RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods
Why Hacker News recommends it
Recommended as an accessible talk on emergent narrative and on how RimWorld was designed, and cited in threads on simulation games.
What it is
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 by 2 HN commenters across 2 different months, 2020 to 2026.
What Hacker News said
Strong rec ecdavis · 2022-06 · on “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.
Recommends jameshart · 2021-09 · on “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]
Cites DonHopkins · 2020-01 · 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 simulato
Cites DonHopkins · 2022-07 · on “Magnasanti – The largest and most terrible city of SimCity”
You can check out the original SimCity Classic source code here, which I cleaned up, refactored and renamed for consistency and readability, documented, and translated to C++, but it still retains the original behavior and intent: [LINK] This is also an earlier version which that code was derived from, that I started from the Mac version, ported to Unix, cleaned up and translated old C and 68k assembly to ANSI C, and made a user interface with the TCL/Tk scripting language and X11 GUI toolkit: [LINK] The one little "modernization" I made to the simulation was to copy the radar dish tile animation from the airport, and make it individually placeable as a "high speed network connection" that l
Cites DonHopkins · 2023-08 · on “Striking the Right Balance: Over-Engineering vs. Under-Engineering Software”
Earlier I wrote about the "Simulator Effect" aka "apophenia", and "Reverse Over Engineering": [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 g
Cites DonHopkins · 2025-08 · on “Citybound: City building game, microscopic models to vividly simulate organism”
Trying to simulate every microscopic detail doesn't necessarily translate to a fun game (or even a realistic simulation). After working with Will on SimCity and The Sims, I've written about what he calls "the simulator effect" aka apophenia (delusional thought as self-referential, over-interpretations of actual sensory perceptions, as opposed to hallucinations), and what I call "Reverse Over-Engineering": [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 shou
Cites DonHopkins · 2025-09 · on “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
Cites DonHopkins · 2025-09 · on “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 gam