[HN Gopher] Building SimCity: How to put the world in a machine
       ___________________________________________________________________
        
       Building SimCity: How to put the world in a machine
        
       Author : jarmitage
       Score  : 183 points
       Date   : 2024-06-16 16:55 UTC (6 hours ago)
        
 (HTM) web link (mitpress.mit.edu)
 (TXT) w3m dump (mitpress.mit.edu)
        
       | benbreen wrote:
       | Reading this now and really enjoying it. Here's a brief review
       | from Stewart Brand:
       | https://twitter.com/stewartbrand/status/1800941614287946003
        
         | neonate wrote:
         | https://threadreaderapp.com/thread/1800941614287946003.html
        
       | juice_bus wrote:
       | The ebook is $4.99 more expensive than the physical copy - wild.
        
         | crtasm wrote:
         | and "6 x 9 in", I thought only PDFs were fixed sizes :)
         | 
         | https://mitpress.mit.edu/9780262537759/minitel/ is $39.99
         | ebook, $40 paperback, but $35 hardcover. bizarre pricing.
        
           | mtillman wrote:
           | big pdf: https://alexwlchan.net/files/2024/universe.pdf
        
         | solalf wrote:
         | And the paperback is $50. What happened here?
        
           | Shadowmist wrote:
           | 100 color photo pages
        
       | noahlt wrote:
       | [Copy-pasting my review from Amazon]
       | 
       | Did you know that Maxis (creators of SimCity) sold investors on a
       | vision a world where "simulation" was a common use-case for
       | computers, and Maxis was the company at the center of simulation
       | software?
       | 
       | This was the first of many fascinating revelations this book
       | brought me. Reading it, I found myself getting caught up in their
       | grand vision.
       | 
       | The first part of _Building SimCity_ is a deep dive into the
       | game's historical antecedents: from tabletop city simulations and
       | Vannevar Bush's analogue computers, to systems thinking and
       | cellular automata. This part explores many ideas that I have
       | briefly encountered before and wondered "why hasn't anyone taken
       | these wonderful ideas and produced something great with them?"
       | The book answers: "Will Wright did, you just didn't notice." More
       | specifically, _Building SimCity_ argues that SimCity the game is
       | a synthesis and application of many great ideas, which are mostly
       | hidden to the player. This book gives us a look behind the
       | curtain.
       | 
       | The second part of the book spends chapters on the design of
       | SimCity, the history of Maxis, and the experience of playing
       | SimCity. The implementation chapter has no code listings -- as a
       | programmer, reading it feels like reading an exceptionally clear
       | design document, explaining the real-time (UI) clock and the
       | simulation clock, the 16-bit representation of map tile state,
       | the main simulation loop, and the map scan algorithm for
       | information propogation across tiles. This chapter is accompanied
       | by exceptionally well-designed diagrams, which I find quite
       | valuable on their own.
       | 
       | To set expectations: this is an academic work. It contains war
       | stories and technical details, but it also goes to great lengths
       | to situate SimCity in its historical context, connecting it to
       | previous ideas, and providing full citations. But though the
       | prose has an academic bent, I find it very engaging and readable.
       | 
       | The only negative thing I can say about this book is that the
       | printed edition has a chemical smell, which I assume is due to
       | the full-color printing and will presumeably fade with time.
       | 
       | [Disclaimer: I haven't finished this book yet, I've read the
       | first few chapters about the history of simulation and also
       | skipped ahead to the chapter about SimCity's implementation
       | details. I'm posting this here because it's what I've written out
       | in emails to friends about the book; I'll update my review when I
       | finish reading it.]
        
         | ziggy_star wrote:
         | He then went on to do Spore. Here is a pre-release talk from
         | 2005: https://www.youtube.com/watch?v=ofA6YWVTURU
         | 
         | The final game got nerfed by EA but this talk is great fun and
         | a continuation of sorts.
        
           | lioeters wrote:
           | Apparently the author of "Building SimCity" worked on Spore
           | with Will Wright.
           | 
           | > Spore is a computer simulation game directed by Will Wright
           | (SimCity, The Sims). I designed its suite of powerful yet fun
           | to use 3d tools that players used to make alien creatures,
           | buildings, and vehicles.
           | 
           | > I designed Spore's critically acclaimed creative tool
           | suite, e.g. the Spore Creature Creator, which has been used
           | to make over 189 million creations.
           | 
           | > In 2002, I was handpicked by Will Wright for Spore's
           | nucleic R&D team. Responsibilities also included design and
           | prototyping across the entire project, directing interns, and
           | interfacing with journalists.
           | 
           | From: http://chaim.io
        
             | ziggy_star wrote:
             | I like the cut of his jib.
        
         | NikolaNovak wrote:
         | Thanks! If you don't mind some more detail
         | 
         | - how much does it go into people and personalities of the team
         | and stakeholders, besides the technical design of the game?
         | 
         | - it sounds like first part of the book is historical and talks
         | about various games, second focuses strictly on simcity?
         | 
         | - does it only cover first simcity? What about latter
         | generations and competitors, or maxis follow ups like simearth
         | etc?
         | 
         | Thx muchly!:)
        
           | chaimgingold wrote:
           | Hi! The focus is SimCity, but once the book gets into Maxis I
           | get into SimEarth, SimAnt, SimLife, and The Sims. They aren't
           | treated in as much detail, but they are here because they are
           | crucial for understanding the overall arc of Maxis, SimCity's
           | consequences, and Will Wright's career.
           | 
           | You can't understand Maxis without understanding the
           | relationship they had with the world beyond videogames.
           | Consider SimEarth. Stewart Brand (should need no intro; Kevin
           | Kelly introduced them--he and Wright bonded over their love
           | of social insects) introduced Wright to James Lovelock (co-
           | inventor of Gaia hypothesis), who happily collaborated, and
           | Maxis donated money to Lovelock's nonprofit. And Brand's GBN
           | consultancy was interested in using SimEarth for their work.
           | There's more context to all this I get into, but that's the
           | super short version.
           | 
           | I'm still stunned by how much Brand thinks I got all this
           | right (and how much he loves the book): "Of course I checked
           | the few moments where I intersected with the events in the
           | story. They are tone-perfect, detail-perfect, and context-
           | perfect. More so than I've ever seen before." See his review
           | on X:
           | 
           | https://x.com/stewartbrand/status/1800941614287946003
        
           | chaimgingold wrote:
           | Building SimCity only talks about pre-EA SimCity. So there's
           | SimCity, SimCity 2000, and SimCity for SNES, but not much
           | else--aside from how SimCity 3000 was a train wreck that
           | helped destroy Maxis.
        
             | chaimgingold wrote:
             | PC Gamer just ran a piece on some of the Nintendo history
             | in there. Includes a fun old pic of Will Wright, Shigeru
             | Miyamoto, and Jeff Braun.
             | 
             | https://www.pcgamer.com/games/sim/in-1989-a-nintendo-
             | bigwig-...
        
         | milesvp wrote:
         | They really were at the center of simulation. They had so many
         | offerings that many people have never even heard of, like Sim
         | Earth. I ran into it at a point in my life when I was playing
         | with a lot of ideas about sustainability and waste, and it
         | ended up being very influential in how I think about the world.
         | It was almost a throw away game, there just wasn't much to do,
         | but setting up initial conditions and watching them play out
         | was fascinating to me. It taught me a lot about critical mass,
         | and resource utilization rates.
         | 
         | As a side note, Oxygen Not Included feels like a master's class
         | in sustainability, especially if you don't over abuse some of
         | the game's broken mechanics.
        
           | mathgeek wrote:
           | It's funny to look back as someone who was seven when
           | SimEarth came out. It was anything but a throwaway game for
           | me, as I played it for months on a mostly daily basis. Same
           | with SimAnt and whatever other similar games I could get my
           | hands on.
        
             | bavell wrote:
             | SimAnt and SimEarth were also staples of my childhood
             | gaming, barely knew how to play SimEarth but it was a
             | blast! A lot of game design takeaways from SimAnt for me
             | too.
        
         | DonHopkins wrote:
         | Here is Will Wright's talk "Interfacing to Microworlds" from
         | April 26 1996, which he presented to Terry Winnograd's user
         | interface class at Stanford. I sat in on the talk, asked
         | questions, took notes, and wrote up a summary, had Will review
         | it, then went to work with him on Dollhouse which became The
         | Sims. After we shipped in 2000 I updated my summary of the talk
         | with some thoughts and retrospectives about working with Will
         | on The Sims.
         | 
         | Stanford recently published the video, so again I updated my
         | write-up with more information from the talk, transcript
         | excerpts, screen snapshots, links and citations.
         | 
         | All I had to go on for the 27 years between the talk until the
         | video surfaced and I could finally watch it again were my notes
         | and memory, so I'd forgotten how just prescient and purposeful
         | he was, and I didn't remember that he was already planning on
         | leaning into the storytelling and user created content and self
         | and family representation aspects, and making the people speak
         | with "Charlie Brown Adults" mwop mwop mwop speech, among many
         | other things.
         | 
         | Will Wright - Maxis - Interfacing to Microworlds - 1996-4-26
         | 
         | https://www.youtube.com/watch?v=nsxoZXaYJSk
         | 
         | >Video of Will Wright's talk about "Interfacing to Microworlds"
         | presented to Terry Winograd's user interface class at Stanford
         | University, April 26, 1996.
         | 
         | >He demonstrates and gives postmortems for SimEarth, SimAnt,
         | and SimCity 2000, then previews an extremely early pre-release
         | prototype version of Dollhouse (which eventually became The
         | Sims), describing how the AI models personalities and behavior,
         | and is distributed throughout extensible plug-in programmable
         | objects in the environment, and he thoughtfully answers many
         | interesting questions from the audience.
         | 
         | >This is the lecture described in "Will Wright on Designing
         | User Interfaces to Simulation Games (1996)": A summary of Will
         | Wright's talk to Terry Winograd's User Interface Class at
         | Stanford, written in 1996 by Don Hopkins, before they worked
         | together on The Sims at Maxis.
         | 
         | Use and reproduction: The materials are open for research use
         | and may be used freely for non-commercial purposes with an
         | attribution. For commercial permission requests, please contact
         | the Stanford University Archives
         | (universityarchives@stanford.edu).
         | 
         | https://searchworks.stanford.edu/view/yj113jt5999
         | 
         | Will Wright on Designing User Interfaces to Simulation Games
         | (1996) (2023 Video Update)
         | 
         | https://donhopkins.medium.com/designing-user-interfaces-to-s...
         | 
         | A summary of Will Wright's talk to Terry Winograd's User
         | Interface Class at Stanford, written in 1996 by Don Hopkins,
         | before they worked together on The Sims at Maxis. Now including
         | a video and snapshots of the original talk!
         | 
         | Will Wright and Brian Eno discussing generative systems at a
         | Long Now Foundation talk:
         | 
         | https://www.youtube.com/watch?v=UqzVSvqXJYg
         | 
         | SimCity takes a lot of short cuts to fool you. It's what Will
         | Wright calls the "Simulator Effect":
         | 
         | Will Wright defined the "Simulator Effect" as how players
         | imagine the simulation is vastly more detailed, deep, rich, and
         | complex than it actually is: a magical misunderstanding that
         | you shouldn't talk them out of. He designs games to run on two
         | computers at once: the electronic one on the player's desk,
         | running his shallow tame simulation, and the biological one in
         | the player's head, running their deep wild imagination.
         | 
         | "Reverse Over-Engineering" is a desirable outcome of the
         | Simulator Effect: what game players (and game developers trying
         | to clone the game) do when they use their imagination to
         | extrapolate how a game works, and totally overestimate how much
         | work and modeling the simulator is actually doing, because they
         | filled in the gaps with their imagination and preconceptions
         | and assumptions, instead of realizing how many simplifications
         | and shortcuts and illusions it actually used.
         | 
         | The trick of optimizing games is to off-load as much as the
         | simulation from the computer into the user's brain, which is
         | MUCH more powerful and creative. Implication is more efficient
         | (and richer) than simulation.
         | 
         | 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."
         | 
         | During development, when we first added Astrological signs to
         | the characters, there was a discussion about whether we should
         | invent our own original "Sim Zodiac" signs, or use the
         | traditional ones, which have a lot of baggage and history
         | (which some of the designers thought might be a problem). Will
         | Wright argued that we actually wanted to leverage the baggage
         | and history of the traditional Astrological signs of the
         | Zodiac, so we should just use those and not invent our own.
         | 
         | The way it works is that Will came up with twelve archetypal
         | vectors of personality traits corresponding to each of the
         | twelve Astrological signs, so when you set their personality
         | traits, it looks up the sign with the nearest euclidian
         | distance to the character's personality, and displays that as
         | their sign. But there was absolutely no actual effect on their
         | behavior.
         | 
         | That decision paid off almost instantly and measurably in
         | testing, after we implemented the user interface for showing
         | the Astrological sign in the character creation screen, without
         | writing any code to make their sign affect their behavior: The
         | testers immediately started reporting bugs that their
         | character's sign had too much of an effect on their
         | personality, and claimed that the non-existent effect of
         | astrological signs on behavior needed to be tuned down. But
         | that effect was totally coming from their imagination! They
         | should call them Astrillogical Signs!
         | 
         | The create-a-sim user interface hid the corresponding
         | astrological sign for the initial all-zero personality you
         | first see before you've spent any points, because that would be
         | insulting to 1/12th of the players (implying [your sign] has
         | zero personality)!
         | 
         | https://www.youtube.com/watch?v=ffzt12tEGpY
         | From: "Gavin Clayton" <gavinc@eidosnet.co.uk>
         | Newsgroups: alt.family-names.sims,alt.games.the-sims
         | Sent: Tuesday, April 11, 2000 2:59 PM         Subject: No other
         | game has done this...              > Hi... no need to reply to
         | this cos it's just a whimsical thought :-)         >          >
         | When I first got the game I tried to make my own family, trying
         | to get          > their personalities accurate too. When making
         | myself, my dad and my          > sister, I attributed points to
         | all the personality categories, and I          > found I had
         | points left over. But when I made my mum I ran out of
         | > available points and was wishing for more -- I wanted to give
         | her more          > points than are available. It made me
         | realise for the first time in          > years how much I love
         | my mum :-)         >          > Now what other game has ever
         | done *that*? :-)         >          > Gavin Clayton
        
           | card_zero wrote:
           | > Implication is more efficient (and richer) than simulation.
           | 
           | I guess that why lacking a water supply in SimCity 2000
           | didn't inhibit the city's growth at all, and the negative
           | effect on your mayoral approval rating could be removed by
           | building a single pump anywhere, with no pipes.
        
         | card_zero wrote:
         | Sounds interesting, if perhaps less fun than _Masters of Doom._
         | I look forward to reading it for free some day. And I probably
         | like that ink smell, although I agree that it 's important that
         | a book should smell good.
        
       | curiousgal wrote:
       | What's the point of posting a book listing? A review or an
       | analysis would have been more interesting.
        
         | atan2 wrote:
         | I don't see anything wrong with posting about a book, a course,
         | etc., especially if it's a newly released product. It's good to
         | know what's being done.
        
       | atan2 wrote:
       | I tried to look it up but I am still not sure if this book
       | discusses SimCity's _programming_ or not.
        
         | chaimgingold wrote:
         | Yes. There's a whole chapter on this with tons of diagrams, not
         | code.
        
       | thenthenthen wrote:
       | This should have been a game
        
       | szvsw wrote:
       | People interesting in this might be interested in Silicon Second
       | Nature by Stefan Helmreich, a pretty brilliant MIT
       | anthropologist/historian of science. It's all about the Santa Fe
       | Institute and the science of emergence, from both a technical and
       | social level. One of the best books I've ever read I think!
       | 
       | https://www.ucpress.edu/book/9780520208001/silicon-second-na...
        
         | chaimgingold wrote:
         | Stefan Helmreich's book is indeed brilliant! I used it
         | extensively when writing Building SimCity. Stefan was quite
         | helpful in researching my book, sharing and checking some old
         | SFI documentation so I could determine things like who visited
         | SFI when for what event (and with whom).
         | 
         | The attendee list for some of the early Artificial Life
         | conferences was quite cool. Peter Molyneux shows up as well as
         | one of Maxis's venture capitalists.
        
           | DonHopkins wrote:
           | I was delighted how you covered Doreen Nelson's life work,
           | Design Based Learning, like you did in your thesis. I have a
           | copy of the "School Edition" Lab Pack of SimCity Classic that
           | she and Michael Bremer wrote, which I'll dig up and scan, so
           | I can put it on archive.org and include it with the open
           | source Micropolis project.
           | 
           | LGR - SimCity Educational Version Unboxing & Overview: An
           | overview of the "School Edition" Lab Pack of SimCity Classic
           | by Maxis. Unboxing, first impressions of the package and
           | testing of the radically rad software ensues.
           | 
           | https://www.youtube.com/watch?v=edXRNtuAGTg
           | 
           | I was also thrilled you wrote about John von Neumann's 29
           | state self replicating cellular automata machine! Super
           | interesting and important stuff.
           | 
           | I wrote more about that stuff in the discussion of SimCity
           | for WebAssembly:
           | 
           | https://news.ycombinator.com/item?id=40698110
           | 
           | Chaim, I'm looking forward to Will Wright interviewing you
           | about Building SimCity, Fri Jul 19, 2024 2:00 PM - 3:30 PM
           | EDT. It will definitely be weird!
           | 
           | https://x.com/cgingold/status/1798790177814663294
           | 
           | >I thought it would be fun to turn the tables and give Will
           | Wright a chance to interview someone else: me (!), about
           | Building SimCity.
           | 
           | >@ROMchip_Journal: Mark your calendars! Next month, ROMchip
           | is hosting @cgingold and Will Wright for a discussion of
           | Gingold's new book BUILDING SIMCITY
           | 
           | >Event will broadcast live on Twitch Friday, July 19 @ 2PM
           | EST. Grab your free tickets for the oneline interview:
           | 
           | here: https://app.tickettailor.com/events/romchipajournalofga
           | mehis...
        
             | chaimgingold wrote:
             | Thanks, Don! Please scan that!
             | 
             | She recently found a shrink wrapped copy of a teacher guide
             | she coauthored with Michael Bremer and opened it (!)
             | because we disagreed about what was in there, LOL. It's
             | destined now for her UCLA archive. Apparently she also
             | wrote guides for many other Maxis titles but not all saw
             | the light of day. Or maybe they did but need to be
             | recovered.
        
           | szvsw wrote:
           | Hey thanks for the response. I'm looking forward to picking
           | up the book now. Silicon Second Nature left a big enough
           | impression on me that I did a performance art piece inspired
           | by it in undergrad (back when I thought I might be an artist,
           | LOL)... unfortunately I don't have access any longer to video
           | documentation but there are some pics and description on my
           | (currently offline) website:
           | 
           | https://web.archive.org/web/20210802234726/https://samwolk.i.
           | ..
           | 
           | There's also a short 16mm experimental film I made around the
           | same time:
           | 
           | https://vimeo.com/198901474
           | 
           | Just sharing since it's pretty rare for me to meet someone
           | who might actually be interested in these, ha!
        
             | chaimgingold wrote:
             | Your film has some beautiful stuff in it!
        
       | 42lux wrote:
       | Whenever Maxis comes up I always imagine some government
       | simulations running on refined models but still using the SimCity
       | 2000 interface.
        
       | otteromkram wrote:
       | Is this an advertisement?
        
       | sillysaurusx wrote:
       | There's something of a contradiction here, and maybe it's worth
       | exploring. Or maybe not; I leave the decision to you.
       | 
       | Sim City isn't a simulation. It's a game. The reason it was
       | commercially successful is because it was fun.
       | 
       | This is explicitly a different goal from creating a simulator. A
       | simulator _can_ be fun to certain groups of people, but it's not
       | _designed_ to be fun to large groups of people. Games are.
       | 
       | So here's the rub. When people draw a correlation between sim
       | city and reality, are they saying that the way to make a
       | simulation of reality is to make a fun game? Because sim city was
       | designed to be a fun game first and foremost, not a simulator.
       | 
       | Can't it be both? Well, sure. Lots of things are. But when you're
       | saying that you're putting the world in a machine, it becomes a
       | different discussion. Is the best way to put the world in a
       | machine to make it fun? That doesn't seem too plausible, even if
       | the result is fun for some people. So both the title and the
       | descriptions of world building (as in, the world we live in, not
       | a fantasy world) seem off the mark.
       | 
       | I genuinely don't know if it's worth pointing this out. But then
       | I read the description, and again, they're saying very clearly
       | that this book is comparing simulation of reality to a
       | commercially successful game that was designed with a different
       | goal in mind. Is this just coincidence?
        
         | yellow_postit wrote:
         | I'm not sure I'm following the distinction you're trying to
         | draw. SimCity is a simulation -- just a simplistic one with
         | many simplifications and short cuts.
         | 
         | It's a toy model.
         | 
         | There's always simplifications made in any model -- SimCity's
         | happened to be made with "fun" in mind.
        
           | sillysaurusx wrote:
           | That's actually the point. SimCity was made _to be fun_ , not
           | to be a simulation.
           | 
           | To put the dissonance in clearer terms, imagine a book
           | described as "Analyzing interpersonal relationships through
           | the lens of The Sims". Would you take it seriously?
           | 
           | It doesn't seem like a pedantic distinction to say that the
           | goals of SimCity are different from the goals of simulating
           | reality.
        
           | Retric wrote:
           | The point is SimCity is no more a simulation than Monopoly
           | is.
           | 
           | The rules of both are explicitly set up to be fun not a
           | simplification of some model.
        
             | chgs wrote:
             | I'm not convinced anyone described monopoly as fun
        
               | rightbyte wrote:
               | It's mostly that the rules are propagated by hearsay from
               | 10 yo:s.
               | 
               | If you don't add all the house rules all kids use to
               | prolong the game, it is quite playable.
               | 
               | For some reason alot of kids love it. I think handling
               | money is the main lure.
        
               | voidfunc wrote:
               | It can be a straight up ruthless experience if you play
               | it by the rules as written rather than adding shitty
               | house rules. I love playing with other adults that know
               | how to play.
        
               | MenhirMike wrote:
               | What's fascinating is that some of those house rules
               | seemed to have come up independently in places all around
               | the world. For example, the stupid free parking jackpot.
               | (I assume that Hasbro added it to the manual as a house
               | rule at some point?)
               | 
               | And yeah, getting money and property is fun! But the game
               | is supposed to be a 30-45 minute experience.
        
               | ianburrell wrote:
               | The reason is probably because Monopoly as written is
               | short and brutal. Which isn't fun for families. So people
               | add rules to make more fair. Which has result of making
               | it last longer and turn into slog.
               | 
               | The solution is for families other games which are better
               | suited especially for younger kids. But Monopoly has
               | established itself as universal family board game.
        
             | smrq wrote:
             | The funny thing about this is that Monopoly was designed to
             | be a simulation of capitalism rather than a fun game. So
             | it's arguably less of a simulation.
        
           | outside1234 wrote:
           | I think he is actually trying to say it IS a simulation and
           | NOT emulating the real world.
           | 
           | At least in the hardware world, there are simulators (which
           | are faux short cut versions that work reasonably like the
           | real thing) and emulators (which are software versions that
           | act exactly like the real thing, but usually are very slow)
        
         | phaedrus wrote:
         | Dwarf Fortress is perhaps a stronger exploration of your
         | thesis, because it is unapologetically simulation-first.
        
         | BorgHunter wrote:
         | Isn't that the whole point? SimCity and all its sequels and
         | imitators present a very simplified set of tools and mechanics.
         | Those tools and mechanics are more than the sum of their parts:
         | They entertain, they teach, they advance a political opinion
         | (Jeff Braun has been explicit about this[0]) and yes, they
         | simulate, albeit very simplistically. The intersection of those
         | things and the tradeoffs that are required in all simulations
         | (which all reside on a spectrum of toy to faithful
         | representation) are interesting. IMO it's (ironically) too
         | simplistic to say that SimCity is a mere game and thus unworthy
         | of thinking more deeply about, and I suggest that you're taking
         | that "world in a machine" marketing phrase a bit too literally.
         | 
         | [0] https://www.latimes.com/archives/la-
         | xpm-1992-10-02-vw-391-st...
        
         | iknowstuff wrote:
         | Famously they had to make cars pocketable so that parking
         | wouldn't make car dependent cities as ugly as they are
        
         | larsiusprime wrote:
         | Simulations and models, regardless of whether they're designed
         | for fun or for realism, can still teach you plenty of things
         | about the real world; sometimes not from the simulation itself
         | but explicitly by its omissions. The fact that SimCity famously
         | removed all the parking lots tells you something interesting
         | right away. The fact that City Skylines bites the bullet of
         | traffic and renders it in fairly sophisticated detail -- to the
         | degree that the game often devolves into "Traffic Management
         | Simulator" instead of "City Builder Simulator" -- is another
         | such interesting lesson.
         | 
         | But in terms of "how directly transferable are lessons learned
         | _directly_ from the model " is always going to depend on the
         | model's assumptions.
         | 
         | Fun fact -- have you ever heard of the "Monocentric city
         | model?" It comes up in a lot of econ papers, and a lot of urban
         | economics, and therefore a lot of real world policy is based on
         | it.
         | 
         | The "Monocentric city model" is about as simplistic as it gets
         | -- it models the city as a _LINE._ IE, you have a bunch of
         | agents, and they live some distance from the city, and they
         | have different travel /commuting costs proportional to their
         | distance from the city center; let's run that and see what
         | kinds of consequences fall out of it.
         | 
         | Turns out it's actually a pretty good model and generates
         | outcomes that are pretty analogous to what we see in the real
         | world! Is it perfectly representative of the real world? Of
         | course, not, it models the city as a friggin line. But if we're
         | talking about sheer complexity alone, SimCity is already orders
         | of magnitude more complex than this famous economic model. But
         | that in and of itself doesn't mean that a successful SimCity
         | city would make for a successful real world city, because it's
         | not just about sheer complexity, it's about the appropriateness
         | of the assumptions.
        
         | ziggy_star wrote:
         | IBM is way into this racket now of Smart Cities and digital
         | twins.
         | 
         | Idea being if you make a Sim City type game but worse, because
         | you are IBM, and then market it to bureaucrats around the
         | world, because you are IBM, they will happily pay you a lot of
         | money, because you are IBM, so that they can point to your
         | simulation as justification for their in/actions. The ass
         | covering is magnificent you just have to feed it a little bit
         | of real data (traffic, power consumption, weather).
         | 
         | Of curse part of what you are simulating is your own
         | understanding and aspirational ideals about how society should
         | function. If you write an essay or a speech people will argue
         | but if you embed values into a game... well, they will still
         | argue but they have to notice it first.
         | 
         | Some will ascribe magical powers of clairvoyance and
         | correctness unto the simulation for reasons that nobody quite
         | understands.
         | 
         | I'm not sure what my point is exactly other than this is
         | potentially a very interesting fulcrum point. Like who is
         | playing whom really in this situation?
        
         | jokoon wrote:
         | I haven't played a lot of Sim City, but in my mind, factorio is
         | more a simulator than sim city.
         | 
         | Simulating means there is granularity about how each element
         | can be seen and touched by the player.
         | 
         | In sim city there are a lot of shortcuts and simplifications.
         | It looks like you have a city, but the more you play, the more
         | it's just a decor, because the game shows a representation, but
         | doesn't let you see the details.
         | 
         | So you see a car, a house, money, a school, but there is no day
         | planning for citizens, they don't have a lifespan, citizen A or
         | B doesn't have a commute with job C or D, they don't have
         | children that you see grow up, you don't see those citizen
         | bring back groceries or corn going out of the farm.
         | 
         | The problem is simulating granular elements of a city or even a
         | village would require a lot of memory and computing power, even
         | today, so back in 1990 or 2000 it was just not possible to have
         | a granular village or city.
         | 
         | I want to see a mixture of The Sims and Sim City, but you can
         | imagine how difficult it is to design such a game.
        
           | solardev wrote:
           | I think Cities Skylines 2 has simulation down to that level,
           | where individual residents have houses, jobs, kids, go to
           | school, can die eventually. etc. But it doesn't really seem
           | to add anything to the gameplay and the game didn't get great
           | reviews.
        
             | larsiusprime wrote:
             | There's a common rule of thumb in sim game design: "never
             | simulate anything more than one layer of abstraction below
             | what the player can actually observe"
        
         | RobRivera wrote:
         | A game can consist of a simulation. The fact that you add
         | feature sets to it does not change the fact that.
         | 
         | The various control planes and randomness of the simulation can
         | be tuned, sure, but if you were to capture all those control
         | inputs you can reconstruct the world event timeline in a
         | determistic timeline.
         | 
         | Starcraft 2 Is a simulation. Replays are just games with all
         | commands timestamped and the simulated world throttling forward
         | and backward through time.
         | 
         | Science
        
         | EGG_CREAM wrote:
         | My hot take is that all games are simulations to some extent.
         | Many sports are a kind of war game, simulating a specific
         | aspect of real war, obviously abstracting quite a bit. A big
         | part of the fun in catan is in the tension of having to
         | cooperate with rivals to mutually beneficial ends, much like
         | what happens in economics all the time. The point being, that
         | yes, there are varying levels of realism, but in the end I
         | don't really think there is a simple line denoting "game" or
         | "simulation."
        
       | SillyUsername wrote:
       | Price seems a bit steep. Needs to lower taxes for me to buy it.
        
       | YesBox wrote:
       | This book is on my reading list! Guess it's worth mentioning I am
       | working on a game to rival SimCity (and Cities Skylines), though
       | aesthetically it looks like a game straight out of the 90s.
       | 
       | If Chris Sawyer made a city builder that dived deep into
       | simulation.. that's what I'm aiming for.
       | 
       | Still in early development:
       | https://store.steampowered.com/app/2287430/Metropolis_1998/
        
         | mysterydip wrote:
         | Game looks great and is on my wishlist!
        
         | jakemauer wrote:
         | Woah this is awesome, added it to my wishlist.
        
       | chaimgingold wrote:
       | Hi! I wrote this book. Ask me anything. I also was a designer on
       | Spore. I'm also trying to feed my 8 month old lunch and he is
       | very excited to asn``wer anything too.
        
         | tunnuz wrote:
         | Good luck with the baby and congrats for the book. <3
        
           | chaimgingold wrote:
           | Thank you!!! (He really did make that typo and REALLY wanted
           | to be inside my laptop screen and tap the keys just like me
           | and was being super aggressive.)
        
         | ryani wrote:
         | Hi Chaim! I really enjoyed working with you on Spore. What have
         | you been up to in the intervening years besides writing this
         | book?
        
           | chaimgingold wrote:
           | Hi Ryan!! I got a PhD, did some indie game stuff, made some
           | babies (with some help, mainly from my wife), design
           | consulting. You can see more of my projects here:
           | https://chaim.io, like some tangible/mixed reality computing
           | (done while I was working at a research lab with Bret
           | Victor), and Earth: A Primer, a science book made of
           | simulation toys.
        
         | xanderlewis wrote:
         | Cool!
         | 
         | Possibly off topic, but: what did you work on for Spore? Was it
         | around the time of the now (in?)famous E3 demo in ~2006, or
         | closer to the final release? The final game seemed to differ
         | significantly from what many of us were hoping for, and I never
         | really heard much of a story of what happened in between.
        
           | chaimgingold wrote:
           | The main thing I did was design the Editors (like the
           | Creature Creator), but I initially joined as an intern in
           | 2001 and did some really fun divergent prototypes for Will
           | Wright while the project was in a nascent state, and a bunch
           | of other stuff during development.
           | 
           | There's a whole book to be written about Spore (but I'm done
           | writing books for now), but the simple answer is that the
           | difference between "hoping for" and "final" product
           | encompasses a lot of what makes software and game development
           | (or really any creative project for that matter) interesting.
           | Especially when multiple people are involved. And that is
           | part of what sparked this project, which took over a decade
           | to research and write.
           | 
           | (Also, many years ago I wrote a chapter for another MIT Press
           | book about some early Spore history. It's reproduced on this
           | deprecated blog: http://www.levitylab.com/blog/2011/02/brief-
           | history-of-spore...)
        
             | xanderlewis wrote:
             | Thanks. I should add that I _did_ enjoy the final game very
             | much; it was just quite different to what was demoed.
             | 
             | I'll probably be buying your book!
        
               | chaimgingold wrote:
               | Thank you!
               | 
               | Not to be defensive, but I want to say more about this
               | because I think it's a fascinating subject with Spore in
               | particular and games, software, and technology generally.
               | My take is that Will Wright had a very exciting vision
               | but visions are just that: not real. They are inherently
               | nebulous and everyone on the team (and many many people
               | beyond it) had their own idea on what Spore would be or
               | turn into. We converged on something and negotiated with
               | one another and many constraints, social and technical,
               | and arrived at something. It didn't help that part of the
               | game's marketing appeal was a bit Rorschach-y in the
               | first place and capitalized on the exciting but vague
               | promise of Will Wright (Sim-) + Universe (-Everything).
        
         | hellodang_ wrote:
         | After SimCity 4 what's the next great building sim you'd
         | recommend?
        
           | chaimgingold wrote:
           | Honestly, I'm not much of a building sim player these day! I
           | love videogames but they're so complicated and take so much
           | time, right? Seems like City Skylines is the heir, right? Or
           | maybe it's Minecraft and Tiny Glade? I think that SimCity and
           | Maxis can be seen as helping establish the whole world of
           | open-ended creative sandbox games that have since proven to
           | be dominant. A big takeaway from this book for me, looking at
           | the history of videogames and computing, is that the medium
           | of videogames is really about creativity and making games.
           | (Look at the top-selling games of all time.)
        
         | ziggy_star wrote:
         | I linked elsewhere Will talking about the procedural
         | generation. But now we have The Power of Generative AI. Those
         | editors you've built could sure be way different, just doodle
         | your monster and watch it come alive. 'etc.
         | 
         | I would like to make Spore meets Second Life Powered by AI.
         | Also Space Exploration games really took off in the years since
         | Spore..
         | 
         | This is fertile ground there are so many directions to take it
         | with modern hardware and the recent advancments. Time for
         | another kick at the cat I say. Wanna apply to YC together? :)
         | 
         | I'm not even kidding, I gots ideas. Also randoms reading this
         | if you're picking up what I'm laying down. But to get on the
         | team first you have to buy and read his book.
         | 
         | P.S. - Somebody recently called me about how a Burger King
         | Advertisement doxxed them. In the middle of the commercial it
         | knew their name and IP address and zoomed unto their house with
         | custom comical narration about which burger they like.
         | 
         | One day a Simulation of Everything Game with a little trickery
         | could plausibly stun the player by suddenly showing them a
         | little cartoonish version of themselves playing it in their own
         | room.
         | 
         | I'm just sayin'.
        
           | chaimgingold wrote:
           | LOL. Thanks!
           | 
           | I think a lot of videogaming ideas took off after Spore that
           | were very likely influenced by it. Shades of Jodorowsky's
           | Dune? (But I think Spore was actually more successful than
           | many give it credit for, which has been pointed out to me
           | many times. 191m+ creations and counting on Sporepedia.)
           | 
           | Generative AI certainly opens up new possibilities! It's
           | analogous to GPUs (enabled real-time 3D) which opened new
           | possibilities and audiences for videogames. I also think that
           | the fundamental magic of creative tools doesn't actually need
           | fancy tech at all.
        
             | ziggy_star wrote:
             | Jodorowsky's Dune is perfectly apt actually.
             | 
             | I think you were the right people with the right vision but
             | very early and we all simply fell into the darkest timeline
             | because what should have been hasn't happened.
             | 
             | If you think about it this sort of your responsibility to
             | save the universe by embarking on this quest with me and
             | righting a cosmic wrong. Otherwise another Covid might
             | happen.
             | 
             | Also VCs have moneybags for you we got all the buzzwords
             | neatly lined up. Come Mr. Gingold, you cannot resist this
             | potent of a reality distortion field from an internet
             | stranger. Or dare I say... internet friend? ;)
        
               | chaimgingold wrote:
               | I definitely feel like I've made a new internet friend.
               | :D
        
               | ziggy_star wrote:
               | Besties with testiees.
               | 
               | I'll drop you a line sometimes later this year. Enjoy the
               | baby good buddy!
        
         | jokoon wrote:
         | Don't you think the granularity of factorio is what brought its
         | success? Don't you think it would be interesting the mix the
         | sims and sim city for more granularity in the game?
        
           | chaimgingold wrote:
           | That's a fascinating idea! One of the surprising things I
           | learned while researching this book was that Maxis was
           | actually trying to do that at one point, and in fact more.
           | They had an initiative called SimWorld that would allow all
           | their sim games to link together and even be open to third
           | party development. This very ambitious OS-like architecture
           | meant that The Sims really was seen as zooming into SimCity,
           | and in fact early prototypes of what became The Sims let you
           | do just that. And SimCopter did let you open SC2k save files
           | and fly through them. While SimWorld didn't take off it seems
           | that without it we wouldn't have The Sims, which introduced
           | an innovative object-oriented architecture that underwrote
           | its cutting-edge AI, UI, and business model (modular
           | expansion packs).
           | 
           | Some fun primary sources:
           | 
           | [1] Will Wright interview for SimCity 2000 CDROM:
           | https://www.youtube.com/watch?v=NcgV4YolDkg
           | 
           | [2] Game Developer magazine piece on SimWorld and early The
           | Sims: https://ubm-
           | twvideo01.s3.amazonaws.com/o1/vault/GD_Mag_Archi... (An old
           | Game Developer magazine piece)
           | 
           | [3] Will Wright shows a very early The Sims demo at Terry
           | Winograd's Stanford seminar:
           | https://searchworks.stanford.edu/view/yj113jt5999
        
         | chaimgingold wrote:
         | I want to bump a few things that folks linked to below:
         | 
         | [1] Will Wright (designer of SimCity) will be interviewing me
         | about the book on July 19th at 2PM ET. We thought it would be
         | fun to turn the tables and have him interview someone else for
         | a change. On Twitch, free, online, and live. Hosted by ROMchip.
         | RSVP here:
         | https://www.tickettailor.com/events/romchipajournalofgamehis...
         | 
         | [2] Stewart Brand wrote a brief review on X I'm still in
         | disbelief over ("It is one of the best origin stories ever told
         | and the best account I've seen of how innovation actually
         | occurs in computerdom."). Read more here:
         | https://twitter.com/stewartbrand/status/1800941614287946003
        
       | Keyframe wrote:
       | First world problem, I know, but when did we stop getting an
       | ebook along side a purchase of a paper copy?
        
       | trilinearnz wrote:
       | Is this about the original Sim City, Sim City 2000, or does it
       | cover all of them in a general way?
        
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