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Unboxing the hidden politics of SimCity - YouTube
Channel: Polygon
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SimCity was the kind of “serious” game you
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could convince your parents was
totally educational. Totally.
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But what your parents didn’t
know was that the game
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had a secret.
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(scary music) A pernicious
ideology hiding in a black box.
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But to know what’s inside the black box,
first you’ve gotta know how it got there.
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(Finger snap that makes everything look and sound like the 1980s)
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It’s the 1980s! Will Wright is hot
off the heels of his first video game,
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and toying with the idea of
something completely fresh:
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a game about building cities,
with the working title
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“Micropolis”. It wasn’t a “sim” just yet.
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but that would change once Wright got
a hold of the book Urban Dynamics,
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written by a guy named Jay Wright Forrester.
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These two not-Wright brothers
actually had a lot in common;
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they were both huge nerds.
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Jay Wright Forrester actually invented the precursor to computer RAM!
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So you know he woulda had a sick gaming rig.
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But Urban Dynamics was actually Forrester’s
follow up to his most notable invention.
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That famous methodology for understanding
industrial scale logistics that we ALL know and love!
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That’s right: System Dynamics.
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It's got stocks! It’s got flows!
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It helps corporate managers
understand complex business cycles!
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In fact it was so successful at
modeling corporate supply chains,
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that Forrester decided to apply it to a system
he knew absolutely nothing about:
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cities.
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In Urban Dynamics, he created a
computer model meant to describe
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the major internal forces
controlling the balance of population,
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housing, and industry within an urban area.
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The book claimed this could
“simulate the life cycle of
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a city and predict the impact of
proposed remedies on the system.
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(80s music ends suddenly) Almost like… a video game.
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With just 150 equations and 200 parameters,
Forrester had turned the idea of a city into
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a formula — one that could be
used to test social policies.
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Urban Dynamics was controversial because
it concluded that a lot of the social programs
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meant to improve a city were
actually harmful to its long term prospects.
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You know, horrible things like financial
aid, low cost housing, and job training.
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It was classic anti-welfare politics
dressed up for the computer age.
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It also helped convince Will
Wright that he could turn his rough
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“city building game” idea into a city simulator.
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What's called System dynamics... everything
is either a stock or a flow.
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And so a stock might be like “population".
A flow might be “death rate” or “birth rate”,
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and you basically can model almost
anything using those two little devices.
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Will Wright used the stocks and
flows modeling from Urban Dynamics
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to create the formulas for SimCity’s… simulation.
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And that's how the black box came into being.
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In both the book and the video game,
the city starts as a blank slate.
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The land has no value, until it’s
populated with structures and people.
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The city’s “success” lies solely
in maximizing its land value.
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Without perpetual growth,
it will stagnate and die.
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Now to be clear, I don’t think
the way SimCity models cities
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necessarily reflect Will Wright’s politics.
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He has always maintained
that the series was a
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caricature of the way a city
works, not a realistic model.
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But it still does echo the book’s political
assumptions, whether intentional or not.
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When we first did SimCity 2000…
over time people started saying,
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“oh wow, that’s really cool the way you programmed in
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inner city decay and I went back
and looked at it and in fact,
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yeah, really big cities, eventually the land value
would collapse, people would start moving out,
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and it would really look like inner decay,
but we never programmed that into the system.
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This quote really stood out to me because
Urban Dynamics was written in the 1960s as a
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response to the growing national
concerns about “inner city decay”.
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The book (and seemingly SimCity 2000),
turned this concept into a formula,
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but in doing so, created some major blindspots.
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For example, neither of these
simulations can really grapple with the
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“white flight” that so often occurred
as neighborhoods became more diverse…
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because neither of them model race.
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And yet, the series is called SimCity
SimCity and not Micropolis
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because it turned out the realism
aspect was super marketable.
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But a simulation is only as
“real” as the model it’s built on.
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Flight simulators are real enough to train pilots
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because the model of flight
is very well established.
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The formulas we use to build an airplane
are the same ones at work in a simulator.
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But there’s no base scientific model for cities.
So... what kind of simulation is SimCity?
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Simulations we do are
generally social simulations.
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Social simulations really are a lot more difficult
to build than something like a flight simulator
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which is much more straightforward.
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So we start with the core behaviors, we get those
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tuned, and then we start layering
on more and more subtle behaviors.
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Perhaps it’s more comparable to the climate
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simulations that scientists use to
model and predict global warming.
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But even those formulas
aren’t hidden in a black box.
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Each new SimCity game adds more features,
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but deep down they’re still based on Urban
Dynamics’ core model of stocks and flows.
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And that model is what made the series not
just famous, but a massive financial success.
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So what if the game reinforces a particular
political perspective on urban planning.
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It’s not like mayors are being tested on
the thing before they run a real city!
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(music cuts out) Well, except for
that one time in Rhode Island.
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(upbeat music) A newspaper tested a bunch of
mayoral candidates in SimCity;
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one candidate accidentally demolished a digital
church and it might have cost her the election.
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Oh oh oh! And then there was the 2002
race for the mayor of Warsaw, which
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may have indirectly affected the outcome
of Poland’s presidential elections.
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An audience of 3000 citizens
watched as the candidates
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enacted their campaign promises in SimCity 3000;
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building police stations, hospitals, zoos, and
navigating civic challenges including riots,
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tornados, and even a UFO attack.
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Lech Kaczynski was the clear winner of the contest,
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and would go on to win the mayoral
election and eventually, the presidency.
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There is actually another mayor with
an intriguing connection to SimCity,
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but it means I have to talk about
(existential shudder) Rudy Giuliani.
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(Apocalyptic gothic choir)
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Back before he was supporting coups and giving
speeches at Four Seasons Total Landscaping,
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he was mayor of a little
town called New York City.
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As the 1999 Time Magazine article goes,
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a first-term Giuliani found his
son playing SimCity one day.
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He watched enthusiastically as lil Andrew
added police stations to every block
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and brought the city’s crime
rate down to zero.
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Awwww (growing sound of harsh
audio feedback and disgust)
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I’m not saying that Rudy “broken
windows” Giuliani derived his infamously
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aggressive policing policy from SimCity.
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He was quite clearly horny for cops long before that.
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What’s really striking is this quote, from
Hayes Lord — one of Giulani’s city planners.
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Lord got his wish, because city
simulators have been used as a
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learning device in thousands of classrooms.
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You can find tons of academic papers on
the use of city simulators in education
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going back to the early 90s.
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What influence this had on
the politics of its users
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is difficult to untangle, but we do know
it had at least one other positive effect.
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I think it probably inspired
generations of planners. I mean,
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I knew it was my favorite game growing up!
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I am someone who believes that we,
as human beings,
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need to learn more about how
cities are designed and built.
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And even though these city games get
things wrong, they get enough right.
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and they inspire enough people that I think
that they're valuable tools to have.
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This is Dave Amos, who runs the
YouTube channel City Beautiful.
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By day, he’s a professor and Urban planner,
so he understands better than anyone what
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the advantages—and limitations—of
these city building simulations are.
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For instance, I'm at Cal Poly. I know
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that a colleague of mine has
people download city skylines.
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And he uses it to introduce some basic concepts.
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The games get the basics, right, I mean, like, there are
some basic ideas that can be, that students can learn from.
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and it's actually pretty useful then
to start doing comparisons, right?
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What do they get wrong? And it can
be a useful jumping off point as well.
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Dave has seen how the city
sausage actually gets made.
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But for those of us without an urban planning
degree, there’s another way to comprehend
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what’s inside that mysteriously meaty black box:
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by pushing the simulation to the limit.
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This is Magnasanti. It was built in SimCity 3000
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with the specific goal of maximizing
population in order to “beat” the game.
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Created as an art project by Vincent Ocasla,
Magnasanti overcomes SimCity’s need
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for perpetual growth by maintaining a
stable population of six million citizens.
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There is no crime, abandoned
buildings, or congestion.
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(Eerie music)
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It is also a dystopian nightmare.
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Citizens spend their entire life in
Magnasanti: no one moves in or out.
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Not that it’s a very long life; thanks
to the lack of hospitals and high pollution,
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its citizens rarely live past the age of 50.
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There’s no traffic because there are no roads.
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A subway connects every part of
Magnasanti, but there's no real
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reason to leave your neighborhood because
every neighborhood looks exactly the same.
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There are no fire stations or schools: just a
robust police state to keep everyone in check.
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Magnasanti was a multi-year project for Ocasla,
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designed to expose the inhumane assumptions
and calculations going on inside SimCity.
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By “beating” the game, Ocasla actually
revealed the shape of the black box.
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Citizen health and happiness
were ultimately unimportant.
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What the game considers a successful city doesn’t
look at all like one we’d actually want to live in.
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It’s also a great example of how complex
social simulations can sometimes spit out
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these really perverse results. Like when
SimCity (2013) tried to model homelessness.
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There are tons of threads on forums
and message boards where players
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tried to figure out how to get rid
of homelessness in their SimCities..
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Without realizing it, these players
were probing the black box,
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trying to figure out what input would
make the homelessness variable go down.
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They tried getting rid of garbage because
it might be a potential food source (yikes),
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and they demolished public parks where people
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experiencing homelessness
congregated (yikes yikes).
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A confounding issue was that SimCity 2013 was,
to put it lightly,
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buggy as hell at launch,
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so players were unsure if the intractability
of homelessness was a feature or a glitch.
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The whole game had become a black box.
Which strangely, made it feel more real.
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That’s why artist Matteo Bittanti catalogued
people’s discussions about this online,
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and compiled them into a two volume book.
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His intention was to highlight how the
conversation about homelessness in the game
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mirrored discussions of
homelessness in the real world,
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from solutions like giving houses to people in need
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to “solutions” like giving people a 1-way bus ticket
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which, fun fact, SimCity actually
let you do (yikes yikes yikes).
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Even if our attempts to understand exactly
what’s in the black box fall short,
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we can still learn something simply
from being aware that it exists.
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Real cities are also guided by
formulas hidden in black boxes.
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Algorithms are used to assess
child welfare, evaluate teachers,
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and even “predict” where crime is likely to occur.
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When researchers at Yale asked a bunch of cities
to see their algorithms, most of them either
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denied the request, gave them everything but the
actual formulas, or just didn’t respond at all.
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It actually reminds me of another
source of inspiration for SimCity.
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At the same time he was wrapping
his head around Urban Dynamics,
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Will Wright was reading something else:
a sci-fi story called “The Seventh Sally”,
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in which an alien king gets banished
from his kingdom for becoming a tyrant.
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Upon seeing this, a god takes pity on the king,
and gifts him a glass box containing within it
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a tiny civilization.
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At first, the king is insulted
by this fisher price kingdom.
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But he eventually accepts it. And with time,
he returns to his old ways.
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But the god had made the model too perfect —
and, history was doomed to repeat itself.
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The tiny kingdom’s people eventually break free
of the box and overthrow their tyrannical ruler.
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After discovering his mistake, the god says,
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I don't understand. It was only a model after all.
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A process with a large number of parameters,
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a simulation, a mock-up for
a monarch to practice on…
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Will Wright read that parable and thought
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“the people in the glass box are the issue”
so he turned them into algorithms.
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And today, real mayors are looking at those algorithms
and thinking they can apply them to real people.
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SimCity’s black box is just a game, but
we still need to be aware of its impact.
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Because if you don’t know
what's inside the box,
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then you don’t really know what it can do to you.
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