SimCity Trains Bad Urban Planners 62
An anonymous reader writes "The global eco tech blog Worldchanging has a post commenting on about how SimCity borks urban planner ideas of how cities really work in the real world." From the entry: "While some of Lobo & Schooler's complaints arise from the fact that SimCity is built as a game -- the "God Mode," for example -- most derive from inability to modify the underlying model, whether to include mixed-use development (the ground-floor commercial/upper-floor residential buildings which help to make dense urban environments livable), to vary the demand ratings for various services, to make pedestrian travel more acceptable, or to alter the efficiency and availability of renewable power generation."
Get a Grip! (Score:5, Informative)
The pople who actually use SimCity as part of any real life planning scenario should be sacked. And forbidden to work on anything, ever again.
Re:Get a Grip! (Score:2)
Re:Get a Grip! (Score:3, Informative)
Sorry for "double-posting," but the parent is an AC (score of zero), so many might not see it. This link is for the X-plane software, which IS good for flight training (according to the FAA). Of course, you are also required to own a full-motion simulation cockpit. But even so, it is still impressive to get the software portion for under $100.
Re:Get a Grip! (Score:2)
There are simulations that a real city planner can use to learn about city planning. Just like there are extremely realistic flight, driving, and even spaceflight simulators. The reason they very rarely try to package up those simulations and sell them as games is that they're not very fun. You have to know how to fly the plane to ever get it off the groun
Re:Get a Grip! (Score:1)
Re:Get a Grip! (Score:2)
Re:Get a Grip! (Score:2)
While paint ball isn't like real combat its more closely related and used as a training aid better than Dungeons and Dragons.
Just because it is a game doesn't mean it isn't an important learning tool, in my opinion, because it is a game makes it a very important learning tool. And if you are striving for as close to reality as possible, the game should reflect as close to reali
Black & White thinking. (Score:2)
It is a toy, but toys can teach us many things, because their behaviors model something bigger then themselves. The author's point in this article is that while SimCity has valid potential as a teaching tool, it has certain important flaws that must be made abundantly clear. The
Damn (Score:5, Funny)
This is sort of like saying "Mario has taught children to hate the environment as they now stomp on turtles." Patently absurd.
Re:Damn (Score:2)
DISCLAIMER: I am not really a professional plumber and didn't learn any plumbing skills from playing those games. Don't sue me if you feel you wasted your time trying to learn plumbing by playing the Super Mario Bros series games.
Re:Damn (Score:2)
Jeez, and I thought my job had a tradition of mediocrity.......
Re:Damn (Score:2)
Jeez, and I thought my job had a tradition of mediocrity.......
Uh, you don't build a city of 8 million people without planning. There's a reason all those people live here, and it's not because they have to. They haven't converted Manhattan to a gigantic prison island [theofficia...penter.com] yet!
I recommend renting the PBS series "New York" for a bit of history of the planning of this city (it's a bit Manhattan-centric, and barely touches at all on the planning of the more populous outer b
Re:Damn (Score:1)
I never played the game but you have a lot of unpredictable problems that can happen such as riots, gas leak blowing up some buildings and terrorist attacks in real life.
And yes its a game but so is war simulation that the pentagon uses in some ways.
Comment removed (Score:3, Funny)
Re:and Civ? (Score:2)
Re:and Civ? (Score:2)
Re:and Civ? (Score:2)
So, by that logic... (Score:5, Funny)
Half-Life shows an unrealistic picture of the profession of a physics Ph.D.
Battlefield 1942 misrepresents the look and feel of Wake Island
I could go on.
Re:So, by that logic... (Score:1)
Actually that discrepancy is nowhere near as bad as the problems in Halo or Half-Life. The layout of the in-game Wake Island is nearly identical to the real one. The only differences are the vertical exaggeration, and the too-small runway sizes (the airstrip should take up almost a whole leg of the island, not just a bit at the apex)
It's not a game (Score:4, Insightful)
(At least the original) Sim City was described by the developers as a toy, not a game, because you can't really win, but there are so many possibilities to play with it.
Yes, I'm nitpicking. But it's true.
Stop bitching and fix it, then! (Score:2)
FPS training bad mass murderers (Score:3, Funny)
Our young wanna be mass murderers are getting the wrong idea. We need more games that teach proper planning and team work. We need games that teach our youth to properly scout out locations... sometimes spending days getting to know the terrain. If indoors to search for alternate escape routes that must be blocked. We need to teach our youth how to work together to create the maximum body count. And we need to teach them that you don't get to come back once the police shoot you. Make the most of the one opportunity you get.
I blame our game makers for our lack of good mass murderers.
Re:FPS training bad mass murderers (Score:2)
Not to mention that you can take thousands of bullets, but if you start feeling weak, the blue bubble makes everything better.
Re:FPS training bad mass murderers (Score:2)
Old story... (Score:4, Informative)
Revenge! (Score:3, Funny)
An Alternative Might Be A Little Better (Score:2, Informative)
Floor-level Resolution In SimCity (Score:3, Insightful)
I'd hate to see the UI micromanagement needed to roll this functionality into SimCity. A separate game, SimTower (and it's unofficial sequel, Yoot Tower [the-underdogs.org]), was made that experimented with the concept, however.
Re:Floor-level Resolution In SimCity (Score:2)
It'd also be neat to be able to designate streets with HOV lanes, pedestrian/cyclist avenues, or bus-only routes ala Curibita.
Re:Floor-level Resolution In SimCity (Score:2)
At this point, you might as well ask about why there are zones at all... The mildly artificial constraint on single-purpose zoning I think is to force the player to make design compromises and engauge in deeper thought about the problems of real estate contention, besides the simplifed UI. Allowing arbitrary "percentile" zones will just lead to lazy playe
Re:Floor-level Resolution In SimCity (Score:2)
Because that's what city planners do.
That wouldn't be much fun, would it? In a game with no points, there's no point in doing something that's not fun.
Re:Floor-level Resolution In SimCity (Score:3, Informative)
Because that's what city planners do.
That wouldn't be much fun, would it? In a game with no points, there's no point in doing something that's not fun.
When real world city planners zone property, they don't give vague percentages and "let the market decide" utilization. They usually set up some form of bureaucracy that requires each building modification or change of use to go through some permit and approval process. I doubt that would make for much of a fun game. (Though Douglas Adams did try [infocom-if.org] once.)
Wait! This is good news (Score:2)
Note to Gamers: Don't Feel Insulted (Score:2)
Re:Note to Gamers: Don't Feel Insulted (Score:1)
Re:Note to Gamers: Don't Feel Insulted (Score:3, Insightful)
Agreed it's entertainment, but... (Score:5, Interesting)
in terms of green area (at least in Europe). But, if you pick the right place (like where I am now - no don't ask) it's pretty good even for a convinced ruralite like myself (from East Anglia UK).
Mixed business and accomodation keeps a city centre vibrant and alive. The alternative - seen widely in my homeland (the UK) is desolate wastelands filled with security cameras and muggers. This morning, I could have picked from
at least 5 or 6 bakeries within walking distance for my breakfast (yummy fresh bread). Actually,
I know which one I go to because I end up debating
football (soccer to you US people) before returning to the office... Life. Get one!
(no money here though).
Funny thing here. Nobody worries about muggers or rapists here. It (mostly) doesn't happen.
I wish urban planners would look more carefully at the mediterranean model. Just like diet, it seems to work (albeit sometimes painfully slowly for my tastes).
I can't blame games designers for designing games based on their local cultural predujices. But, I wish we could find ones that tell the whole story.
(Hint: Small pockets of the US aren't the US, let
alone the rest of the world).
Anybody who thinks we are living in some sort of paradise here, please note - it isn't. (Don't ever
expect to actually get paid for that work you did).
But the bread makes it all worthwhile (crunch, crunch).
Best wishes from
not so sunny (rather cold at the moment)
Athens Greece.
Andy Allen.
Re:Agreed it's entertainment, but... (Score:1)
I hope SimCity 5 includes.... (Score:5, Funny)
People can suspend reality. (Score:5, Insightful)
I am in a graduate planning program and I love playing SimCity. I don't think that the game has an effect on how I approach planning. I feel the exact opposite has occurred: I find myself hating aspects of the game that fail to reflect reality. The summary notes the lack of mixed use development. The game also fails in trip generation, physics, and connectivity. Despite its flaws, it's a fun diversion, so I play it.
I think that the "bad planners" that learn from SimCity might be those in muncipalities that do nothing but zoning; when a town relies on zoning without a comprehensive plan, design ordinance or any other form of "planning" you are left with the suburban sprawl and commercial strip development that plagues the American landscape. We need a revival of the City Beautiful movement, which some believe can be found in New Urbanism.
Re:People can suspend reality. (Score:2)
That's a terrible idea. Whatever majestic metropolis our youthful Chicago architects will build will only go up in flames.
Re:People can suspend reality. (Score:1)
Re:People can suspend reality. (Score:1)
No man is an island. Without the sense of community that is incorporated into New Urbanism (which is actually "Old New England Towns"), we'll all become dark-eyed, soulless motorists living in our Broadacres hell, never knowing our neighbors, never allowing our children to play with others, hiding in fear of the "others" that we pass on the street but never acknowledge.
I know neighbors can be a pain. Live in student housing and you'll discover that quickly. However, without neighbors, you'll never make t
Re:People can suspend reality. (Score:1)
Ah the connections *you* need in life. Not me sir. Want to know how I do it? I bet you do, but you won't admit it. Like I said, the community built around community is exactly the kind I don't want. And I don't fear others so much as find them depressing.
Re:People can suspend reality. (Score:1)
You're either rich, and live in a gated "community" or you're poor and living the rural green acres life. (Either way, you probably voted Bush.)
The rest of us survive by making connections and friends and living in a social environment.
Of course you're neighbors are going to be depressing. Try going to Wal-Mart on a weekday afternoon. The poor, working irregular shifts come there to make some purchases. You can find some truly depressing sights there. You sound like you don't live like them (nor want to),
Re:People can suspend reality. (Score:1)
Re:People can suspend reality. (Score:2)
You don't need a forced community to make a living. You can find many connections and social interaction in other aspects of life... *gasp* maybe even outside of your neighbourhood (at a show, at work/school,
Re:People can suspend reality. (Score:1)
Architects nowadays don't plan for people. They plan for "hey, I bet you I can do this with steel!" See Frank Gehry for more information.
I Only Played As Far As 2000 (Score:3, Insightful)
Use closely packed alternating residential and commercial zones to achive the same effect. Sims will effectively walk next door.
to vary the demand ratings for various services
Even a dictator can't change what people want, but there are some resolutions you can ennact to encourage or discourage tourism, or tech industry, for example.
To make pedestrian travel more acceptable Use closely packed R and C zones. Nothing you can do about industrial polution -- ever lived downwind from a fish processing plant? Even a small one, family owned one?
or to alter the efficiency and availability of renewable power generation
High altitudes have more wind, less cloudy days have more sunlight, otherwise that ability doesn't exist in the real world either.
It comes down to this: You can't change reality in the real world either. Sim Cities are already dictatorships (Although I think it would be more realisitc if they let you build a berlin-style wall). But, Sim City is designed to make you deal with the real world and yet you can still build eco-friendly cities if you grow them slowly, spending most of your funding on quality-of-life things like parks, mass transit, and police stations. The Maxis people understood this and wrote about it in the manual when they wrote the first version (which I also played).
The one irritating thing is that sims aren't willing to commute nearly as far as real people (they should be willing to drive farther). Also, it doesn't simulate how difficult it is to find parking in downtown areas with very high land values (high property values should encourge sims to use mass transit).
In conclusion, if man's natural instinct in Sim City is to mindlessly CONSUME EXPAND and DESTROY, maybe that is just man's instinct period.
Stupidity borks urban planner ideas of how cities (Score:1)
Indiana Jones Trains Bad Archaeologists (Score:3, Funny)
The image of Indiana Jones has gravely hurt the field of archaeology, and whether it will ever fully recover remains to be seen."
I especially like Libertarian mode... (Score:2, Insightful)
Not so much planners but regular folk (Score:1, Insightful)
The worry, if any, should be over non-planners taking the assumptions in the game to heart. Dealing with the public, there are a wide variety of assumptions out there about how planning works, and ideas on how it should work. Get enough p
The Death and Life of Great American Cities (Score:2, Informative)
Yes, I know it is just a game, but tell me this, after playing the game for a while, didn't you start to asses your own city/town based on the judgements you would have made if you developed it?
If you really want to learn all you can about city planning, there is only one book you need to read:
The Death and Life of Great American Cities, by Jane Jacobs
http://www.amazon.com/ [amazon.com]
Re:The Death and Life of Great American Cities (Score:2)
No.
Re:The Death and Life of Great American Cities (Score:1)
Where do you live? If you don't live in a city or a town, then perhaps you wouldn't do this. But if you live in a city, then you must not have played the game for the long hours that most of us have.
Re:The Death and Life of Great American Cities (Score:1)
Based on this review, it sounds like Jacobs has the same neoliberal claptrap most city designers read before they decide to interfere with other folks free use of their property. Let's guess: big block stores are bad because they bring goods and services at a lower price to the plebs? We win the