Activity and profession simulators
Activity simulators turn observation, operation sequences and limited tools into a testable work task. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map.
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Mechanics and variants
1Farming, gardening and animal husbandryOverview and example ↗Farming connects land preparation, growth cycles and animal care to a seasonal production plan.4
Mechanic variants
- Sowing occupies a plot until crops mature.
- Watering supports a chosen growth rate.
- Soil changes suitability for different crops.
- Animal care connects feed to useful output.
Design example. A player reserves some land for feed to maintain animal production through winter. Prototype check: Test simultaneous crop maturity and ending a session without mandatory immediate harvesting.
2Cooking, recipes and kitchen workOverview and example ↗Kitchens transform ingredients into orders through dependent steps, requiring aligned component readiness and workstation availability.4
Mechanic variants
- Preparation reduces work after an order arrives.
- Heating requires deciding when to stop.
- Assembly combines components at suitable readiness.
- Dirty stations create a cleaning task.
Design example. Side dishes are prepared while a limited stove cooks the next order's main dish. Prototype check: Test operation order and waiting-related quality loss with clear explanations for spoiled game dishes.
3Fishing, hunting and harvesting tradesOverview and example ↗Harvesting trades combine site and tool choices with reading target behavior and timing resource collection.4
Mechanic variants
- Bait selects a likely catch category.
- Tension requires modulating the pulling force.
- Tracks narrow the target search area.
- Harvest limits preserve site recovery.
Design example. An angler loosens the line during a surge and reels in during a brief pause in resistance. Prototype check: Test distinct bite and overload signals, including an alternative to mandatory vibration feedback.
4Cleaning, sorting and restorationOverview and example ↗Restoration turns dirty or damaged objects into ordered states through suitable tools and work-area selection.4
Mechanic variants
- Cleaning removes a specific contaminant type.
- Sorting assigns objects to categories.
- Removing a layer reveals a hidden surface.
- Repair preserves desirable signs of aging.
Design example. A restorer cleans a sign while preserving original paint and visible marks of the artist's work. Prototype check: Test completion boundaries and remaining-work feedback to avoid hunting one invisible leftover pixel.
5Construction, earthmoving and machineryOverview and example ↗Machinery work coordinates vehicle placement, tools and material movement to achieve a target site shape.4
Mechanic variants
- Buckets carry limited material volumes.
- Supports constrain a machine's working region.
- Markings define target height or contour.
- Tool changes enable different operation types.
Design example. An excavator removes soil in layers without blocking the truck's access route. Prototype check: Test tool collisions and volume estimates with explicit simplifications for the game's machinery model.
6Medicine, rescue and emergency servicesOverview and example ↗A game rescue procedure requires identifying a state, choosing limited equipment and acting according to the result.4
Mechanic variants
- Assessment reveals available game information.
- Priorities allocate a limited team.
- Procedures have explicit prerequisites and completion.
- Handoffs preserve information for the next participant.
Design example. Rescuers in a fictional accident first establish access to a casualty and then arrange transport. Prototype check: Test step dependencies within stated game rules; do not treat the model as validation of real rescue competence.
7Technical incident investigationOverview and example ↗Technical investigation compares logs, symptoms and component states to distinguish root causes from subsequent failures.4
Mechanic variants
- Logs constrain the possible event sequence.
- Measurements test individual component states.
- Isolation eliminates a competing cause.
- Restarting tests whether a hypothesis reproduces.
Design example. A stopped pump proves to be a consequence of lost power rather than the cause of pressure loss. Prototype check: Test alternative explanations for a symptom and confirmation through an independent observation.
8Document checks, inspections and controlOverview and example ↗Inspection compares submitted information with current in-game requirements to permit entry, seek clarification or refuse.4
Mechanic variants
- Fields are checked against explicit entry rules.
- Mismatches connect two submitted documents.
- Instruction changes affect later decisions.
- Exceptions require separate confirmation.
Design example. A permit is current but the name on the order differs from the holder's name. Prototype check: Test date-boundary decisions and the application order of several simultaneously active instructions.
9Delivery, dispatching and customer serviceOverview and example ↗Delivery connects address order to capacity, deadlines and order condition, turning routing into a service problem.4
Mechanic variants
- Receiving windows constrain arrival times.
- Cargo requires compatible transport.
- Combining orders saves distance but adds waiting.
- Returns require newly available cargo capacity.
Design example. Chilled cargo must arrive first even though another address is geographically closer. Prototype check: Test loading and handoff across a full route, including recipient refusal and game-defined cargo damage.
10Scientific experiments and instrumentsOverview and example ↗An experiment changes a selected variable, measures results and compares them with expectations while preserving test conditions.4
Mechanic variants
- Controls keep other conditions unchanged.
- Instruments have stated precision and range.
- Repetition separates stable links from chance outcomes.
- Protocols preserve settings and observations.
Design example. A player changes one reagent and compares two identically configured fictional sensors. Prototype check: Test reproducing an experiment from its log and distinguishing an assumption from an observed game result.
11Business, office and bureaucracy simulatorsOverview and example ↗Office tasks move documents and requests through limited authority, approvals and deadlines to expose organizational dependencies.4
Mechanic variants
- Approval routes impose a required sequence.
- Authority permits a specific decision type.
- Templates speed up repeated processing.
- Revision requests create another work cycle.
Design example. A purchase needs a manager's signature before the manager leaves for a meeting. Prototype check: Test whether a stalled document has a visible cause and a solution beyond trying every employee.
Sources and examples
Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.
- Robert Nystrom: State
The author’s original discussion of states and transitions; rule implementation context, not evidence for every editorial variant.
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