SimCity set path for games about systems, not about characters

In contrast to video games about characters, SimCity made the gameplay about the complex system at work in cities:

Such was the payload of SimCity: not a game about people, even though its residents, the Sims, would later get their own spin-off. Nor is it a game about particular cities, for it is difficult to recreate one with the game’s brittle, indirect tools. Rather, SimCity is a game about urban societies, about the relationship between land value, pollution, industry, taxation, growth, and other factors. It’s not really a simulation, despite its name, nor is it an educational game. Nobody would want a SimCity expert running their town’s urban planning office. But the game got us all to think about the relationships that make a city run, succeed, and decay, and in so doing to rise above our individual interests, even if only for a moment…

The best games model the systems in our world—or the ones of imagination—by means of systems running in software. Just as photography offers a way of seeing aspects of the world we often look past, game design becomes an exercise in operating that world, of manipulating the weird mechanisms that turn its gears when we’re not looking. The amplifying effect of natural disaster and global unrest on oil futures. The relationship between serving size consistency and profitability in an ice cream parlor. The relative unlikelihood of global influenza pandemic absent a perfect storm of rapid, transcontinental transmission.

And system dynamics are not just a feature of non-fictional games or serious games. The most popular abstract games seem to have much in common with titles like SimCity than they do with Super Mario. Tetris is a game about manipulating the mathematical abstractions of four orthogonally connected squares, known as tetrominoes, when subjected to gravity and time. Words With Friends is a game about arranging letters into valid words, given one’s own knowledge merged with the availability and willingness of one’s stable of friends. A game, it turns out, is a lens onto the sublime in the ordinary. An emulsion that captured behavior rather than light…

There’s another way to think about games. What if games’ role in representation and identity lies not in offering familiar characters for us to embody, but in helping wrest us from the temptation of personal identification entirely? What if the real fight against monocultural bias and blinkeredness does not involve the accelerated indulgence of identification, but the abdication of our own selfish, individual desires in the interest of participating in systems larger than ourselves? What if the thing games most have to show us is the higher-order domains to which we might belong, including families, neighborhoods, cities, nations, social systems, and even formal structures and patterns? What if replacing militarized male brutes with everyone’s favorite alternative identity just results in Balkanization rather than inclusion?

Fascinating argument. Could video games truly be a tool that help players move beyond individualism? At the same time, even a game about systems still can provide an individualized experience: SimCity players could spend hours by themselves crafting a city in their own image (and the game even provided some space for this with honorary statues and the like). Such games could be social – you could have various players interacting with each other either as leaders of different cities or even as leaders within the same city – but they generally were not.

This doesn’t have to stay at the level of argument. Why not run some tests or experiments to see how players of character-driven versus system-driven games compare on certain outcomes?

“Using a Real Life SimCity to Design a Massive Development”

As a massive SimCity fan, I find this use of predictive urban models intriguing:

596 acres, 50,000 residents, $4 billion dollars and even a 1,500-boat marina: Everything about the proposed Chicago Lakeside Development, developer Dan McCaffery’s massive micro-city being built at the former site of the U.S. Steel Southworks Plant, is on a different scale. It follows that the design process for this mixed-use project requires a different set of tools, in this case, LakeSim, an advanced computer modeling program. Developed as part of a collaboration between the University of Chicago, Argonne National Laboratory, Skidmore, Owings & Merrill and McCaffery Interests, this program functions like a customized SimCity, analyzing and simulating weather, traffic patterns and energy usage to help architects and designers plan for a site that may eventually contain more than 500 buildings.

“A lot of the Big Data approaches tend to be statistical in nature, looking at past data,” says Argonne scientist Jonathan Ozik. “We’re modeling a complex system of interactive components, running the data forward, so what we end up having is your SimCity analogy, energy systems interacting, vehicles and people moving. What we’re doing here is using a complex systems approach to tackle the problem.”…

The challenge for planners is predicting how so many different systems and variables will interact. LakeSim gives them a framework to analyze these systems over long timelines and run millions of scenarios much quicker than past models — hours as opposed to days — asking “hundreds of questions at once,” according to Ozik. The program is a step forward from similar modeling software, especially valuable at a site that in most respects is being built from scratch.

This seems quite useful at this point but it will be necessary to look at this down the road once the site is developed. How much time did the model save? How accurate was the model? Did relying on such a model lead to negative outcomes? If this is a predictive model, it may be only as good as the outcome.

Interesting to note that the commenters at the bottom are wondering where all the people to live in this development are going to come from. I assume that demand is appropriately accounted for in the model?

Google wants to build cities and airports?

Google has its hands in many things but now it is planning to build cities?

Google’s seemingly limitless ambition has seen the company take on drones, self-driving cars and even the problem of aging, but the company’s founders have even grander plans – to build cities and airports.

A report from The Information (paywall) says the co-founder Larry Page has set up a ‘company within a company’ dubbed ‘Google 2.0’ that will look at the tech giant’s long-term future – presumably for when advertising revenue from search traffic (inevitably) dries up.

This could even include building “a model airport and city.” Page has argued that although rival billionaire Elon Musk might be in favour of a ‘hyperloop’ (a train concept that could travel from San Francisco to Los Angeles in 30 minutes), the problem with long-range transport is not that planes are slow, but that airports are inefficient.

It might sound far-fetched, but Google’s executives are already building their own private air terminal at San Jose International Airport for $82 million to handle the eight private jets owned by Page and fellow co-founders Sergey Brin and Eric Schmidt.

It would be fascinating to know how exactly Google would go about planning and building a city. What urban planning techniques would they adopt? Is building a city primarily a way to get more people to see their ads and use their products? At this point, if you Google “what is the best way to build a city,” the top search results focus on SimCity.

I’m sure this doesn’t ease the minds of those worried about the reach of tech companies – they don’t only want your devices and money, they think they have answers for everything…

A video tutorial on how to build a McMansion in The Sims

Two players put together a McMansion in The Sims and you can see the process here.

A few thoughts:

1. If I heard correctly on the video, this originally took 3 hours to build.

2. The builders note that this is a modern home yet the headline says it is a McMansion. While it is a large home and clearly has some wealth (located on a canal), the design does not necessarily make it s stereotypically American McMansion.

3. This has over 21,000 views in 2+ days.

4. The designers intended to have a fountain outside the house but alas, it was never constructed. That fountain would have contributed to a McMansion style.

5. Interesting that this features two Aussies. If there is one country in the world that can rival the United States in McMansions, Australia is it.

6. I get the impulse to design things in games like this. While I have never done much with The Sims, I’ve spent a lot of time doing similar things with urban planning in SimCity. Yet, I’m curious to know how much homes like these enhance the gameplay. How much better is it to have a family of Sims living in a custom-designed home like this compared to the average home?

Wherever you go, you just can’t escape those pesky McMansions…

New SimCity expansion pack moves toward dystopian cities

I still haven’t played the latest version of SimCity but there is now an expansion pack that portrays a bleaker urban future:

If this sounds like the setup for a disturbing science fiction novel, you’re not far off: This is actually the premise for SimCity: Cities of Tomorrow, a deeply cynical expansion pack for the SimCity game, set to be released November 12. The original SimCity game, of course (along with its most recent fifth edition), allowed players to act as mayors and design the ideal modern city. But the evil genius behind the game play was always that sustainability was illusory: even the most well-designed cities eventually imploded. Players thought they were all-powerful mayors, but they were merely delayers of the inevitable. The best they could do was stave off their city’s collapse…

It’s impossible to miss the socioeconomic and political commentary embedded within Cities of Tomorrow. That the affluent live in the epicenter and the poor are relegated to the suburban fringes feels like a direct commentary on the demographic inversion cities like Chicago, New York and San Francisco are currently experiencing. The concentration of wealth calls to mind what’s left of the Occupy movement. The Sims’ addiction to Omega despite its negative effects on the environment mirrors the developed world’s dependence on oil. Even the MagLev is nearly identical to Elon Musk’s proposed Hyperloop (especially since it only seems plausible within the construct of a video game)…

Whether inspired by real or fictional events, the expansion pack has an inescapable, soul-crushing pessimism. Any idealists who try to a construct a pollution or poverty free utopia are engaging in a Sisyphean task. And this is out of necessity, Librande explains.

“Utopia, in general, is boring for game play. So if we set up a utopian city there’d be nothing for the player to do,” he says…

Librande doesn’t worry about the game’s bleak view of the future turning off any prospective gamers. If anything, they’ll be attracted to the challenge. SimCity has a notoriously die-hard fan base, and what he thinks will make the expansion pack so alluring is not what the game play says about society, but what it says about each player. Players must divide their faith and resources between two purposefully ambiguous entities: OmegaCo and The Academy. OmegaCo’s goal is profit, and The Academy’s motive is to make its technology ubiquitous. What players choose will reveal their attitudes toward capitalism, class, and the balance between privacy and utility.

Utopia is boring! Well-being is overrated! Bring on the morally impossible choices and decaying cities! SimCity has always had a little of this built-in into its gameplay. I clearly remember the scenarios in the original that asked the player to rebuild a city after some sort of disaster, whether an earthquake or Godzilla. I didn’t take much joy in this but other players did; it can be fun to destroy a city with no real consequences.

Perhaps this says more about our current mindset: we’d prefer to deal with decay than positive construction. Cities aren’t “real” until they are clearly gritty and suffering is around the corner. (I’ve heard presentations from urban sociologists on this: there are some gentrifiers who want to “live on the edge” and have to keep moving to find that line between nice neighborhoods and neighborhoods with problems.) Again, there are no consequences for the player for having a dark city where either capitalism or the NSA has run amok. Compare this to the real problems faced in poor neighborhoods in the United States or in the slums in Third World cities where real lives are affected and life chances are severely diminished.

Sad: newest version of SimCity causing a large outcry

As a longtime fan of SimCity, I have not enjoyed how the changes to the newest version have turned off many fans:

Electronic Arts’ long-awaited release of SimCity on Tuesday should have been an occasion for a worldwide collective all-nighter of urban planning, a nonstop bacchanal of factory building, endless intricate min-maxing of grids of pavement. 12 a.m. Eastern Tuesday morning should have been SimCity’s finest hour.

Instead, the whole operation seized up and shit the bed. EA, a technology company with a market capitalization of over $5 billion, could not muster the online servers necessary to handle an influx of players looking to build their cities. This was entirely a problem of EA’s own making, as SimCity was not designed with an offline mode. Even if you don’t want to team up with others and join your cities together, you can’t just build your personal metropolitan layouts in peace: Every player must be constantly connected online, as a draconian step to crack down on piracy of this PC-only game.

Hey, launch hiccups happen, right? Everybody all tries to connect at once, servers get throttled, and you figure out a way to make it work. Trouble is, as of this writing EA hasn’t figured out a thing. SimCityis still totally busted. It’s difficult to log in: Nearly all of the servers are full, and when a player does find one that’s available, attempting to log in usually throws back an error. And you can’t try again until a 20-minute counter finishes ticking down…

In other words, SimCity is currently in the midst of a disaster that makes zombie attacks and nuclear meltdowns seem tame. Electronic Arts’ attempts to fix the problem have not only been unsuccessful, they’ve been making the SimCity blackout even worse, at least from a public relations standpoint: EA said Thursday that it would actually begin removing features from the game in an attempt to get it to run. At first it was non-core features like achievements and high score leaderboards. By the end of the day EA had ripped out the “Cheetah” gameplay mode, which speeds up the passage of time so you can develop your city more quickly…

In response to Wired’s request for comment, an EA spokesperson referred us to a blog post by SimCity senior producer Kip Katsarelis, who wrote that Electronic Arts would be adding new servers until the player base could be fully accommodated, and that it would prioritize stabilizing this situation before it turned the game’s features back on. She did not give a timeframe for the resolution.

It sounds like a bad situation from all that I have read. For example, check out the overwhelmingly negative reviews on Amazon. This is too bad as the pictures of the graphics I’ve seen look beautiful and some of the interactive elements between cities and within regions sound really interesting. But, I agree there should be a one-player mode so a city builder is not always dependent on other players.

In the end, I hope SimCity is redeemed. One thing that has been noticeable in the online complaints is the number of gamers who have enjoyed SimCity for years. It is not flashy, doesn’t involve violence (though you might count destroying your own city by disaster), and might even give you some insights into urban life. People want to play the game but under certain conditions.

Reformatting a zoning map of Chicago to look like SimCity 2000

Zoning maps can include a lot of categories but what happens if it is converted to a SimCity 2000 format? Check out this recolored Chicago zoning map:

To spice up their interactive “2nd City Zoning” map of Chicago, Derek Eder, Juan-Pablo Velez and Aya O’Connor paid tribute to the SimCity franchise with some familiar color-coding. Blue for commercial, yellow for industrial, green for residential.

Then they got carried away, incorporating a few choice icons from SimCity 2000 as well as some of that legendary game music, which you can listen to while you browse the map.

Zoning is a little more complicated than the tri-color scheme implies, but by the time you get to the portion of the site that explains the difference between Manufacturing and Planned Manufacturing Districts, it’s mission complete for the designers.

Here are more details of the SimCity change from 2nd City Zoning – including a plea to not be sued.

It is too bad there isn’t a longer discussion about the simplicity of SimCity zoning versus real world zoning. Are there benefits to presenting a simpler zoning map to residents? (This assumes that there are a good number of residents that want to look at such maps.) How much complexity compared to real life was SimCity missing in the 2000 version? SimCity players might have learned something by playing the game but might also have been misled by the reductionism.

The music takes me back…

Christmas shopping for sociology majors and for those want to sociologically disrupt some Christmas rituals

Connecting sociology and Christmas gifts is not an easy task. But here are two web pages that aim to do just that: selecting a gift for a sociology major and selecting gifts that help disrupt typical Christmas rituals in the United States.

1. A “college student gift guide” suggests sociology majors should be given a white sweatshirt with the message “I heart Sociology.” I don’t understand this gift as the suggestions for the other majors involve gifts that actually have to do with the major. Why a sweatshirt? But, if you start to think about it, what could you give a sociology major that is uniquely about social structures and society? Perhaps a coupon or cash to go toward extra-special people-watching? (One of my students recently mentioned the rich possibilities of Venice Beach, California.) Perhaps the latest version of their favorite data software like Stata or Atlas.ti so they can feverishly work some analyses over the holiday? Perhaps a box set of their favorite sociological monographs? A copy of The Sims or SimCity to do a little pop culture simulation?

2. The “Sociology of Style’s Holiday Gift Guide” has five Week One suggestions regarding “Gifts that Give Back.” Of the five options, four of them feature the same logic: if you have to consume (is this what the ritual of Christmas has become?), you can do so in more responsible ways that can benefit other people as well. Is Product Red out of style?

I think we are a long way away before Amazon.com has dedicated gift lists for the sociologist in your life. At the same time, the American Sociological Association could get on this and perhaps raise some funds that could lower dues and pay for other expenses…

Board games that teach about housing discrimination

Americans may like the real estate game Monopoly but it lacks one real-life phenomenon that a few games over the years have included: housing discrimination.

The Pop-Up City blog drew our attention last week to a great project from Toronto artist Flavio Trevisan, who has created a board-game-as-artwork enticingly titled The Game of Urban Renewal (OK, this is enticing to us, at least). The project reminded us that there is something of a history to board games dramatizing low-income and discriminatory housing policy. An earlier such game – one that looks like an antecedent to Trevisan’s, although he had not heard of it – makes a brief cameo in the House & Home exhibit currently showing at the National Building Museum.

That 1970 predecessor, called Blacks & Whites, was produced by the magazine Psychology Today, and was created to teach white players about what life was like for blacks in an era when all the housing rules were stacked against them. Not surprisingly, Blacks & Whites never went mass market (it doesn’t even appear to have gotten enough traction to have widely offended racists of the era)…

If you visit the exhibit, the game garners only a brief mention (and scanned image). But the most telling details are on the board itself and in the instructions. Blacks & Whites is organized like a Monopoly board, with properties increasing in value as you move around it. The property clusters have fantastically blunt names: the “inner ghetto,” the “outer ghetto,” “lower integrated” and “upper integrated” neighborhoods, “lesser suburbia,” “greater suburbia,” “newer estates” and, lastly, “older estates” (namely, Bethesda and Georgetown!). The board mimics the concentric housing rings of many cities as you move out toward the suburbs, from the all-black “inner ghetto” to the all-white “older estates.”

According to the instructions, the game tries to emphasize “the absurdities of living in different worlds while playing on the same board.” “White” players get a million dollars from the treasury to start the game; blacks get $10,000, and they’re restricted in where they can buy properties. Blacks and whites also draw from separate opportunity card decks.

You mean Americans don’t want to be reminded about social ills when playing their board games? At the same time, I bet it could be done if the game properly balanced between playability and concept. Pedagogically, games can be a great way to teach. By putting players into new situations and showing them what it takes to win and lose, certain values can be imparted. This reminds me of George Herbert Mead discussing how children learn about social interaction and adult life through playing and creating games and debating rules. These games also sound similar to social simulations that are occasionally used in classrooms or by some groups. Think of Monopoly: it is a game yet it also could be viewed as expressing some of the basic values of capitalism. In contrast, more recent Euro style games are built around different concepts. Perhaps some enterprising sociologist can properly achieve the gamification of an important social issue.

Now that I think about it, imagine what Simcity could be like if it had a more complex societal element. The biggest social issues that come up in Simcity are crime, education, traffic, and pollution yet there is little about social class (though one can build low, medium, and high rent residential, commercial, and industrial properties), race, immigration, discrimination, and religion/ideological differences. Similar to Monopoly, the game is geared toward accumulating higher levels of money and land values. Perhaps all of these real-life issues would be difficult to model but I bet it could be incorporated into the gameplay.

New York Times review of SimCity Social

Here is evidence that the world is a changed place: the New York Times has a short review of the new SimCity Social game for Facebook.

SimCity Social brings the original city-building video game to Facebook, though fans will be hard-pressed to find any of the depth and complexity of that popular PC series. Players place businesses, factories, houses and various attractions, as their expansionist ambitions are kept in check by an energy meter that slowly refills.

The game allows friends to establish sister cities or rival cities, which enables some entertaining cross-border acts of charity or benign sabotage. SimCity Social is a cute and capable social city builder. It’s also a shameless attempt to capitalize on the success of Zynga’s wildly popular CityVille, slapping a powerful name on a game that could never live up to SimCity’s legacy.

As a long-time SimCity fan, I’m tempted to try out this new version. However, several things will stop me:

1. I don’t want a watered down version. I’d rather use my computer and XBox 360 to play full, more stunning versions of games.

2. I’m not sure even a full-scale social version would add to the gameplay.

3. Does this app bug all of your friends like Farmville and the like? If so, I’m staying far away.

4. It sounds like this version may have become more “gamified” rather than being the free-flowing game I’m used to. Here is another review that explains some of the game:

So it’s technically Facebook, but when you’re playing it, it feels like a place (OR A CITY) of its own. I started playing it last Friday and I can’t stop. I am on Level 17, my population is at healthy 6,000, and SimCitySocialCheat.com is the website I aspire to be managing editor of. There’s something about the colorful utopia that I can not not stop thinking about.

Maybe it’s the constant yearning of completing tasks to get more energy bolts, thus being able build more houses and increase population and, in doing so, unlock the next level and new attractions.

Perhaps it’s the constant praise the game lauds on you for doing something so dumb and pointless, like planting a tree in a high-populated area. The the real world just doesn’t offer that,  unless you send a tree to Israel. (Then you get a fancy certificate back in return.)

And my friends are redeeming themselves there. You find an inner-circle of people that you can trust and rely on—not for moral support, but for land permits, teamwork badges, and Dunkin’ Donut energy bonuses: Jordanville runs on Dunkin’.

SimCity has always had some incentive to grow as you get to build different kinds of things. This often worked like it does for real cities: as a city grow, it can support monuments, cultural attractions, and more complicated transportation options. However, it sounds like this new version takes it to another level.