Ep. 103 Genre Study: Colony Sim
Zaccavelli, host of The Game Dev Field Guide, delivers a deeply personal and insightful genre study on colony sims—games like Dwarf Fortress, RimWorld, and Prison Architect—while announcing a major life shift: he's stepping back from full-time game dev to pursue a non-game-related career. This pivot, though bittersweet, opens a new chapter for the show, allowing Zaccavelli to explore the real-world challenge of balancing adult responsibilities with creative passion. He uses this moment to answer the most common question from listeners: how to sustain game development alongside a full-time job. The episode then dives into the core of colony sims, framing them not just as strategy games but as 'story generators' built on three foundational ideas: the joy of observing and poking a living simulation (from SimCity), the aesthetic and strategic appeal of base-building (evolved from RTS), and deep, emergent storytelling (pioneered by Dwarf Fortress). Zaccavelli introduces the concept of 'substrate simulation layers'—a metaphor borrowed from aquariums—to explain how rich, layered environments (geology, ecology, magic) create fertile ground for narrative. He argues that the genre thrives in the sweet spot between total control and total passivity, likening the player to a gardener shaping nature rather than commanding it. Crucially, he warns that even the deepest simulation fails if players can't perceive it—so visibility through tools like thought bubbles is essential.
Colony sims are defined by emergent storytelling, not just strategy or simulation—deep systems create living narratives.
Use 'substrate simulation layers' (geology, ecology, magic, etc.) to create rich, constraint-driven locations that spark unique stories.
Balance player control: be a gardener, not a dictator—guide the simulation, don’t micromanage every colonist.
If your simulation is invisible, it’s useless: give players tools (like thought bubbles) to see the inner workings.
The genre emerged from three roots: SimCity’s observational fun, RTS base-building, and Dwarf Fortress’s deep NPC simulation.
…and 3 more takeaways available in PodZeus
Introduction & Life Transition
“I'm not quitting game dev. It's not me quitting the show. I will need to restructure some things. So some things might be like a little slow for a bit.”
Game Dev Challenge: Substrate Simulation Layers
Zaccavelli launches the episode’s challenge: describe the substrate simulation layers of your favorite colony sim. He defines 'substrate' as the layered foundation (geology, ecology, magic) that enables emergent storytelling, setting up the core concept for the episode.
The Birth of Colony Sims: Three Roots
“I want my village to feel real. I want it built to last. And I think so do a lot of other people.”
The Substrate: Layers That Grow Stories
“Good substrate is a mixture of materials, sand and gravel. plant detritus, fish poop, microorganisms. Too much of any of those things would throw it all off but a healthy balance creates the opportunity for amazing growth and life.”
The Sweet Spot: Control vs. Passivity
“It's kind of like being a gardener. You don't tell the plants explicitly to grow this much. You don't assign bugs individually to pollinate, but you do feed and water the plants to encourage them to grow...”
“But this is not me quitting game dev. It's not me quitting the show. I will need to restructure some things. So some things might be like a little slow for a bit.”
“Good substrate is a mixture of materials, sand and gravel. plant detritus, fish poop, microorganisms. Too much of any of those things would throw it all off but a healthy balance creates the opportunity for amazing growth and life.”
“But I want my village to feel real. I want it built to last. And I think so do a lot of other people.”
Host
Zaccavelli
person
Game Dev Field Guide
media
Dwarf Fortress
media
RTS
other
SimCity
media
Discord
other
Utopia
media
RimWorld
media
tower defense
other
MOBA
other
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