How 'SimCity' Inspired a Generation of City Planners (latimes.com)
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.
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.
Grew up on Sim City. Started on C64.
Thank you Maxis, and screw you EA.
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.