Posted on Sunday 20 November 2005
The Starr article analyzed the role of simulations both in real-world and gaming applications. The point was made that simulations have important limitations, and shouldn’t be relied on as completely accurate reproductions of situations. I enjoyed the way Starr wrote about the cross-identity of simulations in these two seemingly different applications. One quote from the article in particular caught my attention about this point.
Much of the research behind advances in computer graphics was originally sponsored by the Department of Defense and space programs and grew out of work on flight simulation, which in the 1960s and ’70s was centered at the University of Utah. The defense and space programs had a similar catalytic role in the development of the Internet. Virtual reality has followed the same route.
Improved graphics hit the home market with the growth of video games and the advent of the Macintosh. Even flight simulation has crossed over the become home entertainment.
As a policy tool, the article mentioned the role of simulations in the Congressional Budget Office. Obviously, criticism is considerable in a goverment setting. It’s a valid point, too, that social programs and policy are perhaps more difficult to simulate because of their complexity. It’s not simply a cause-effect relationship that can be easily predicted. It seems that the strongest critics are the ones who are expecting too much out these simulations. They are indeed useful tools when their limitations are kept in mind.
Looking at SimCity for instance, particularly the more recent versions of the game, it’s a pretty intricate simulation in city planning, considering it’s just an entertainment experience as a computer game. Graphics technology is becoming so advanced that the gaming experience is now becoming more real than ever. It’s making the distinction between simulation in gaming and practical application simulation less defined. I think the two can work off of one another to improve.