SIM ENGINE v4.2

AAA Game Bloat & Teflon Paradox Lab

Arrowhead Law: 'A game for everyone is a game for no one.'
BRUSH:
ACTIVE SECTOR: Sector 7: Outpost Delta | AGENTS: 48 | MAP FRICTION: 18%
Left-Click & Drag inside canvas to paint encounters or photogrammetry props. Agents bounce off high-focus zones (Teflon Effect) and stick to friction.
Executive Studio Post-Mortem Brief GENERATED LIVE DIAGNOSTIC

SYSTEMIC FRICTION COEFFICIENT

18/100 (Extremely Low). Traversal lacks punishment, emergent encounters resolve without systemic collisions, resulting in zero watercooler moments.

STORAGE-TO-DEPTH RATIO

142.5 GB allocated across 420 photogrammetry props and uncompressed stems. Only 8.4% of total SSD load actively impacts gameplay rules.

AUDIENCE COHORT RETENTION

Mass-market tourists churn within 6.4 hours after visual novelty fades. Niche mechanical enthusiasts bounce immediately due to over-smoothing.

Brief ready for publisher pitch.

How this game-design toy model computes its scores

Read the explanation

This game-design lab is a toy model, not measured player behavior or evidence about actual studios. Its storage inputs, focus smoothing and painted-object counts feed fixed formulas. The saved default reports one hundred forty two point five gigabytes and eighty five point eight percent bounce, but those values are an explicit fixture override. Offline, the original p five library is unavailable, so the agent canvas and painting cannot run. Native sliders, presets and JSON calculations still work independently. Outside the exact default, modeled storage is twelve gigabytes of code plus point one eight gigabytes per prop, plus twenty two point eight, plus the audio setting. The source’s Arrowhead preset chooses two hundred ten props and eighteen point four gigabytes of audio. Twelve plus thirty seven point eight plus twenty two point eight plus eighteen point four totals ninety one gigabytes. This bar grows to the formula total at four pixels per gigabyte. The displayed breakdown instead multiplies the total by fixed percentages; it is not this actual component sum. The Arrowhead preset contains two hazards and two faction hubs. Raw friction is two times eight, plus two times twelve, plus ten, giving fifty. Smoothing of eighteen gives a multiplier of one minus eighteen over one hundred twenty, or point eight five. Fifty times point eight five is forty two point five, rounded to forty three. Two checklist towers in the default world are counted in a local variable but do not enter this friction formula. This bar contracts from raw fifty to rounded forty three. The model adds smoothing times point eight five to one hundred minus effective friction times point two five. With smoothing eighteen and friction forty three, that is fifteen point three plus fourteen point two five, or twenty nine point five five before formatting. JavaScript displays twenty nine point five percent bounce and seventy point five percent adhesion in this source. Those are complementary synthetic scores, not churn probabilities. The label changes below thirty five bounce and above seventy five, using explicit thresholds. The slider formulas change storage and score, while the p five canvas would use its own random agent encounters if the dependency were available. No real player telemetry is present. Export also retains legacy asset-profile fields: raw size stays one hundred forty two point five and cinematic audio stays true even after the ninety one gigabyte preset. Inspect the current metrics separately from those stale fields. This local draft preserves the source and reports that mismatch instead of presenting it as a validated game-design recommendation.

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