solar system faster can change how it ends.

Where identity lives

RimWorld's pattern holds across the catalog. The parts a game calls core are used by a median of 11 catalog games. The parts it calls supporting, by 18. And 84 percent of games have at least one core part that no more than 10 games share.

Six jobs

The parts also do different jobs. In SimCity, crime in each cell is a formula: 128, minus land value, plus density, minus police [4]. The maps hold the city's state. The formulas change it. Pollution dragging down land value connects one system to another. Zoning brings in what you want. The overlays show you what is going on. And disasters and the yearly budget decide when you have to pay attention.

Factorio runs two loops against each other. Production feeds itself: more machines, more research, more machines. Pollution pushes back. It spreads from chunk to chunk, the nests that soak it up send attacks, and the enemies evolve as your total pollution climbs [5] [6].

Oxygen Not Included runs its heat through one rule. Every tile holds an element with a mass and a temperature, and every fifth of a second it trades heat with its neighbours [7]. Insulation, boiling, and overheating machines all fall out of that.

The Sims chooses where your control stops. Sims feed themselves, but paying bills and finding a job need you [8]. Frostpunk shows pacing: the temperature falls on a schedule toward a storm you know is coming [9].

Where genres spend

Count where each genre spends its parts and the genres separate. Life sims put about a third into agents and behavior. Factory games lead with production. Programming games lead with control. Vehicle sims lead with careers and missions, ahead of the physics. And the AI-native games, the ones built on learned models, lead with social relations.

Of the 19701 possible pairs of mechanics, 28 percent have ever shared a catalog game. Later episodes go looking in the gaps.

Close

Try it on a game you love. List its parts, mark the ones it couldn't live without, and look up how many other games use each one. The ones that make it special will probably be rare.

Everything in this video comes from an open dataset, and every number on screen is checked against it each time it's built. Next episode: where these parts came from, and the handful of games that introduced the most of them.