[HN Gopher] SimCities and SimCrises (2017)
       ___________________________________________________________________
        
       SimCities and SimCrises (2017)
        
       Author : rrherr
       Score  : 94 points
       Date   : 2021-06-22 15:40 UTC (7 hours ago)
        
 (HTM) web link (molleindustria.org)
 (TXT) w3m dump (molleindustria.org)
        
       | medicineman wrote:
       | This is why the "oppressed" don't listen to their over-educated
       | saviors. Its buzzword bombing namedropping tired crap, like most
       | continental philosophy.
        
       | thelamest wrote:
       | As much as the slideshow points out a genuine, interesting
       | question, what's a little frustrating is that presentation author
       | then spends a good deal of time advocating for his own preferred
       | utopian rulesets, with similar issues of micromanagement in a
       | fundamentally shallow meta, and with similarly narrow,
       | politically pointed assumptions.
       | 
       | Don't get me wrong: it's perfectly understandable that people
       | have preferences, and that questions of complexity and design
       | introduce difficult trade-offs.
       | 
       | I doubt I'm alone in finding rut micromanagement the most unfun
       | part of sim games. Having to impose all sorts of tiny decisions
       | all the time on sim population, in such a constrained rule space,
       | that there are always only the same few optimal strategies to
       | progress. Issue is not that there are optima, but all of that
       | static micromanagement could be handled bottom-up (in sims,
       | automatically). Fun play could derive more from variations in
       | system dynamics, discrete shocks to rules, and in general, macro
       | or meta decisions.
       | 
       | But here am I replying to "this is not the exact game I would
       | have designed" with "this is not the exact game I would have
       | designed either, plus this is not an exact argument I would have
       | made" - with me not even doing the actual work of gamemaking,
       | unlike the author.
        
       | seltzered_ wrote:
       | see also https://logicmag.io/play/model-metropolis/ (critique in
       | some similar directions) and https://www.filfre.net/tag/simcity/
       | (deeper origin story on simcity)
        
       | dragontamer wrote:
       | SimCity's main issue (and this was true as far back as SimCity
       | 2000, maybe earlier) is that the "car traffic" goes from
       | residential -> industrial -> commercial in roughly that order.
       | 
       | This means that one plot of industry + one plot of commercial is
       | enough to satisfy an entire residential neighborhood's worth of
       | traffic planning.
       | 
       | Similarly, one plot of residential + one plot of commercial is
       | enough to satisfy an entire industrial zone worth of traffic.
       | 
       | As this design decision became more and more widely known, power-
       | gamers took advantage of it to make weirder and weirder cities
       | that don't look like a real city at all.
       | 
       | ------------
       | 
       | Cities: Skylines has a better traffic simulator. But its got too
       | much emphasis on traffic simulation without actually having
       | enough controls over traffic.
       | 
       | Police departments can only go as far as traffic lets them.
       | Optimize for traffic, your police cover a greater area. Schools
       | only go as far as traffic lets them, optimize for traffic, your
       | schools cover a greater area. Etc. etc.
       | 
       | ------------
       | 
       | I guess I'm liking OpenTTD, even though its not really a
       | citybuilder. You can plan the routes of every train, bus,
       | airplane, and boat. The cities do NOT grow naturally (the more
       | traffic you provide, the more they grow. Its not like SimCity /
       | Cities:Skylines where you need to provide a variety of services
       | to make a house grow... its assumed the cities "figure out the
       | details" as long as you provide enough traffic planning).
       | 
       | Its simplified and "less realistic" than Cities: Skylines. But
       | because its a bigger focus on traffic-planning that Cities:
       | Skylines, its a more "honest" game IMO.
       | 
       | If you're gonna make all elements of the game rely on traffic,
       | then focus on traffic like OpenTTD does.
        
         | pram wrote:
         | Skylines is absolutely a lot better, but the traffic system is
         | weird and tedious. Especially managing stuff like trash and
         | dead bodies. I'd end up following a single vehicle around to
         | see what the bottleneck was, multiply that x100 for a huge city
         | and it quickly sapped the fun.
        
         | nwallin wrote:
         | Cities:Skylines has a mod called Traffic Manager which lets you
         | ... manage traffic. It gives tools that are sorely lacking in
         | the base game, such as setting an intersection to have traffic
         | lights, timed traffic lights, four way stop signs, two way
         | stops+two way yield, control when/where vehicles are allowed to
         | change lanes, where crosswalks are, whether vehicles are
         | allowed to pull into an intersection if there's not enough
         | space for them to leave the intersection, etc.
         | 
         | By default, Cities:Skylines will despawn vehicles that have
         | taken too long to get to where they're going and just warp them
         | there. There's a hard cap on how bad traffic can get. Traffic
         | Manager lets you disable that ... feature. Traffic Manager IMHO
         | fixes the dishonesty you mentioned. C:S with TM is a more
         | complete, more correct, more honest game than vanilla C:S is.
         | 
         | There's a youtube channel where most of what he does is takes a
         | city from a viewer with shitty traffic and fixes all the
         | traffic problems.
        
         | johnday wrote:
         | Cities:Skylines was built from the ground up to be a platform
         | for modding and expansion. While the base game itself is solid,
         | there is a staggering quantity of high-quality mods which
         | expand the functionality and control you have over your cities.
         | 
         | The most obvious one that springs to mind is Traffic Manager,
         | which allows you to go in and change the direction of any
         | individual turning lane to maximise throughput and efficient
         | road usage.
        
         | Aperocky wrote:
         | The scale is a problem, the largest city are no more than 2
         | miles wide yet apparently people will struggle to drive their
         | cars 300 ft because they somehow cannot walk at all.
         | 
         | The traffic is ridiculous too, having 40 houses on a street?
         | Traffic is going to be so insane! Oh and did I mention it took
         | them 1 hour of commute to get to somewhere that is only half a
         | mile away? This traffic simulator is crooked.
         | 
         | Thank god for NAM.
        
           | dragontamer wrote:
           | Tropico is pretty good, but has the opposite problem.
           | 
           | Your people are too poor to typically afford a car. So you
           | set up a fancy car network (aka: parking garages), but the
           | majority of your citizens spend hours walking everywhere,
           | slowing your city to a crawl.
           | 
           | You try to fix the problem by making "free busses", but
           | setting up good bus routes remains difficult.
           | 
           | You end up clicking the "free cars" button at great costs
           | but... it does in fact solve that problem.
           | 
           | ----------
           | 
           | There's also cheeky political commentary that Tropico is
           | fully aware of. Catering to the religion faction increases
           | your birthrate, but diminishes the academics. You'll get
           | fewer high school graduates / college graduates, so
           | industries like Oil refining become impossible.
           | 
           | Or, you can cater to academics who tend to become
           | Capitalists, but then they get angered by communist aligned
           | policies like free cars and/or free housing.
           | 
           | Then you suddenly go full communist, and the Americans
           | invade, ending your reign. Or vice versa, if you go full
           | capitalists, the USSR invades and the game ends.
           | 
           | Then you start a new game and tell your hackers to steal the
           | White House. (What? I never said this game was perfectly
           | realistic...)
        
           | hutzlibu wrote:
           | "people will struggle to drive their cars 300 ft because they
           | somehow cannot walk at all."
           | 
           | Ah, this is sadly a bit too realistic, no?
        
       | taf2 wrote:
       | Ah for me the best part of simcity 2000 was the fact that the
       | game could literally never end. just keep expanding. gave me
       | great hope for the future - we should be able to expand forever.
        
       | jahewson wrote:
       | There's some interesting thoughts in the latter half of this
       | article, it's much more compelling to read the author praise and
       | explore the new than criticise the old.
       | 
       | I'm disappointed by the paternalism though - the author
       | underestimates children - as a 10 year old growing up in Europe
       | it was abundantly clear to me that when I played sim city I was
       | building a particular kind of modern American West city - the
       | ground wasn't even green! The criticism of the game's claimed
       | "realism" rings hollow given that the front of that game box has
       | a giant alien robot on it.
       | 
       | I'm also disappointed that someone who is so invested in the
       | topic of cities would handwave away the existence of suburbs as
       | simply "white flight" - again, growing up in Europe we have
       | plenty of large sprawling wealthy suburbs and white flight is
       | definitely not one of their causes. My understanding is that it
       | was a minor factor in the creation of the American suburbs, with
       | the automobile and baby boom being key. It's hard not to see this
       | misattribution as an attempt to push a biased political
       | narrative, given that the author is an activist.
        
       | [deleted]
        
       | [deleted]
        
       | chizhik-pyzhik wrote:
       | The article ends with the following:
       | 
       | > In conclusion, I've been trying for years to imagine an
       | alternative SimCity.
       | 
       | > And I realized that the biggest fallacy of a City simulator is
       | to try to present itself as an all-encompassing system,
       | supposedly capable of describing many possible cities.
       | 
       | > I believe that in order to move away from the SimCity paradigm
       | we need many different city simulations, each one limiting its
       | scope to certain dynamics, certain contexts.
       | 
       | Does anyone have suggestions for a more prescriptive SimCity?
       | something more limited in scope and egalitarian?
        
       | nolvorite wrote:
       | Pretty good critique of the realist aspect of the game, and props
       | on him for trying to make a new game based on the factors that he
       | mentioned. However, it's not like Sim City is expected to include
       | every single aspect of city development and growth as a factor,
       | nor is it expected to be some kind of acceptably accurate
       | depiction of city development. And he said so himself, the
       | developers of SimCity didn't want to involve aspects of the real
       | world that were politically divisive as a factor, which I don't
       | really think is a bad thing.
        
         | rrherr wrote:
         | > However, it's not like Sim City is expected to include every
         | single aspect of city development and growth as a factor, nor
         | is it expected to be some kind of acceptably accurate depiction
         | of city development.
         | 
         | Agreed, but SimCity was marketed for realism and used for
         | education. The OP writes:
         | 
         | > Over and over, the SimCity series invoked "realism" as a
         | selling point. SimCity 2000's box playfully warns: "If this
         | game was any more realistic, it'd be illegal to turn it off!"
         | 
         | > SimCity has been used and is being used as educational tool
         | ... shaping the way a lot of people understand or misunderstand
         | city planning.
        
           | nolvorite wrote:
           | That's what they want you to think. However I strongly doubt
           | that people think they have the city-macrocosmic simulation
           | down to an exact science.
           | 
           | It's like saying that playing racing car video games makes
           | you think you're good at driving in a race in real life.
        
             | nopeYouAreWrong wrote:
             | I am pretty sure I would be a great city planner based on
             | my extensive collection of utopian simulations in Cities
             | Skylines. Though I would have to take a huge payout to do
             | far more important work, so I will have to pass.
        
       | f154hfds wrote:
       | I also have lived in Pittsburgh for the last 10 years as this
       | author but I have to say I have a different impression of the
       | city. One of my employers had an orientation on Pittsburgh a few
       | years ago and brought in some city planners who talked about the
       | successes and failures of some of their initiatives - the South
       | Side Works and Homestead Waterfront. Their main objective was to
       | integrate neighborhoods with the riverfront which had
       | historically been pretty destroyed by industry and was now ripe
       | for rehabilitation. For all of their effort and good intentions
       | they had mixed success. South side does nicely slide into the
       | Works but Homestead remains to this day awkwardly separated from
       | the Waterfront.
       | 
       | Other neighborhoods have gentrified with terrifying speed -
       | Lawrenceville and East Liberty are the two that come to mind. I
       | know poorer folks sitting on properties that have likely tripled
       | in value in the last 10 years alone. Other neighborhoods seem
       | perfectly situated for gentrification and somehow years go by and
       | nothing changes.
       | 
       | I think it's too easy to attempt to 'model' (simplify) these
       | dynamics to attempt to provide evidence for some sort of
       | narrative. White flight happened in many locations around this
       | country, gentrification is happening now. These are opposite
       | movements of people that both get criticized. Reality tends to be
       | much more complex than we would like and doesn't like to play by
       | pre-determined rules. Who knows what the upper and middle class
       | will be criticized for 20 years from now or what these cities
       | will look like? In the 90's Pittsburgh was a complete disaster.
        
       | wodenokoto wrote:
       | I really enjoyed the heavy use of pictures and animations.
       | 
       | There are no page size limitations on the web, as opposed to
       | print media, so there are few reasons to be economical with
       | pictures, imho.
       | 
       | There was a time when similarly styled stories from imgur were a
       | big thing on reddit, and I also loved those.
        
       | eumoria wrote:
       | The Magnasanti video he references brought back some memories.
       | Very fun video: https://www.youtube.com/watch?v=NTJQTc-TqpU
        
       | abnry wrote:
       | This essay is just one giant complaint that "The map is not the
       | territory." No way. It is further annoying because it laments
       | that modern progressive political concerns are not appropriately
       | modeled in the game.
       | 
       | Maybe people who play games for enjoyment don't want the weight
       | of modern problems bearing down on them during their escapist
       | recreation. Maybe people who play games don't want to be preached
       | to.
       | 
       | In fact, this essay is nothing but one of the many
       | deconstructionist essays, one which prefers to tear down instead
       | of build up. To highlight problems instead of celebrate what is
       | good.
       | 
       | I will say this: the style of the essay was quite enjoyable, with
       | equal emphasis on images and paragraphs.
        
         | senortumnus wrote:
         | I'm curious to know if you have read "Seeing Like A State" by
         | James Scott. There's a fair bit of discourse on the idea of the
         | territory and the map edit: I learned about the book on HN and
         | so wondering how pervasive it might be on other HN readers'
         | bookshelf
        
         | Mediterraneo10 wrote:
         | Depending on your social circle (or that cross-section of the
         | general public that one encounters on Twitter and Reddit), then
         | we may be entering - as society does cyclically - an era where
         | any "escape" from modern problems is viewed as offensive. I
         | have seen this recently even in literature forums where poets
         | who wrote abstract modernist verse are now labeled as
         | problematic because their work does nothing to tackle the
         | problems that BIPOC and LGBT face. It would be no surprise if
         | gamers, too, were challenged for the games they play being
         | supposedly unhelpful.
        
         | mkr-hn wrote:
         | I've met way too many people who confuse a map of policing for
         | a map of crime, and I believe SimCity's crime map and the
         | game's widespread use in education shares some responsibility.
        
         | adamrezich wrote:
         | basically my thoughts exactly. almost all military shooters
         | don't even try to accurately portray the horrors of war. most
         | driving games don't accurately simulate driving at all. GTA
         | doesn't model just how much it sucks to have your car stolen.
         | Age of Empires and Civilization don't accurately model empire-
         | building. Monopoly isn't anything like real-life property
         | trading. Titanfall doesn't model the economic ramifications of
         | building and deploying dozens of giant robots--which are often
         | destroyed within a couple minutes of landing--per 10-minute
         | conflict.
         | 
         | it's like... yeah, duh. games are and have always been
         | simplifications of complex systems, allowing for interesting
         | decisions and fun for the player. presenting the idea that
         | SimCity doesn't holistically simulate everything in a real city
         | down to social justice issues like race/class stratification
         | and tensions between the populace and the police, is far from a
         | novel observation, and every time someone makes such an
         | observation it makes me wonder what the intended audience for
         | such an observation is.
         | 
         | that said, yes, the layout and presentation of the ideas
         | expressed here is quite nice.
        
           | dragontamer wrote:
           | > Monopoly isn't anything like real-life property trading.
           | 
           | Yeah, but how many people enjoy playing "Pit" ??
           | 
           | I will say that Acquire is a good "more realistic" take on
           | stock trading. Its got some gamey / non-realistic rules...
           | but those aspects make the game more fun (For example:
           | __always__ 2:1 trades, no matter what the value of the stocks
           | are. A $200 stock can 2:1 trade for a $1000 stock, which
           | provides an obvious point of conflict for the various
           | players)
           | 
           | Monopoly is a bad game at its core. You sit around and watch
           | your money disappear due to shear random chance, especially
           | if your table has memorized the probability of each property
           | being landed upon (Orange properties have the highest
           | probability btw, and therefore are the hottest commodity
           | among players who know how to play the game)
        
             | adamrezich wrote:
             | Acquire is awesome! some friends and I stumbled across it
             | while studying game design at school and we played the crap
             | out of it. I've been meaning to pick up a copy for myself,
             | thanks for reminding me!
             | 
             | E: do you know if the Hasbro version (newer, with far
             | uglier box) has any rule changes compared to the WotC
             | (/Avalon Hill) original?
        
               | dragontamer wrote:
               | > E: do you know if the Hasbro version (newer, with far
               | uglier box) has any rule changes compared to the WotC
               | original?
               | 
               | Yes. There's "Primary", "Secondary" and "Tertiary"
               | bonuses (instead of the previous "Major" and "Minor"
               | bonuses) on Acquires.
               | 
               | So while the rules and overall gameplay is different, the
               | subtle strategies have changed.
               | 
               | --------------
               | 
               | WotC wasn't the original btw. 3M made the original in the
               | 1960s, back when 3M tried to make board games.
               | 
               | The Hasbro 2013 version is probably the best recent
               | version. Its all cardboard instead of 3d plastic, but its
               | printed clearly and feels nice. The newest, ugly printing
               | has very hard to read tiles, and many players suggest
               | spending a few minutes with a silver-permanent marker
               | recoloring the tiles to actually have enough contrast to
               | see.
        
               | adamrezich wrote:
               | thanks so much for the info! gonna try and get one of the
               | older versions soon now
        
               | dragontamer wrote:
               | Woops, I got my dates confused.
               | https://boardgamegeek.com/boardgameversion/23828/avalon-
               | hill...
               | 
               | Avalon Hill / Hasbro made the 2008 edition.
               | 
               | ----------
               | 
               | The most recent 2016 edition by Hasbro isn't all bad
               | (despite rule changes and terrible fonts and terrible
               | designs). The core rules still exist and it still feels
               | like a game of Acquire.
               | 
               | Since its like $30 to $50 (depending on retailer), that's
               | just the cheapest way of getting into the game. Finding
               | an old version for $200+ used is for the dedicated fans.
        
           | pjc50 wrote:
           | > Monopoly isn't anything like real-life property trading.
           | 
           | Monopoly is derived from the most political of board games:
           | https://en.m.wikipedia.org/wiki/The_Landlord's_Game , written
           | as an act of political activism by a Georgist in 1904.
        
         | makeworld wrote:
         | The article is critique of SimCity, because it claims to be
         | realistic and even educational, but actually has some serious
         | biases. It's not a lament that's it not perfect. Indeed, the
         | article goes on to explain how games shouldn't try to be
         | perfect.
         | 
         | > Maybe people who play games for enjoyment don't want the
         | weight of modern problems bearing down on them during their
         | escapist recreation. Maybe people who play games don't want to
         | be preached to.
         | 
         | SimCity represents some modern problems anyway, and plenty of
         | people don't like it for that reason. Also, why is this any
         | reason to not critique a game? No one has to read the article
         | if they don't want to be preached to.
         | 
         | > In fact, this essay is nothing but one of the many
         | deconstructionist essays, one which prefers to tear down
         | instead of build up. To highlight problems instead of celebrate
         | what is good.
         | 
         | The article actually goes on to explain how to build better
         | games and showcases examples. The author is literally building
         | up their own game in response to the problem of SimCity.
        
         | nerdponx wrote:
         | The article is obviously using SimCity as a starting point for
         | a discussion.
         | 
         | That said, to quote the article:
         | 
         | > SimCity has been used and is being used as educational tool.
         | Now, more than ever, is shaping the way a lot of people
         | understand or misunderstand city planning. This is a recent
         | initiative, a modified educational version.
         | 
         | > The original SimCity is now open source and was included in
         | the OLPC - One Laptop per Child (the cheap laptops created by
         | the MIT for education in developing countries). We are
         | literally shipping our ideas of cities to the third world.
         | Because of this educational uses and because it claimed to be a
         | simulation of a really existing system and not "just a game",
         | SimCity has been criticized from pretty much every angle.
         | 
         | Of course the map is not the territory. But what exactly is
         | different between the map and the territory? What are you
         | missing when you examine the former and not the latter?
         | 
         | > nothing but one of the many deconstructionist essays, one
         | which prefers to tear down instead of build up
         | 
         | The same could be said about your comment!
        
       | q_andrew wrote:
       | For those who are interested in similar discourse, I recommend
       | these cities skylines videos from youtube user donoteat01:
       | 
       | https://www.youtube.com/watch?v=0lvUByM-fZk&list=PLwkSQD3vqK...
       | 
       | They are sarcastic tutorials on how to worsen your Skylines
       | cities enough to qualify as a realistic North American metro
       | area. If the mic quality bothers you, skip to the newer videos.
        
         | scyzoryk_xyz wrote:
         | donoteat01 was a huge discovery for me personally.
         | 
         | I wouldn't call them tutorials though, more talks on urban
         | development and history, which use the heavily modded game for
         | illustration.
        
       | nickdothutton wrote:
       | I'm not sure anyone who has spent any significant time in
       | Singapore would call it a "dystopia". The place is clean, safe,
       | and well run. The west has given up on building more cities,
       | which I think is a pity. I'm looking forward to visiting Neom,
       | Songdo, and other places where the future is being created.
        
       | dexwiz wrote:
       | The problem with "games" is that the designers often have a goal
       | already in mind, and then give players the tools to reach that
       | goal. For any meaningful analysis, you need to understand the
       | artist (game designer) to fully understand the art (game). While
       | SimCity carries its own biases, I highly doubt a game developed
       | for activist conference is any more impartial.
       | 
       | Utopias in general are a great demonstration of man's hubris, and
       | we have known that forever. The Tower of Babel is perhaps the
       | oldest fable warning against such fallacies, and Bruegel
       | perfectly captured it in his renderings. Ford and Disney both
       | attempted planned cities (Fordlandia and Epcot respectively), and
       | failed. Utopia designers like SimCity wash away all that makes a
       | city (people, struggles, relationships), and replaces it with a
       | Map. Any simulation, no matter how noble, falls victim to the
       | same problem that the Map is not the Land. If anything, its all a
       | bike shedding operation of trying to fix something which we have
       | control over, instead of what we do not, just to fulfill our Ego.
       | How many city planners really care about the people over just
       | imposing their own vision of ideal upon the populace?
        
         | rrherr wrote:
         | Yes, the OP acknowledges this:
         | 
         | > I swear, I can design you a game that subtly leads people to
         | whatever "solution" you want.
         | 
         | > We have to encourage players to always question the
         | designers' systems and educate them to detect their biases and
         | agendas, even our own.
         | 
         | > Cities result from conflicts, conflicts are not always
         | "solvable".
         | 
         | > The problem with most utopian thinking is the idea of tabula
         | rasa, the blank slate. In order to design a perfect society,
         | you have to start from zero. That's the also utopianism of
         | SimCity.
         | 
         | Ctrl-F for "bias", "utopia", & "conflict" for more along these
         | lines.
        
           | treeman79 wrote:
           | A fun one is to look at how taxation affects growth.
           | 
           | All the sims I've seen have it set that lower tax rates
           | equals more growth. This also reflects then opinion of one
           | side of the political isle.
           | 
           | It would be super easy to change that so higher taxes means
           | higher growth to train people to believe that.
        
             | ipaddr wrote:
             | Games reflects reality. Lower tax rates do encourage
             | growth. People/business keeping more money means lower
             | prices more demand.
             | 
             | The problems that growth creates require taxes (crime,
             | traffic, population, affordable housing, etc).
             | 
             | Making taxes mean higher growth one would raise them to the
             | max, get max growth and use the high taxes to buy solutions
             | to growth problems.
             | 
             | It stops being a game because setting taxes lower never
             | makes sense. Now you are just running a predetermined sim.
        
               | koheripbal wrote:
               | It really depends on how efficiently the gov't can spend
               | the tax revenues.
               | 
               | The reason most economists think that lower taxes are
               | better for economic activity, is that _usually_ the same
               | money will be part of multiple transactions in the same
               | amount of time that the government would take to spend it
               | once.
               | 
               | ...but you also have to balance the _utility_ of that
               | expenditure. Some forms of spending go towards equipment
               | purchase, which can increase future economic activity -
               | but other forms of spending really are wasteful until the
               | _next_ use of that money.
               | 
               | ...but that analysis is nearly impossible an filled with
               | so many judgement calls that no one can convincingly
               | model it.
        
               | gameswithgo wrote:
               | I would imagine that taxes, like almost all dials you can
               | tweak for optimization, have a point that is optimal for
               | growth, above or below which, they are bad for growth. As
               | taxes approach zero, for instance, you live in a mad max
               | society and nothing can grow because there is no
               | stability.
        
               | bluGill wrote:
               | The first is correct (though in practice the system is
               | chaotic enough that we can only get close to that point).
               | However is that really what we want? Maximum growth is
               | good for some things, but some of us will trade less
               | growth for something else - either "more for me" (less
               | taxes), or a "more services from everyone" (more taxes).
               | I put both of the above in quotes because there is no way
               | to capture all the subtitles of the complex trade offs
               | involved here, and I hope you don't try to fight the
               | strawmen I setup in my attempts.
               | 
               | There is no agreement on what is good. Which is why
               | politics is so complex.
        
               | stale2002 wrote:
               | > have a point that is optimal for growth, above or below
               | which, they are bad for growth. As taxes approach zero,
               | for instance, you live in a mad max society and nothing
               | can grow because there is no stability.
               | 
               | You are mis-equating a cost for a benefit, when it is
               | instead that a cost is required to achieve a separate
               | benefit.
               | 
               | The point is that taxes are a cost. They are a cost that
               | needs to be paid, in order to pay for certain things,
               | such as government services.
               | 
               | Setting taxes to 0 would not be bad for growth, because
               | of taxes being 0.
               | 
               | Instead, it is that having taxes be zero, means that we
               | are unable to pay for government services. And the
               | reduction in government services is what causes growth to
               | go down.
               | 
               | It is a subtle, but important distinction.
               | 
               | And if you do not take into account this distinction,
               | then you would come to the incorrect conclusion, that the
               | government taxing people, and then wasting those
               | resources entirely, could actually be good for growth,
               | which is nonsense, outside of some extreme edge case
               | situations, regarding extra-oridinary macro-economic
               | scenarios.
        
               | treeman79 wrote:
               | What is a sufficient tax level to maintain security,
               | external / internal threats, and basic dispute
               | resolution.
               | 
               | Basically a military so that you don't immediately get
               | taken over by another country. A solid alliance may be a
               | substitute for this.
               | 
               | A police force so everything doesn't get burned to the
               | ground each night. Some sort of court / judge/magistrate
               | to decide on disputes.
               | 
               | If you have those you have a stable county. Maybe brutal,
               | maybe not. But a country. Everything else is a nice to
               | have (hopefully)
               | 
               | Tax rate can be 1-100% percent. At 100% everyone is
               | essentially a slave. Revolution / collapse will happen
               | quickly.
               | 
               | America is around 50% or so.
               | 
               | So the question is, what rate is "enough" to cover needs
               | + reasonable wants.
        
               | stale2002 wrote:
               | > What is a sufficient tax level to maintain security,
               | external / internal threats
               | 
               | I don't think you read my post. I was saying that taxes
               | are a cost, that are used to pay for things.
               | 
               | They are not a benefit in and of themselves.
               | 
               | The services are the benefit. And the taxes are the costs
               | needed to pay for that benefit. But they are still a
               | cost.
        
         | mkr-hn wrote:
         | SimCity itself was based on some questionable ideas about city
         | planning.
         | 
         | Polygon did a video and article:
         | 
         | https://www.youtube.com/watch?v=_51_YJQpeg0
         | 
         | https://www.polygon.com/videos/2021/4/1/22352583/simcity-hid...
        
         | aaron-santos wrote:
         | > Utopias in general are a great demonstration of man's hubris,
         | and we have known that forever.
         | 
         | This is a message that programming language designers and
         | advocates need to hear. The idea that a better language can
         | lead to better outcomes is itself utopian in the same way that
         | better cities can lead to better outcomes. They both take a
         | look at the substrate and extrapolate. Sure, there's an
         | infinite number of ways to make a bad city, but we have to
         | realize that's a different kind of thing.
        
         | donatj wrote:
         | > I highly doubt a game developed for activist conference is
         | any more impartial.
         | 
         | Or for that matter something I'd want to play.
        
       | DonHopkins wrote:
       | https://donhopkins.medium.com/designing-user-interfaces-to-s...
       | 
       | >Will Wright on Designing User Interfaces to Simulation Games
       | (1996)
       | 
       | [...]
       | 
       | >Everyone notices the obvious built-in political bias, whatever
       | that is. But everyone sees it from a different perspective, so
       | nobody agrees what its real political agenda actually is. I don't
       | think it's all that important, since SimCity's political agenda
       | pales in comparison to the political agenda in the eye of the
       | beholder.
       | 
       | >Some muckety-muck architecture magazine was interviewing Will
       | Wright about SimCity, and they asked him a question something
       | like "which ontological urban paradigm most influenced your
       | design of the simulator, the Exo-Hamiltonian Pattern Language
       | Movement, or the Intra-Urban Deconstructionist Sub-Culture
       | Hypothesis?" He replied, "I just kind of optimized for game
       | play."
       | 
       | [...]
        
       | DonHopkins wrote:
       | https://news.ycombinator.com/item?id=22851109
       | 
       | DonHopkins on April 12, 2020 | on: Enemy AI: chasing a player
       | without Navigation2D or...
       | 
       | One trick is to spread the computation out over time, if you
       | don't need to do it all at at once every frame. Since the enemies
       | don't move that fast, a bit of delay might be good enough,
       | depending on what you're tracking.
       | 
       | SimCity has several layers like pollution, land value, etc, which
       | slowly diffuse over time. But it only does that computation every
       | so often, not every frame. It has a 16 phase simulation clock,
       | and it scans the cells of the map in eight stripes over eight
       | steps, then scans different layers like taxes, traffic and rate
       | of growth decay, power, pollution and land value, police coverage
       | and crime, population density, fire coverage and disasters, and
       | the RCI valves. (That made it possible to run on a C64!)
       | 
       | Chaim Gingold's SimCity Reverse Diagrams show how the different
       | phases of "Simulate()" perform different kinds of analysis over
       | time, and how the different map layers interact with each other.
       | 
       | https://lively-web.org/users/Dan/uploads/SimCityReverseDiagr...
       | 
       | >SimCity reverse diagrams, by Chaim Gingold (2016).
       | 
       | >These reverse diagrams map and translate the rules of a complex
       | simulation program into a form that is more easily digested,
       | embedded, disseminated, and and discussed (Latour 1986).
       | 
       | >If we merge the reverse diagram with an interactive approach--
       | e.g. Bret Victor's Nile Visualization (Victor 2013), such
       | diagrams could be used generatively, to describe programs, and
       | interactively, to allow rich introspection and manipulation of
       | software.
       | 
       | >Latour, Bruno (1986). "Visualization and cognition". In:
       | Knowledge and Society 6 (1986), pp. 1- 40.
       | 
       | >Librande, Stone (2010). "One-Page Designs". Game Developers
       | Conference. 2010.
       | 
       | >Victor, Bret (2013). "Media for Thinking the Unthinkable". MIT
       | Media Lab, Apr. 4, 2013.
        
       | scyzoryk_xyz wrote:
       | SimCity shaped how I see many aspects of how the world was
       | constructed, especially as a child.
       | 
       | The author mentions how Dziga Vertov and the French New Wave
       | subverted the tools of the medium to expose the lie at the core
       | of cinema. These ideas then circulated and transformed cinema to
       | the core.
       | 
       | Seeing these strange games used as examples is a great parallel.
       | It is logical conclusion that we really are in the midst of a
       | somewhat similar big leap in gaming and simulation, both as a
       | tool and an artform.
        
       | [deleted]
        
       | aidenn0 wrote:
       | That screenshot looks like "Raid on Bungling Bay." I had no idea
       | sim-city was inspired by the level editor for that.
        
       | GenerocUsername wrote:
       | Stopped reading when the author began complaining about SimCity
       | not including enough Race Relation management features.
        
         | birdyrooster wrote:
         | There is only one line which mentions race, and it does so in
         | context with class, "In SimCity race and class conflicts are
         | sanitized."
         | 
         | The author of the article didn't even push a race based agenda
         | (clearly class oriented) and the parent commenter is projecting
         | onto it.
         | 
         | Americans and their insane racial culture is causing people
         | like the parent commenter to disengage from reality.
        
           | medicineman wrote:
           | Rent free.
        
         | dragontamer wrote:
         | A family friend of mine got her start in life in a trailer
         | park.
         | 
         | A lot of these city-builder games assume that "higher land
         | values" is better, because land values == better tax revenue.
         | But is that really what we should be optimizing for in these
         | games? A city without trailer parks / low-cost housing is a
         | city where my friend wouldn't stand a chance at all.
         | 
         | The power-gamer in SimCity 2000 ignores hospitals and schools.
         | Because life-expectancy doesn't lead to any tax benefits, and
         | school / education counts don't seem to have any real effect on
         | the city either.
         | 
         | At some point, the game "stops reflecting reality", and when
         | that illusion disappears, some players no longer find the game
         | interesting. I personally am a power-gamer, I've never held
         | that "illusion of reality" in any game I've ever played (be it
         | SimCity, Civ, or whatever). I play these games to have fun and
         | understand that there's almost no political or social
         | commentary associated with the game design decisions.
         | 
         | ----------
         | 
         | But other people play these games hoping to "roleplay" a City's
         | Mayor, or to "roleplay" the emperor of a Civilization. For
         | these people, realism is a highly important trait.
         | 
         | Alas: most games are not realistic at all. The games that do
         | seek realism (ex: Hearts of Iron) are too complex for the
         | typical person to pick up on.
         | 
         | -------
         | 
         | I think its fair for people to look at SimCity and say "well...
         | that's not realistic. The game doesn't have the right
         | incentives in the right places". Because frankly: it doesn't.
         | Its just an incomplete viewpoint into city building.
         | 
         | Even Cities: Skylines has a similar issue.
         | 
         | ----------
         | 
         | Games like "Two Point Hospital" are better, because its all
         | clearly a joke. So the game is clearly a game. Curing clown's
         | disease is funny and clearly not what happens in Hospitals. You
         | better understand the game in the abstract: patients seek a
         | diagnosis. The GP takes a guess, and sends the patient to a
         | diagnosis room (X-Ray or other machine). The diagnosis room
         | gives another result, and the doctor either is confident in
         | treatment or needs additional diagnosis machines to make a
         | better guess.
         | 
         | Or... you just remove all the diagnosis rooms and force doctors
         | to send patients in for treatment because treatment makes more
         | money. Lulz. Then when the patients inevitably die to these
         | poorly made decisions, you get a bunch of janitors with vacuum
         | cleaners to clean up the ghosts.
         | 
         | But yeah, it makes the most money (because you have the highest
         | throughput of patients), so its the "Power gaming" move in Two
         | Point Hospital.
        
         | Hammershaft wrote:
         | I mean, it's a dynamic in the actual formation of cities in
         | North America. I think the purpose here is less that SimCity
         | should model all of these complex social dynamics that formed
         | modern cities, and more that SimCity should not advertise
         | itself as a model of reality, and should explicitly clarify
         | that it is based on a faulty and simplified model.
        
       | rowlandrose wrote:
       | Developers of simulation games could publically state what biases
       | they put in their ruleset, and even release multiple rulesets
       | with different biases. Maybe a rule-set editor could be included.
       | What would my city look like if people generally put up with
       | taxes? Or if people hated them? Or if education was a quick
       | solution to crime, or a less guaranteed one?
        
       ___________________________________________________________________
       (page generated 2021-06-22 23:02 UTC)