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RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods

GDC Festival of Gaming2 HN recommenders · recommended in 2 months, 2020–2026
YouTube
talk · general · evergreen · 2020–2026 on HN

RimWorld creator Tynan Sylvester explains at GDC 2017 how Ludeon framed the game as a story generator rather than a game. He covers the design methods that came out of that frame.

Recommended as an accessible talk on emergent narrative and on how RimWorld was designed, and cited in threads on simulation games.

9 comments from Hacker News

@ecdavis2022-06 · in “Citybound – A city building game using actor-based distributed simulation”

It's very accessible. If you can grok the first 30 minutes of this talk you can grok the book: ▶ this video Strong recommend, if only to understand how RimWorld was designed and built.

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@jameshart2021-09 · in “Games that emphasize emergent narrative”

Tynan Sylvester (creator of Rimworld, and author of "Designing Games: A Guide to Engineering Experiences") has some great thoughts on this in the early part of his GDC talk on building a 'story generator' rather than a game. He talks about 'apophenia' - the propensity of players to ascribe narrative meaning to events - and the way in Rimworld they strive to create simulation systems that facilitate that kind of player-provided narrative reasoning. ▶ this video

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@DonHopkins2026-04 · in “A Communist Apple II and Fourteen Years of Not Knowing What You're Testing”

"Reverse Over Engineering" is a great thing: Will Wright on Designing User Interfaces to Simulation Games (1996) (2023 Video Update): link link DonHopkins on Jan 16, 2020 | parent | context | favorite | on: Reverse engineering course Will Wright defined the "Simulator Effect" as how game players imagine a simulation is vastly more detailed, deep, rich, and complex than it actually is: a magical misunderstanding that you shouldn’t talk them out of. He designs games to run on two computers at once: the electronic one on the player’s desk, running his shallow tame simulation, and the biological one in the player’s head, running their deep wild imagination. "Reverse Over-Engineering" is a desirable outcome of the Simulator Effect: what game players (and game developers trying to clone the game) do when they use their imagination to extrapolate how a game works, and totally overestimate how much work and modeling the simulator is actually doing, because they filled in the gaps with their imagination and preconceptions and assumptions, instead of realizing how many simplifications and shortcuts and illusions it actually used. link >There's a name for what Wright calls "the simulator effect" in the video: apophenia. There's a good GDC video on YouTube where Tynan Sylvester (the creator of RimWorld) talks about using this effect in game design. link >Apophenia (/æpoʊˈfiːniə/) is the tendency to mistakenly perceive connections and meaning between unrelated things. The term (Ge

@DonHopkins2025-09 · in “Magical systems thinking”

Will Wright credits Jay Forrester for inspiring him to simulate a city on the computer: link >How did the leap from Raid's world editor, to SimCity with its urban design theories, happen? >WW: First, it was just a toy for me. I was just making my editor more and more elaborate. I thought it would be cool to have the world come to life. So I started researching books on urban dynamics, and traffic, and things like that. I came across the work of Jay Forrester, who was kind of the father of system dynamics. He was actually one of the first people I found that actually simulated a city on a computer. Except in his simulation, there was no map; it was just numbers. It was like population level, number of jobs -- it was kind of a spreadsheet model. >So I took his approach to it, and then applied a lot of the cellular automata stuff that I had learned earlier, and get these emergent dynamics that he wasn't getting in his model. I found when I was reading all these theories about urban dynamics and city behavior, that when I had a toy simulated version on the computer, it made the subject much more interesting than reading a book -- because I could go to my computer model and start experimenting. >That just bought the whole subject to life for me and then, more and more, I started thinking, "Other people might enjoy this." But even then I never thought SimCity would have a broad appeal. I thought it might appeal to a few architects and city planner types, but not average people. B

@DonHopkins2025-09 · in “Why, as a responsible adult, SimCity 2000 hits differently”

link >Everyone notices the obvious built-in political bias, whatever that is. But everyone sees it from a different perspective, so nobody agrees what its real political agenda actually is. I don’t think it’s all that important, since SimCity’s political agenda pales in comparison to the political agenda in the eye of the beholder. >Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked him a question something like “which ontological urban paradigm most influenced your design of the simulator, the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?” He replied, “I just kind of optimized for game play.” link DonHopkins on Jan 16, 2020 | parent | context | favorite | on: Reverse engineering course Will Wright defined the "Simulator Effect" as how game players imagine a simulation is vastly more detailed, deep, rich, and complex than it actually is: a magical misunderstanding that you shouldn’t talk them out of. He designs games to run on two computers at once: the electronic one on the player’s desk, running his shallow tame simulation, and the biological one in the player’s head, running their deep wild imagination. "Reverse Over-Engineering" is a desirable outcome of the Simulator Effect: what game players (and game developers trying to clone the game) do when they use their imagination to extrapolate how a game works, and totally overestimate how much work and modeling the si