SimCity
I’m really glad I read Paul Starr’s article on SimCity and similar “real” simulators entitled “Seductions of Sim.” I had never thought about the political implications of a game like SimCity. By simply deciding how townspeople will react to raised taxes, mixed-use development spaces, pollution, etc., the creators of SimCity are making political decisions. And many of the players of SimCity are young children who have not yet been introduced to the world of politics, so this is their first experience with raising taxes and many other aspects of social policy. So many children may be led to believe this is the way the world has to work. It’s kind of a chilling thought that SimCity can set a political agenda for children.
But, of course, SimCity does have to make decisions of how townspeople will communicate so that gameplay is most fun. If every aspect of SimCity did have so many variables that you never knew what was going to happen when you raised taxes, no one would play SimCity. That’s a fact.
But it’s good to know that SimCity really does lie outside the boundaries of a real universe. Especially when using historical instances in these games–like Charleston or Flint–it’s most important to know that SimCity is based on an imperfect model.
Even after learning about all this–and having my attention drawn for the first time to the politics of a Sim game–I’m glad such games are in existence because, as Starr says, SimCity “has probably introduced more people to urban planning than any book ever has.” And that’s amazing when you think about it.