Catch up on stories from the past week (and beyond) at the Slashdot story archive

 



Forgot your password?
typodupeerror
×
Businesses Games Technology

How 'SimCity' Inspired a Generation of City Planners (latimes.com) 128

Jessica Roy, writing for LA Times: 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.

This discussion has been archived. No new comments can be posted.

How 'SimCity' Inspired a Generation of City Planners

Comments Filter:
  • by Anonymous Coward on Wednesday March 06, 2019 @12:23PM (#58225416)

    Grew up on Sim City. Started on C64.

    Thank you Maxis, and screw you EA.

  • by Oswald McWeany ( 2428506 ) on Wednesday March 06, 2019 @12:33PM (#58225494)

    I learnt a lot from Sim City, I know all cities on earth will inevitably get destroyed when the town planners get bored and call on all sorts of disasters to wipe the slate clean and start again.

    • by Anonymous Coward

      I learnt a lot from Sim City, I know all cities on earth will inevitably get destroyed when the town planners get bored and call on all sorts of disasters to wipe the slate clean and start again.

      When you combine this observation with the Simulation Hypothesis, the world starts to make a lot more sense.

      https://en.wikipedia.org/wiki/Simulation_hypothesis

    • It's all fun and games until Godzilla shows up!
    • by Anonymous Coward

      I learned that you could make an entire city with double width columns over the enire map. That you could have all rails, served by ONE tiny train. Power plants can be connected with just a telephone power line. Also, if you build just one patch of road, there will be a traffic jam on it.

    • but it takes so much longer to instantiate the disaster when the only buttons you can press are "release more greenhouse gases", "let the miners frack the ground", and "clear the land"

  • by Impy the Impiuos Imp ( 442658 ) on Wednesday March 06, 2019 @12:43PM (#58225570) Journal

    How 'SimCity' Inspired a Generation of City Planners

    (Player adds infinite cash) Mmmmmm...gonna get me some kickback action!

  • and influenced a generation of people who plan cities for a living.

    Then why don't they turn off disasters IRL?

  • Thats why modern cities are designed with long straight boulevards. Not to be architecturally pleasing, but to give the kaiju a clear run across the landscape without running into buildings.
    • I thought it was for efficient transportation.
      • Actually, it was to imitate Paris. And Paris did that so that the army had nice long firelanes for their cannon when they were suppressing riots.

    • Re: (Score:2, Informative)

      by Anonymous Coward

      Thats why modern cities are designed with long straight boulevards. Not to be architecturally pleasing, but to give the kaiju a clear run across the landscape without running into buildings.

      Joseph Smith Jr used the grid system in Nauvoo in the 1830s. Brigham Young continued it in Utah Territory in the 1840s, but the stipulation he wanted the streets wide enough that an ox cart could do a U-turn. I think both these example predate SimCity. The grid system used by Smith and Young make navigation super easy: chose the city center, street numbers increase by 100 as you move away from the center and include the direction (200N 300W is 2 blocks north and 3 blocks west of the center point); 8 blocks

  • Give the open-source Simutrans [simutrans.com] a try. As "public player" you can redesign cities and networks of farms, resources and factories; then let the game engine take things from there, while you (and perhaps your friends in network mode) serve the cities and factories with carriages, trucks, ships, trains, or aeroplanes in the timeline.
  • by sinij ( 911942 )
    Where I live, city planners seem to be certifiably crazy. It is harsh winter 5 out of 12 month here, yet they keep eliminating lanes by adding bike lanes. This results in more traffic congestion and road sections that are unused for significant part of the year.
    • by laxguy ( 1179231 )
      we must live in the same city. better yet are the new "no parking" barriers (because a sign isnt good enough, lets phyiscally take that space away) that stick into the road and force cars to go 1 at a time down a 2 lane road.
    • there is no such thing as parking in sim city. therefore there is no such thing as parking in urban planning

    • by Whatsisname ( 891214 ) on Wednesday March 06, 2019 @01:32PM (#58225960) Homepage

      No, city planners have just realized what you have failed to realize: we can't solve traffic unless we get rid of the cars. You can't build enough highway lanes to solve traffic congestion. Building wider streets and bigger highways just ends up spreading everything out more and more, and thus necessitating more and more car travel. It's a positive feedback system.

      Planners have realized that we need to go back to building cities for people, not for cars. Bike lanes are just one part of that. Slowing down traffic is another.

      • by sinij ( 911942 ) on Wednesday March 06, 2019 @02:20PM (#58226308)

        No, city planners have just realized what you have failed to realize: we can't solve traffic unless we get rid of the cars.

        Citation?

        Planners have realized that we need to go back to building cities for people, not for cars. Bike lanes are just one part of that. Slowing down traffic is another.

        While all of these planning moves are clearly anti-car, it doesn't lead to "building cities for people". It just leads to more misery, short and long term. The least affected population by this is childless single hipsters working in tech, who can afford in both circumstances and income to live in a tiny condos downtown.

        • No, city planners have just realized what you have failed to realize: we can't solve traffic unless we get rid of the cars.

          Citation?

          First hit on Google - plenty of supporting information and real science out there if you are actually interested:

          https://usa.streetsblog.org/20... [streetsblog.org]

          • by sinij ( 911942 ) on Wednesday March 06, 2019 @03:15PM (#58226704)
            From your own link:

            They found that for every 1 percent increase in highway capacity, traffic increases 0.29 to 1.1 percent in the long term (about five years out), and up to 0.68 percent in the short term (one or two years).

            The reported data clearly indicates that building more highway capacity is both short and long term effective solution to traffic.

        • It just leads to more misery, short and long term.

          Driving a car in a city is about the single most miserable experience imaginable. Free youself from your car and bask in a world free from undiagnosed clinical depression.

          live in a tiny condos downtown.

          Huh? What does a tiny condo downtown have to do with anything? We living in a sensibly designed cities where this isn't a requirement to not own a car would love to know.

      • A better way to put this IMHO is that automobile transportation just isn't scalable enough.

        I came to this realization that this is really a scale problem a few months ago. I generally citibike (bike share) to work, and was feeling pretty smug about it for a period of time. I still use mass transit on occasion though, and one time I was on a packed train and some dude comes on with a bike. It took up the space of about 4, maybe 5 people. Biking, while far better than a car-which I also noticed that 5 bikes t

        • by sinij ( 911942 )
          I traveled internationally and seen various degrees of success with motorized scooters driving on segregated lanes/roads. Biking is too slow and too physically intense for it to be an effective solution for anyone but young, healthy and very fit people, a minority of population.
      • I played way too much SimCity and I'm scared that this post will have me playing it again. In SimCity4 (which I played the most), at least, an all-car transportation system actually worked fairly for transportation. The only situation where roads didn't work well was if you had low-wealth tenements because they were just too dense. But if you avoided those (don't zone anything medium-density until it's already medium-wealth) and if you had some mix of residential and commercial it worked really well. Th
    • It is harsh winter 5 out of 12 month here, yet they keep eliminating lanes by adding bike lanes.

      I don't understand. Do they not sell studded or winter tires for bicycles in your country? Or do you not own jackets? Or do you just not put the maintenance in? I mean where I live the ploughs ensure the cycle paths are done before the roads. I don't quite understand your problem.

      • by sinij ( 911942 )
        I think they should add waterways and canals next to all roads, because I prefer to commute via gondolas to work.

        My problem is that I view bike commuting as impractical and unsafe in good weather, and outright idiotic in the winter. I don't have a death wish and don't appreciate you trying to dictate how I should live, you righteous SJW dipshit.
    • Connecticut legislators don't seem to have ever used SimCity. They still think that if you quadruple the tax rate, it will bring in 4 times the money to the State

    • Comment removed based on user account deletion
  • I wish there were also SimFood, SimEnergy, SimWater etc. Maybe it could all be covered under SimResources. Perhaps it would give millennial urbanites, who think that food, water and energy just magically show up at their local Starbucks, Trader Joes and so on, a clue as to where that stuff comes from and that the values and livelihoods of the people in other parts of the country who provide their food and energy actually matter.

    • by Anonymous Coward

      I miss SimAnt. Ants actually matter, most of this people stuff is silly.

    • SimEnergy and SimWater, sure, but SimFood? You'd end up with a generation of people who think it's a good idea for a city's food supply to be centrally planned. Enjoy your breadlines. ;)
      • No Developed nation would be able to grow its own food without centrally planned subsidies. Farming is simply not that high value , the land and people can be used for something more economically viable . Food would all be imported from the third world if we didn't have central ministries of agriculture centrally planning we nned to have this much corn production capability in case of war hence we need this much subsidy.

        • Food would all be imported from the third world if we didn't have central ministries of agriculture centrally planning

          And the problem with this would be...? Higher employment rates leading to higher wages in the third world, lifting people out of poverty there while delivering cheaper food here? And a world less likely to go to war since the potential disruption to the food supply makes the prospect more dangerous to governments? How terrible.

          Anyway, the subsidies you're talking about refer to NATIONAL food supply planning, not city-level.

    • SimFood was actually called Sim Farm, it was released in 1993. It taught me that the best profit results were to be had by filling up square miles with storage silos, then filling them with strawberries. Once the market for strawberries spiked you sold the entire stockpile all in one go and then had the funds to do absolutely whatever you wanted to the rest of the map.

  • by Anonymous Coward on Wednesday March 06, 2019 @01:03PM (#58225710)

    When I was young and playing SimCity 3000, I loved building up cities and solving all of the problems. So after a while I had built up a "Utopia" city, virtually no crime, close to zero pollution, parks everywhere, rails to take you anywhere, etc... And to top it all off I had taxes set at 1% across the board, I even had a surplus of cash being generated at 1%. So I checked the city for complaints (Shouldn't really be any), and I found that people were telling me taxes were too high. Since I couldn't go any lower but 0%, I decided to set it at that for a year to see what would happen. After one year in game passed I checked it again and guess what, the people still said that taxes were too high! They were paying no taxes and living in a damn perfect city and still wanted more.

    That game taught me that no matter how good you do something or how perfect it is, people will still complain.

    It was a great lesson to learn.

    • How did you do this and not go bankrupt. In Simcity 3k, I think you had to pay operating expenses on all of that stuff.
    • by AmiMoJo ( 196126 )

      In the 2013 Sim City game the zero tax trick actually works. You can create a libertarian paradise with no electricity, no water, no roads, no refuse collection, no services at all and 0% tax. People will be 100% satisfied.

      It really wasn't a very good game.

  • by jellomizer ( 103300 ) on Wednesday March 06, 2019 @01:12PM (#58225804)

    One of the biggest learning experience from Sim City is the idea of balance, and consequences. This is a lesson that a lot of people really don't get anymore, they are so stuck on a theory that they want to Min/Max their lives to fit their social/political ideas.
    Sim City really prevented the ability to Min/Max game play and forced a balanced approach.
    Those Industrial zone which pollute and lower the nearby Residential value, however they are needed to support the Commercial districts, and if they are too far away from the Residential areas, then they will not be utilized thus lowering commercial value.
    Your choices have a trade off, but not making a choice is often worse, then when you have your consequence in action, you will need to then see if there is a way to mediate it, and then have its own sets of trade offs.

  • In my city (London Ontario), the developers decide everything and the planners rubber stamp what they want. With a population of 400k we have no ring road or high speed traffic route through any part of the city. Its painful to drive across the city. Guaranteed 30-45 minutes in rush hour.
  • In my city everybody who wants to spend a night out and all the tourists visit the old tiny cramped UNPLANNED historical centre. Not the wide rectangular centrally planned and fugly PLANNED boulevards which are pretty much deserted in the evening.
  • by WolfgangVL ( 3494585 ) on Wednesday March 06, 2019 @03:23PM (#58226776)

    The real successor to Sim-City.

    Secret police, wiretaps, and rigged elections! Art imitates life, eh Presidente?

  • ...I wonder who got his inspiration from PacMan.
  • Used to start it on my Herc monocheome while I ran windows 3.1 on my vga. I'd just set it up and let it go.

I tell them to turn to the study of mathematics, for it is only there that they might escape the lusts of the flesh. -- Thomas Mann, "The Magic Mountain"

Working...