Slashdot Mirror


SimCity Trains Bad Urban Planners

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."

62 comments

  1. Get a Grip! by passthecrackpipe · · Score: 4, Informative

    It's a game. It is as realistic as shooting evil devil-possessed demons on a martian base. It is not an urban-planning training tool, it's mild enternainment. This has as much credibility as extraterestrial rights campaigners complaining that Alf was lock in his room all the time and deprived of deeper socio-political stimulatory contact.

    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.

    --
    People who think they know everything are a great annoyance to those of us who do.
    1. Re:Get a Grip! by Anonymous Coward · · Score: 0

      Then again, the early versions of SimCity billed it as a more-or-less real "City Simulator" - the name at least still alludes to this.

      The proper analogy would be a flight simulator in which everything worked as expected, except a Cessna could break the sound barrier; or worse, a certain modern plane would contrary-to-fact NOT stall during maneuver X. No one (?) expects the real world to be like Doom; once you put "sim" or "Simulator" in the name, I think you're asking to be put to a higher standard.

    2. Re:Get a Grip! by passthecrackpipe · · Score: 1

      I don't think so. No real commercial flightschool training 747 pilots would use flightgear or something like that. They use real flight simulators, not something aimed at the consumer market. On the other hand, if you learned flying with flightgear, and then get into a Cessna, you will get what you deserve....

      --
      People who think they know everything are a great annoyance to those of us who do.
    3. Re:Get a Grip! by Ayaress · · Score: 1

      They never billed it as realistic. In fact, they didn't even bill it as a game, but as a toy, mainly because there is no winning or losing, just playing.

      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 ground, you have to actually know how to plan a city, or else you won't last very long.

      If an urban planner needs a training simulation, I wouldn't think that one that makes more llama jokes than anything else should be very high on his list.

    4. Re:Get a Grip! by DAldredge · · Score: 1

      You lose when they are all dead! Have you every played SimCITY????

    5. Re:Get a Grip! by Anonymous Coward · · Score: 0

      http://www.x-plane.com/FTD.html

    6. Re:Get a Grip! by harrkev · · Score: 2, Informative
      http://www.x-plane.com/FTD.html

      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.
      --
      "-1 Troll" is the apparently the same as "-1 I disagree with you."
    7. Re:Get a Grip! by ArsonSmith · · Score: 1

      evil devil-possessed demons is a little estreame. I'd say more like the WWII simulation games that have been comming out lately.

      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 reality as possible.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    8. Re:Get a Grip! by Ayaress · · Score: 1

      Actually, you don't. I've had my population completely wiped out, and been in debt, and it doesn't end. You don't have to quit playing then, it's just kind of boring when you have no income and not enough money to even lay a power line down.

  2. Damn by SilentChris · · Score: 5, Funny

    And here I was thinking that I could actually cause Godzilla to run through the city as New York's urban planner. *rolls eyes*

    This is sort of like saying "Mario has taught children to hate the environment as they now stomp on turtles." Patently absurd.

    1. Re:Damn by ArsonSmith · · Score: 1

      I don't know about that but I am a professional plumber and I got all my training by playing Super Mario Bros. 1 & 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.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    2. Re:Damn by moosesocks · · Score: 1

      New York City HAS an urban planner?

      Jeez, and I thought my job had a tradition of mediocrity.......

      --
      -- If you try to fail and succeed, which have you done? - Uli's moose
    3. Re:Damn by smurf975 · · Score: 1

      You know that Godzilla is also a placeholder/symbol for unpredictable disasters like 9/11 in 2001. However off course its also to add more fun to the game.

      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.

      --
      -- I don't buy it, I grow it.
    4. Re:Damn by badasscat · · Score: 1

      New York City HAS an urban planner?

      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 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 boroughs, but it'll still give you an idea), or just buy the book based on the show, which has pretty much the same content.

      As for SimCity, I'm sure it's had a net positive effect on urban planning, simply because it's gotten at least some of the people that play the game interested in it. Games are like anything else; some people get interested in things from reading books, or seeing movies, or whatever... some people get interested in things playing games, and that can turn into a life goal. I think it's pretty silly to think that anyone's going to put "Reached a population of 1 million in SimCity" on their resume when applying for a government job, but these people may end up majoring in urban planning based on the interest they gained playing the game, and those people could very well go on to be excellent urban planners. I'm sure the game has increased the total number of urban planners out there, and I seriously doubt it's done anything to the average quality of the profession - these people are all getting the same training as they used to, there's just more of them for employers to choose from.

  3. and Civ? by syrinx · · Score: 3, Funny

    Does Civilization train bad world leaders?

    (No jokes about real people, please. :P )

    --
    Quidquid latine dictum sit, altum sonatur.
    1. Re:and Civ? by AuMatar · · Score: 1

      No, W never figured out how to turn the computer on.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:and Civ? by kundor · · Score: 1

      Not at all. By playing Civilization nonstop for the past 12 years, I have made myself by far the most appropriate candidate for world dictator. Now I'm just waiting for the world to see my obvious ability. Soon, all cities would be putting aside their current pettily wasteful activities and building a ship to go to Alpha Centauri.

    3. Re:and Civ? by Gleng · · Score: 1

      I suddenly feel very bad about wiping out the persians in Civ 3 so I could get access to their precious oil reserves :(

      --
      "Proudly Posting Without Reading The Article"
  4. So, by that logic... by Palshife · · Score: 5, Funny

    Halo doesn't properly instruct future supersoldiers
    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.

    --
    Attention deficit disorder is a complicated issue, spanning several major... HEY LET'S GO RIDE BIKES!
    1. Re:So, by that logic... by Minna+Kirai · · Score: 1

      Battlefield 1942 misrepresents the look and feel of Wake Island

      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)

  5. It's not a game by koi88 · · 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.

    --

    I don't need a signature.
    1. Re:It's not a game by Anonymous Coward · · Score: 0

      Actually, you CAN win. The initial version has 8 scenarios for which you must meet the challenge within. Winner receives the elusive 'key to the city' award.

  6. Stop bitching and fix it, then! by mbourgon · · Score: 1

    How tough is this - find an open source clone of SimCity and add your own rules. It's a game - why is it Will's fault that you're planning real life with it and real life doesn't work right? Come on, this is a non-story and those people are idiots.

    --
    "Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
  7. FPS training bad mass murderers by MyLongNickName · · Score: 3, Funny

    It disturbs me that games like the Doom series, Enemy Territory et all are training poor mass murderers. I mean in those games, you get to die and come right back in the game within a minute. They are also learning that you can go right out, work by yourself, and still whack tons of the enemy.

    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.

    --
    See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
    1. Re:FPS training bad mass murderers by Slime-dogg · · Score: 1

      Not to mention that you can take thousands of bullets, but if you start feeling weak, the blue bubble makes everything better.

      --
      You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
    2. Re:FPS training bad mass murderers by temojen · · Score: 1

      Sounds like Counterstrike.

  8. Old story... by Phronesis · · Score: 3, Informative

    Actually, Paul Starr made the same basic complaints about the assumptions hidden in the underlying model of SimCity in a 1994 in The American Prospect, "The Seductions of Sim."

  9. Revenge! by daeley · · Score: 2, Funny

    Enraged SimCity players around the globe respond to Lobo & Schooler by reaching menacingly for the bulldozer tool...

    --
    I watched C-beams glitter in the dark near the Tannhauser gate.
  10. An Alternative Might Be A Little Better by blacklite001 · · Score: 2, Informative

    A German company, Glamus GmbH, together with the Weimar Bauhaus University and the traffic research department of DaimlerChrysler, created a game called 'Mobility', which does the simcity thing but really focuses on, well, mobility. English website

  11. Floor-level Resolution In SimCity by DLWormwood · · Score: 2, Insightful
    whether to include mixed-use development (the ground-floor commercial/upper-floor residential buildings which help to make dense urban environments livable)

    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), was made that experimented with the concept, however.

    --
    Those who complain about affect & effect on /. should be disemvoweled
    1. Re:Floor-level Resolution In SimCity by temojen · · Score: 1

      Why not just have custom zoning types where you can check off uses (retail, office, restaurant, residential, etc) and set use ratios and maximum heights. Set 4 story height, 75% residential, and 25% commercial, and let the free market dictate (almost noone wants to live on the ground floor).

      It'd also be neat to be able to designate streets with HOV lanes, pedestrian/cyclist avenues, or bus-only routes ala Curibita.

    2. Re:Floor-level Resolution In SimCity by DLWormwood · · Score: 1
      Why not just have custom zoning types where you can check off uses (retail, office, restaurant, residential, etc) and set use ratios and maximum heights.

      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 players setting the whole downtown area of a city to a monolithic "megazone" of identical parameters.

      --
      Those who complain about affect & effect on /. should be disemvoweled
    3. Re:Floor-level Resolution In SimCity by temojen · · Score: 1
      At this point, you might as well ask about why there are zones at all...

      Because that's what city planners do.

      ...lazy players setting the whole downtown area of a city to a monolithic "megazone" of identical parameters.

      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.

    4. Re:Floor-level Resolution In SimCity by DLWormwood · · Score: 2, 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 once.)

      I think we are arguing at cross-purposes here. The original article was critical of SimCity for being a bad "simulation" when its marketed scope is to be a "toy" or "game." Nitpicking SimCity to make it more accurate would only reduce the fun factor of the game. At the same time, some abstractions (the early bias towards public transit verses roads) and artificial challenges (all-or-nothing zoning) were introduced to make players think about the underlying ideas conveyed by the game.

      --
      Those who complain about affect & effect on /. should be disemvoweled
  12. Wait! This is good news by CodeWanker · · Score: 1

    I'd rather have my urban planners trying to simulate real-world consequences of their actions instead of pulling a Soviet-style "The people need to woek harder to meet our expectations" kind of approach urban planners tend to prefer.

    --


    "Wow. Now THAT'S a lot of angry Indians." - Lt. Col. George Armstrong Custer
  13. Note to Gamers: Don't Feel Insulted by xenocide2 · · Score: 1

    This blog entry is more a statement that SimCity is not an accurate model for city planning, not an assault on its legitmacy as a form of entertainment. Its a good game but a poor design tool. Imagine Civil Engineers who design their bridges in Pontifex and you might understand the outrage.

    --
    I Browse at +4 Flamebait

    Open Source Sysadmin

    1. Re:Note to Gamers: Don't Feel Insulted by BorgHunter · · Score: 1

      I don't believe anyone has ever claimed that SimCity is an accurate city planning tool. No more than Grand Theft Auto is an accurate driving simulation.

      --
      "Excuse me, did you say 'Trekker'? The word is 'Trekkie.' I should know; I created them." -- Gene Roddenberry
    2. Re:Note to Gamers: Don't Feel Insulted by xenocide2 · · Score: 2, Insightful

      That doesn't stop city planners from using SimCity as a tool. Which you might have failed to notice: this blog entry was directed at city planners, not gamers.

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

  14. Agreed it's entertainment, but... by Fallen+Andy · · Score: 4, Interesting

    I live in Athens Greece, which must rank as one of the er less desirable high density population areas
    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.

    1. Re:Agreed it's entertainment, but... by Big+Jason · · Score: 1

      I spent 2 years in East Anglia, Martlesham Heath to be exact. That part of England ain't so bad compared to Dallas, Texas.

  15. I hope SimCity 5 includes.... by MachDelta · · Score: 4, Funny

    ...a Cluestick in the box. So these people can beat themselves over the fucking head with it.

  16. Extra Extra, this just in! by Anonymous Coward · · Score: 0
    Game Not Like Real Life!

    More on News at 11 !!!

    1. Re:Extra Extra, this just in! by Anonymous Coward · · Score: 0

      Breaking News: Llama's riot on hearing news of Simcity not being real life.

  17. People can suspend reality. by newrisejohn · · 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.

    1. Re:People can suspend reality. by The-Bus · · Score: 1
      "We need a revival of the City Beautiful movement, which some believe can be found in New Urbanism."


      That's a terrible idea. Whatever majestic metropolis our youthful Chicago architects will build will only go up in flames.
      --

      Small potatoes make the steak look bigger.

    2. Re:People can suspend reality. by gilmet · · Score: 1

      Agreed. new urbanism is just new suburbanism. The proofs of concept are culturally specific gobs of evil. You can't possibly plan a community in the style of new urbanism that I will like because it is exactly what I don't like. But whatever, as long as they build a nice big tower where I can sit and look down on everyone else, where I won't be bothered to join anyone's bbq, then I'll be happy.

      --

      Every time you read this, I am going against my principles.
    3. Re:People can suspend reality. by newrisejohn · · 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.

    4. Re:People can suspend reality. by newrisejohn · · 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 the social connections you need in life. (What, you think you can social network on Slashdot?)

    5. Re:People can suspend reality. by gilmet · · Score: 1

      ::sigh::

      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.

      --

      Every time you read this, I am going against my principles.
    6. Re:People can suspend reality. by newrisejohn · · 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), but they are part of the human existence, accept them or not. By having them as your neighbors, you help them, and they help you appreciate what you have. Or you can ignore them, which is likely your choice.

      Please, let me know if I'm wrong. I am not trying to be pedantic or sarcastic. I do want to hear your point of view.

    7. Re:People can suspend reality. by gilmet · · Score: 1

      You are wrong and I've said too much already.

      --

      Every time you read this, I am going against my principles.
    8. Re:People can suspend reality. by n0wak · · Score: 1

      I don't know about you or about the person that you responded to, but *I* survive by being close to work, close to ammenities, and close to the retailers I need (food, mostly). Everything else is just there and doesn't impact me at all. I hate my neighbours and I hate the people in my neighbourhood.

      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, doing an activity, etc etc).

      Being forced to interact with people I don't want to interact with is just plain annoying and arrogant.

  18. I Only Played As Far As 2000 by ReciprocityProject · · Score: 2, Insightful
    mixed-use development (the ground-floor commercial/upper-floor residential buildings which help to make dense urban environments livable)

    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.

  19. Stupidity borks urban planner ideas of how cities by Jimmy+King · · Score: 1

    really work in the real world. Here's a fucking idea, lets use something that was meant to teach urban planning instead of a game that was meant for entertainment.

  20. Indiana Jones Trains Bad Archaeologists by superultra · · Score: 2, Funny

    "It is a movie, of course, but it also presents a very unrealistic picture of archaeology. There are only so many Nazis left in the world to reclaim stolen artifacts from. Doing so takes years of training and delivering papers at conferences. Even established archaelogists rarely use a whip. Archaelogists spend far more time annoying businesses for building on grave sites than they do wearing a fedora. Also, Jones never sucks up to mentors or leaders in the field. How did he ever get a tenure track position at a leading university as the movie portrays without sniffing academic ass?

    The image of Indiana Jones has gravely hurt the field of archaeology, and whether it will ever fully recover remains to be seen."

  21. I especially like Libertarian mode... by anthony_dipierro · · Score: 2, Insightful

    I like to run Sim-City in Libertarian mode, where you just turn it on and watch the city thrive all by itself.

  22. Not so much planners but regular folk by Anonymous Coward · · Score: 1, Insightful

    I'm a planner, and at first glance the notion that Sim City affects the way we work seems silly. For one thing, nobody has that much control over the building of a community. It is a game, it is fun, but planners generally are more knowledgeable about reality (I hope).

    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 people with an idea about something and that can spur a change in the way things work, whether for right or wrong.

    But realistically I don't know how much Sim City affects planning as much as it reflects reality- mixed-use development is sadly vastly underbuilt in the US these days.

  23. Black & White thinking. by vhold · · Score: 1

    No, it's actually quite a bit more realistic then that. The logical extension of your black & white thinking is that only reality is realistic, thus negating any measure of what the entire concept of 'realistic' is all about.

    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 biggest of which is that the game is opaque, it's innerworkings are only known through experimentation and without any means to adjust the parameters of the model itself it only represents one side of what simulated models are all about.

  24. The Death and Life of Great American Cities by Axiom_D · · Score: 2, Informative

    Does SimCity produce poor planners? Yes. Most definitely. It uses models from the late 1800's and the early 1900's for its design.

    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/exec/obidos/tg/detail/-/0679 74195X/qid=1101244541/sr=8-1/ref=sr_8_xs_ap_i1_xgl 14/002-2287476-3846415?v=glance&s=books&n=5078 46

    The problem is, good city planning requires diversity, something that SimCity doesn't promote. But, on another hand, it would be very difficult for it to do so.

    Even if you don't care about city planning or SimCity, you should still read this book.
    Want to know why big box stores are bad? Want to know about how to win the war against cars? Want to know how to fix a slum?

    Read this book and you will NEVER look at your city/town the same way again.

    1. Re:The Death and Life of Great American Cities by Walkiry · · Score: 1

      >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?

      No.

      --
      ---- Take the Space Quiz!
    2. Re:The Death and Life of Great American Cities by Axiom_D · · Score: 1

      Then clearly, you didn't play the game enough.

      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.

    3. Re:The Death and Life of Great American Cities by Gorbag · · Score: 1
      Even if you don't care about city planning or SimCity, you should still read this book. Want to know why big box stores are bad? Want to know about how to win the war against cars? Want to know how to fix a slum?
      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 "war on cars" by brainwashing everyone so they give up something that's fundamentally convenient and liberating and lets them buy stuff at home depot, and instead cram into some tax-subsidized transit? We fix a slum by continuing the Johnson-era policies that have never worked in the past? Oy.
      --
      -- I speak only for myself