Why we play Simcity and not Sim Nimby

A game released earlier this year accounts for the NIMBY behavior of city dwellers:

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Imagine an even-simpler version of the original late-’80s “SimCity” video game: a crude digital map dotted with a handful of pixelated single-family houses. But try to click on the screen — like, say, on the icon of a bulldozer or a factory, or just anything — so you can start laying out commercial blocks and parks and creating your pretend metropolis, which is the objective of most city-building sims, and you’ll be met with a jarring sound effect and a pop-up message: “ERROR. CAN’T BUILD IN NIMBYVILLE.”

Below that is one of many snarky excuses: “Housing is a human right! Just why does it have to be here?”

Such are the Sisyphean pleasures of “Sim Nimby,” a new desktop city-building game where more clicks just lead to more error messages, and nothing ever gets built. The only winners in Nimbyville are the ones programmed to prevail: Not In My Backyard neighbors, or NIMBYs, who block new housing developments at every turn…

So Nass and Weeks hunkered down in a Park Slope bar one evening and hashed out the litany of anti-development NIMBY-isms — more than 50 in total — that the game spits back at prospective builders as a jazzy 8-bit music theme plays. There’s some comic hyperbole at the expense of preservationists (“We can’t tear down that historic brownstone. It’s where Gene Quintano wrote ‘Police Academy 3: Back in Training’”) and some dad-joke-grade gags (“The only thing urban I want to see here is Keith Urban”). Other one-liners — “This is a NICE neighborhood,” “Will someone please think of the property values?” and “Affordable housing? What, you gonna build them an affordable country club too?” — are perhaps less fanciful to housing advocates.

How realistic should city building games be? I have wondered this for years starting with playing Simcity in the late 1980s. How much does the game reflect actual city planing practices and urban outcomes versus presenting a glamorized experience where it is easy to plop in properties, development happens easily, and issues are quickly addressed (as long as the player has enough money and a little bit of sense). Overall, it is pretty easy to build a thriving city.

This version might be too realistic. Players of video games want some level of difficulty or obstacles to overcome but not ever-present problems that make it difficult to do anything. Random disaster? Okay, a player can deal with that. A never-ending chorus of NIMBY concerns? It is too much to handle. The concerns of residents in Simcity are usually addressable; for example, move the residence further from industry, quickly put a park nearby to quiet the criticism, or find another way to improve the quality of life.

I do not know if the player gets some extreme options to address the NIMBY concerns. Have them annex themselves into their own community and build in a neighboring community? Remove all of the residences via eminent domain? Wage a political battle against them? If this is a Simcity where the residents do not want anything new, then growth is not possible and that does not work even in video games.

Limiting the presence of people in city-building video games

A recent review of several city-building video games suggests they focus more on buildings and landscapes than residents:

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What’s missing from these titles are people, but this is arguably part of the fantasy they’re presenting. Citizens are complicated; they have needs and wants, which of course influence the way towns, virtual or otherwise, are laid out. On the one hand, the absence of people could be interpreted as an unintentional but darkly misanthropic view of the city. On the other, perhaps these are exercises in utopian thinking; cities are filled with compromises that these city-builders allow us to calmly transcend.

I have not played any of these games – my video game attention is elsewhere – but I have a lot of experience with SimCity where the role of residents was interesting, to say the least. The people themselves were not often present on the screen. Instead, the focus was on land and how it could be transformed into different uses.

Where citizens tended to show up were in their reactions to your choices as mayor. Perhaps it was demanding a police station or a school. Perhaps it is was in the mayor’s approval rating. Perhaps it was in the construction of new residences, suggesting your community had some attractive features.

But, they were just abstract concepts. If you wanted to deal with people directly, you could play The Sims. SimCity was about systems, not characters. While this broke ground in some ways, it also obscures the real and productive roles residents play in cities. SimCity encourages a top-down view of cities: development happens at the behest of one leader, a mayor/tyrant urban planner or leader, who is only curbed by a budget, complaints, and the occasional disaster. This is not the participatory community building that can help link residents to their neighborhoods and communities.

It is hard to imagine a city-building game that fully incorporates residents and community members as part of the process. The mayor wants to build a new bridge but residents complain about the effects on the environment and demand input? The mayor wants to put a highway through to reduce traffic but the community believes it will scar their neighborhoods? Imagine a virtual reality game where the leader makes decisions, walks through the places they have helped create, and has to interact with the people there. Perhaps this is the next step, games about communities and the people that inhabit them rather than cities as systems easily changed.

Paying to dirty and clean up your (Sims) house

Players of The Sims can now pay for the ability to dust and vacuum their homes in the game:

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In March, EA released new ways to enhance your Sims 4 experience called “kits,” which are more scaled down and less expensive than the game’s other downloadable content packs. Two of those kits, Country Kitchen and Throwback Fit, are pretty straightforward furniture and clothing packs that add new customization options to the game. In The Sims, you are essentially keeping these virtual people alive and designing their entire existence, from clothing to homes—these kits just offer a little more variety. But Bust the Dust is a little different than the rest, in that its primary purpose is to make your Sims’ lives dirtier. “Dust off the vacuum and tidy up in The Sims™ 4 Bust the Dust Kit!” the kit’s description boasts, making a mockery of the exclamation point by using it to try to sell one of the very worst IRL chores…

What makes Bust the Dust unusual is not just that it adds the new element of household grime to the game, but that it also only adds the new element of household grime to the game. Roaches and dog poop are very minor features of the aforementioned expansion packs, and even a more narrowly focused pack like Laundry Day, which gives your Sims the ability to wash their clothes, comes with a bunch of furniture and some new looks.But Bust the Dust isn’t interested in bells and whistles. It’s just … dust.

Maybe that’s not totally fair. The kit also provides vacuums you can buy (to bust the dust) and new character aspirations (so your Sims know how to feel about the dust and busting it). But mostly, paying $5 gets you a bunch of virtual dust, which accumulates over time on the floors of your Sim’s house, both in a thin coating and in interactive clumps around the room. Early reviews last month complained that the dust accumulated way too quickly—within a matter of in-game hours—but it took around two and a half in-game days for my house to go from clean to dusty. My Sim was thrilled when this happened, because it made the house feel “homey,” and presumably because Sims can’t have asthma. Around this time, a dust bunny moved in and became a kind of companion that you can feed (it eats dust) and pet (which again, is sentient dust).

One of the marks of adulting is the need to clean up after yourself. Dishes need to be washed. Laundry needs to be picked up, cleaned, and put away. Bathrooms need scrubbing. Dusting and vacuuming need to be done.

So why try to replicate this in a game? I suppose this is the point of the franchise: to simulate daily life. The various Sim titles over the years have replicated city building, ant life, towers, and more for multiple decades. Isn’t cleaning up part of daily life just as building water pipes?

Perhaps the odd thing here is paying for the luxury of doing this. The “Bust the Dust” is an add-on. And was this the plan all along: to get more money from users for the ability to clean? There are some people who like to clean. Some who will want the complete simulation. Others will want the twists here (you can feed the dust bunnies?). Some might have never known they wanted this until it became an option.

The commodification of the world continues: you can play a computer game where you pay to dirty and clean your house. Does it inspire players to stop the game and clean their own house? Does it stimulate the imagination? Maybe it is just fun to take what is often a mundane task and play it out on a screen.

Videogames under the tree to sizable global industry

The flood of new gaming consoles and new game titles to Americans for the Christmas season hints at the size of the video gaming industry:

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Global videogame revenue is expected to surge 20% to $179.7 billion in 2020, according to IDC data, making the videogame industry a bigger moneymaker than the global movie and sports industries combined. The global film industry reached $100 billion in revenue for the first time in 2019, according to the Motion Picture Association, while PwC estimated global sports would bring in more than $75 billion in 2020

The videogame industry has boomed in recent years because of the variety of ways to play games. Gone are the days when all one had to track were console sales and games sold for their respective consoles and PCs. With the rise of digital-copy game sales, mobile games, in-app purchase freemium games, cross-platform games that aren’t limited to a specific console, streaming game services like Microsoft’s Game Pass, games-as-a-subscription models, and online distribution services like Steam, along with varying levels of transparency, anyone wanting to make apples-to-apples comparisons encounters an unwieldy fruit basket.

While console sales will get a boost from new versions, that’s not the biggest chunk of the industry, nor the fastest-growing. The biggest gain is expected to come from mobile gaming, with China playing a big role in smartphone and tablet gaming revenue, Ward said. Excluding in-game ad revenue, world-wide mobile gaming revenues are expected to surge 24% from a year ago, to $87.7 billion.

The gamification of the world is well underway.

Seriously, it is interesting to compare the status of videogames compared to the two industries mentioned in the article: movies and sports. These are established industries with prominent actors around the world. They have been established for decades. Videogames, on the other hand, are more recent – only several decades in the hands of the global public – and still have negative connotations for many (too violent, a waste of time, played only by a certain segment of the population, etc.). Since videogames are big business and part of their spread is due to the smartphone, which many have, will videogames have a different status in a few years?

Playing SimCity, becoming an urban planner

Building a city on a computer screen led to a future career for some SimCity players:

Thirty years ago, Maxis released “SimCity” for Mac and Amiga. It was succeeded by “SimCity 2000” in 1993, “SimCity 3000” in 1999, “SimCity 4” in 2003, a version for the Nintendo DS in 2007, “SimCity: BuildIt” in 2013 and an app launched in 2014…

Along the way, the games have introduced millions of players to the joys and frustrations of zoning, street grids and infrastructure funding — and influenced a generation of people who plan cities for a living. For many urban and transit planners, architects, government officials and activists, “SimCity” was their first taste of running a city. It was the first time they realized that neighborhoods, towns and cities were things that were planned, and that it was someone’s job to decide where streets, schools, bus stops and stores were supposed to go.

“I used to draw maps of cities for fun. I had no idea it was an actual career,” said Nicole Payne, now a program official for the National Assn. of City Transportation Officials in New York City. When she was 10, a librarian saw her drawings and told her there was a video game she should try…

In more than a dozen interviews for this article, people who went from “SimCity” enthusiasts to professional planners talked about what they liked about the game: The way you can visualize how a single change affects a whole city. The ability to see how transit, livability and the economy are all connected. The fact that no one likes to live near a landfill.

This could be my story too: I enjoyed drawing cities as a kid, reading about cities, and visiting Chicago. I discovered SimCity during elementary school, playing for the first time on a green monochrome monitor. It opened up new possibilities, particularly as the game evolved. I spent endless hours creating cities and, like some of the people interviewed in this story, trying to make them pristine as well as based around different principles. We played Simcity as enrichment time in middle school and I probably trailed off in playing by early high school when I was more taken by Civilization II and franchise mode of sports games. All of that SimCity playing did push me to think about urban planning and serving in local government.

At the same time, as this article notes, SimCity likely shaped how I thought cities worked. SimCity is not neutral in its planning philosophy. At the least, it presented the idea that a planner from above could shape everything, even down to the terrain. The speed at which it could happen was also impressive: a mouse click could add residences or take them away while the game speed could be paused or sped to impressive speeds (usually to add money to the coffers if one was not playing with the cheat codes). Cities and communities do not work this way; even powerful leaders usually need at least a team of elites to get things done and significant urban projects often take a long time.

The urban theory behind SimCity

In constructing the game SimCity, Will Wright worked with the ideas of James Forrester:

Looking to understand how real cities worked, Wright came across a 1969 book by Jay Forrester called Urban Dynamics. Forrester was an electrical engineer who had launched a second career as an expert on computer simulation; Urban Dynamics deployed his simulation methodology to offer a controversial theory of how cities grew and declined. Wright used Forrester’s theories to transform the cities he was designing in his level editor from static maps of buildings and roads into vibrant models of a growing metropolis. Eventually, Wright became convinced that his “guinea-pig city” was an entertaining, open-ended video game. Released in 1989, the game became wildly popular, selling millions of copies, winning dozens of awards, and spawning an entire franchise of successors and dozens of imitators. It was called SimCity

Largely forgotten now, Jay Forrester’s Urban Dynamics put forth the controversial claim that the overwhelming majority of American urban policy was not only misguided but that these policies aggravated the very problems that they were intended to solve. In place of Great Society-style welfare programs, Forrester argued that cities should take a less interventionist approach to the problems of urban poverty and blight, and instead encourage revitalization indirectly through incentives for businesses and for the professional class. Forrester’s message proved popular among conservative and libertarian writers, Nixon Administration officials, and other critics of the Great Society for its hands-off approach to urban policy. This outlook, supposedly backed up by computer models, remains highly influential among establishment pundits and policymakers today…

Forrester spent months tinkering with this model, tested and corrected it for errors, and ran a “hundred or more system experiments to explore the effects of various policies on the revival of a city that has aged into economic decline.” Six months after beginning the project, and over 2000 pages of teletype printouts later, Forrester declared that he had reduced the problems of the city to a series of 150 equations and 200 parameters…

Forrester thought that the basic problem of urban planning—and making social policy in general—was that “the human mind is not adapted to interpreting how social systems behave.” In a paper serialized in two early issues of Reason, the libertarian magazine founded in 1968, Forrester argued that for most of human history, people have only needed to understand basic cause-and-effect relationships, but that our social systems are governed by complex processes that unfold over long periods of time. He claimed that our “mental models,” the cognitive maps we have of the world, are ill-suited to help us navigate the web of  interrelationships that make up the structure of our society.

Three quick thoughts:

  1. How many people dream that cities could be reduced to equations and parameters? Cities are both fascinating and frustrating because they are so complex. And the quest to find overarching rules governing urban life continues – see the work of Geoffrey West as an example.
  2. Figuring out when more government intervention is helpful or not is a difficult task, particularly when it comes to complex cities. Housing is an area I have written about before: free markets do not bring about fair results and the federal government has promoted one kind of housing, single-family homes, over others for decades.
  3. This is a reminder that game users can learn about how the world works – they are not just mindless entertainment – but they also do so under the conditions or terms set up by the designer. Cities are indeed complex and SimCity presents them in one particular way. All games have a logic to them and this may or may not match reality. How much theory do we imbibe on a daily basis through different activities? At the least, we are forming our own individual theoretical explanations of how we think society operates.

One thing McMansions can do? Play host to Smash Bros. tournaments

McMansions are often derided for their size but imagine them as a fun site for a weekend of Smash Bros.:

Some tournaments take place in massive convention centers. Some grand finals even go down in giant arenas. While these events can be truly impressive, they don’t have the spark of early tournaments that captured the imagination and hearts of Smash players. Friends crowded around TVs, laughing, jeering, and, while the competition was fierce, they were still having the time of their lives. This is the atmosphere players will find at McMansion 7, a tournament that’s like a vacation with live music and a whole lot of Smash.

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This home in Pensacola Beach, Florida (according to the comments) is a modest home by McMansion standards. I can only imagine the kind of fun and mayhem that might occur in a larger and more opulent McMansion, say 8,000 square feet in a ritzy neighborhood. Still, a massive video game tournament may help fill out those great rooms, bonus rooms, and expansive spaces of the McMansion. But, what would the neighbors think about the kind of people who play video games, the noise, the cars, and the property values related to being near the video game heaven McMansion…

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?

The historical (in)accuracy of Assassin’s Creed Unity

Video games can help shape our understandings of historical events. Thus, a debate over the portrayal of the French Revolution in the new Assassin’s Creed:

The former leftist French presidential candidate, Jean-Luc Mélenchon, called it “propaganda against the people, the people who are [portrayed as] barbarians, bloodthirsty savages,” while the “cretin” that is Marie-Antoinette and the “treacherous” Louis XVI are portrayed as noble victims. “The denigration of the great Revolution is a dirty job to instill more self-loathing and déclinisme in the French,” he told Le Figaro. The secretary general of the Left Front, Alexis Corbière, said on his blog:

To all those who will buy Assassin’s Creed: Unity, I wish them a good time, but I also tell them that the pleasure of playing does not stop you from thinking. Play, yes, but do not let yourself be manipulated by those who make propaganda.

Ubisoft, the maker of the Assassin’s Creed series of video games, which has been going since 2007 and has sold more than 70 million copies, is in fact French. One of the makers of the game replied that Assassin’s Creed: Unity is a “consumer video game, not a history lesson” but did say that his team hired a historian and specialists on the Terror and other aspects of the Revolution. Le Monde lays out seven errors in the game here (in French).

In fact, the debate over who are the heroes and villains of the Revolution goes back to the 1790s. British counter-revolutionary thought often focused on the suffering of the monarchy in their stories, such as the King’s tearful goodbye to his family before his execution on Jan. 21st, 1793 or Marie-Antoinette’s perhaps apocryphal last words to her executioner after stepping on his foot just before her head was cut off: “Pardon me sir. I did not mean to do it.”

So perhaps the game simply reflects the ongoing debates of which actors in the French Revolution should be cast as heroes or villains? This all intrigued me because one of my classes recently considered how historical narratives are constructed and then played several historical video games to see how each portrays history. Some games clearly try to impart more historical accuracy – and these seem to be ones more intent on educational purposes – while others suffer from the gamification of history. This can lead to two things:

1. The games differ in their levels of ambiguity; after all, there has to be a winner. But, even as this debate illustrates, it is not always easy to depict who benefited or should have benefited from particular events. On one hand, it is easy to fight Nazis – there are a video game go-to for a clear enemy – but other events or periods are much more unclear. One solution is to simply drop in an outside story – as the Assassin’s Creed line does – and make it up from there.

2. This often means there is the potential to change history. This may just be a modern fad – This American Life recently asked some Americans about time travel and there was a subset of people who wanted to change big events:

Jonathan Goldstein

And even though they’ve been mulling this over for so long, many still reach for the most well-trodden sci-fi comic book staple.

Man 4

My first impulse about time travel is the same one that I would guess that everybody has. You know, thinking that I’m going to go back and I’m going to kill Hitler.

Sean Cole

What’s funny is that they know it’s kind of lame. You can hear it in their voices.

Man 4

Or kill Hitler when he’s a baby, or kill his mother or something.

Jonathan Goldstein

They preface it with phrases like–

Woman 1

It’s the thing everyone always says is–

Sean Cole

And then they say it anyway.

Woman 1

If there hadn’t been a Hitler–

Man 5

Put a bullet in Adolf Hitler’s head when he was still a student, I guess…

And of course, no one imagines that they’ll end up with an iron collar around their neck, working in a quarry. Instead, they have a starring role in the historical docu-drama. Like this guy, who’d set the controls for the Revolutionary War.

Man On Street 2

I don’t think I’d be like, a general in the field or anything like that. But I’d probably be more of like an adviser to Washington. Like Alexander Hamilton was, right? And a few other folks. So yeah.

Jonathan Goldstein

I love how you’re already an officer in this.

Man On Street 2

Exactly. Yeah.

Historical games can pose an interesting “what if?” yet also lead to improbable events or outcomes.

I would guess most of these action-oriented games are not concerned much about historical accuracy outside of how it can enhance the backdrop or the gameplay. Yet, given the sales of these games, the amount of time spent playing them, and who purchases them (often younger people), such games could go a long way toward influencing perceptions of the past.

Using video game technology to give house tours “down to the millimeter”

The same technology used for Halo can be harnessed to give virtual home tours:

A new Seattle real-estate brokerage called Surefield hopes to improve the home-shopping experience by harnessing the power of video-game engines and computer-vision technology. Its service includes an online, 3-D, photorealistic model of the home which potential buyers can move through virtually…

“We want to give the homebuyer the ability to inspect down to the millimeter,” said Surefield CEO David Eraker, who in 2002 co-founded the real-estate website Redfin…

And by helping buyers become more selective about which homes they physically tour, home sellers “don’t have to live on eggshells to keep it looking like a hotel every day,” said Surefield COO and broker Rob McGarty, who led Redfin’s real-estate operations before he left in 2010…

Surefield’s technology actually uses a video-game engine similar to one used in modern games like Halo, where a character moves through a space in “first-person shooter mode.”

The company’s chief technology officer is Aravind Kalaiah, a Bay Area visual-computing engineer who led Nvidia’s development of a breakthrough technology in graphic processing.

Sounds like an interesting product that hopefully goes far beyond the picture slideshows available now, especially if a viewer could pan or zoom in and really see what the space was like. This also acts as an elaborate screening device for home listings. With this, potential buyers can get even more information about available properties and do more work on their own without middlemen. Yet, the buyer still needs a real estate agent or broker to get into the homes they are really interested in and relatively few buyers will want to buy a home without seeing it in person.

I wonder how this also relates to research on consumers having more choices. Imagine you could take these virtual tours of dozens of available homes. The consumer gets to see lots of options and can do so very quickly. However, the research on choice suggests giving people more choices tends to reduce their satisfaction as they are more aware of making the “perfect” choice. They might find the home choosing process more to their liking but does it lead to more satisfaction with their home in the long run?