CityReads | What Do We Simulate When We Simulate a City?

楼市   2024-10-25 20:59   上海  

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What Do We Simulate When We Simulate a City?


SimCity is a portal onto a tiny simulated city, which also opens into the teeming complexities of simulation.

Gingold, C. (2024). Building SimCity: How to put the world in a machine. The MIT Press.

Source:https://direct.mit.edu/books/monograph/5791/Building-SimCityHow-to-Put-the-World-in-a-Machine

SimCity is a game first released in 1989, developed by Maxis and designed by Will Wright. This unique simulation game combines the strategic complexity of board games with the visual feedback of arcade games. Rather than using popular video game themes like adventure, space wars, or high-speed vehicles, SimCity draws from the relatively less dramatic world of urban planning. Its a highly spatial game without a jumping character like Mario or a chomping character like Pac-Man for players to control. Although SimCity is a complex puzzle, it doesnt impose the time pressure of Tetris or reward endings typical of adventure games. Instead, it invites players to immerse themselves in a world that blends tax assessment, zoning, and elements like monsters and natural disasters. SimCity has attracted millions of players and led to updated versions, including SimCity 2000 (1993), SimCity 3000 (1999), SimCity 4 (2003), SimCity: Societies (2007), SimCity (2013), and SimCity:BuildIt (2014). It also inspired a more successful spin-off game, The Sims (2000).

SimCity (1989) for Macintosh

In SimCity, players must make decisions about critical urban dilemmas: What types of businesses and residents should the government try to attract? What tax policies encourage growth? Which transportation and zoning policies will enhance cultural diversity? And what defines an ideal city?

Playing SimCity draws players in with its responsive feedback mechanisms and seemingly organic processesthe city grows not only based on player actions but also according to inherent growth rules. While playing with SimCity, we learn to connect our actions with the outcomes on the map and to deduce hidden rules by observing the systems overt behaviors, ultimately enhancing our understanding of being part of various complex systems.

SimCity 2000 (1993).

In 2015, Maxis Studio was shut down. What is the legacy of SimCity and network forum that formed around it? This network brought forth SimCity, Maxis, numerous simulation game series, and the celebrated game designer Will Wright. SimCity disseminated concepts of authoritarian governance and urban planning, along with simplified views on crime, policing, and taxation, sometimes even with overtly colonial and exploitative perspectivesshortcomings not uncommon in video games. Nevertheless, SimCity helped people gradually accept the concept of simulations and computers as opaque "black boxes," while promoting the idea that complex systems are worth engaging with, understanding, and that computer simulations can be accessible to everyone. Much like Tetris, SimCity broadened its audience by expanding our understanding of computer entertainment, largely by popularizing sandbox games, which have now become a mainstream genre in digital entertainment.

SimCity is a portal onto a tiny simulated city, which also opens into the teeming complexities of simulation: the power of imagination and the human drama of those, like Maxis, who strive to bring dreams to life through software. As a transformative machine, the computer can simulate anything we imagine. Its diverse forms reflect a wide range of histories and desires. Urban planners, policymakers, engineers, scientists, mathematicians, spies, weapons designers, military strategists, generals, investors, entrepreneurs, artists, gamers, tinkerers, entertainers, educators, and activistsall have shaped this transformative machine in their own ways. The transformation is mutual; those who give computers their many forms often find themselves, like Maxis, permanently changed.

What Do We Simulate When We Simulate a City? How does SimCity connect the invisible fabric of social, political, and economic relationships to the material environment? Or, more broadly, how do people put the world into a machine? This is the central question Building SimCity: How to put the world in a machine seeks to answer. Author Chaim Gingold, both a researcher and practitioner, undertakes this study as both a theorist and a practitioner. Training in computer science, digital media design, social sciences, and the humanities, Gingold joined Wright's team shortly after the SimCity was released, working as an intern on the Spore project, where he closely observed and interviewed Wright and his team members.

Aims of this book

First, simulation as culture. Whether in the lab or living room, simulations are imaginative cultural practices. Although scientists and engineers have long employed imagination as part of their simulation work, it was Wrights conscious appreciation of the role of imagination that enabled him to remix so many different simulation practices and turn them to explicitly playful and expressive ends. SimCitys hybridity testifies to another aspect of simulation as culture: its collectivity. This book shows how simulation, like any other cultural endeavor, is a collective activity in which practices arise, evolve, and are passed around. By tracing SimCitys genealogy, Building SimCity follows the development of multiple simulation traditions, showing how sociocultural influences, including economic, intellectual, and technical factors, shape simulation practice.

Second, simulation as cognition. This book proposes a framework for thinking about how simulations (and other dynamic representations) transform how we think, feel, and act. Building SimCity argues that all simulationswhether realized through role-play, electromechanical analogs, digital computers, or other materialitiesenact dynamic analogies with certain representational affordances.

This theory is used to interpret SimCity and its forebears and is developed with the aid of diverse examples, especially the epochal analogs of Vannevar Bush. This framing challenges the conventional analog-digital dichotomy; Building SimCity argues that digital computers are in fact a species of analog device. An overarching aim of this book is to help digital media designers zoom out and see their work as kin to practices that extend back into the history of computing and beyond, across a dizzying variety of materials and cultural forms.

Third, software. Building SimCity uses software to follow the manifold ways in which people shape computing toward human ends. How should software be analyzed? The question is pertinent to legislators (squinting at corporate algorithms), designers and engineers (who maintain and build software), scholars (who might study games or the history of computing), and more. Software impinges on practically every aspect of human (and nonhuman) life. To rephrase a prominent Silicon Valley venture capitalist, software has eaten the world. The structure and interpretation of software are, as a result, of ever-widening importance. Software is where cultures intermesh with computing machines. Software directs the computers protean ability to simulate, or enact, any other symbolic machine. Software, as a result, reflects nothing so much as people: their histories and dreams, intentions and fears, worldviews and milieus.

Building SimCity analyzes software as media, material, and sociocultural phenomena. As media, software is analyzed as harboring cognitive, ludic, and experiential dimensions. As for softwares material elements, code, algorithms, machines, schema, and math are all fair game, and diagrams help make them legible, even to nontechnical readers. As far as critique is concerned, this book is more concerned with SimCitys overarching simulation approach, how agency, subjectivity, and ideology are enacted.

Organization of this book

Part I, Simulations Grasp,introduces material that underpins the entire book.Chapter 1, Building Imaginary Cities, makes the opening move in situating SimCity among contrasting simulation approaches. Children enact cardboard and make-believe cities in a simulation method developed by educator Doreen Gehry Nelson. She, like Forrester, was prompted to simulate cities by the urban crises of the 1960s. But her background, in teaching, the arts, and civics, led to a radically different approach, illustrating how context shapes simulation practice. The chapter traces the origin of Nelsons simulation technique and its links to military and business simulation gaming, and more. Comparing Nelsons simulation technique to SimCity begins to yield a comparative framework for analyzing SimCity (and other simulation approaches) in terms of subjectivity, agency, and legibility.

Chapter 2, Simulation as Analogy, presents a framework for analyzing simulations. Vannevar Bushs early career (1920s1930s) was spent developing analogsdynamic instruments for grappling with the perplexities of power grids, atoms, and airplanes. Aided by Bushs theorizing, this chapter offers a theory of simulation grounded in analogical reasoning. Simulations establish dynamic analogies between a mechanism and a phenomenon and can be understood as representations offering newfound affordances. This chapter retheorizes the analog-digital dichotomy and argues that programmable digital computers are a kind of analog device.

Part II, Paving the Road to SimCity, traces historical developments that shaped SimCitys design and reception. Chapter 3, System Dynamics: A Society of Bits, explores the roots of SimCitys linchpin economic model. It began with servomechanism control systems, which Jay Forrester was familiar with from his wartime engineering work. Such feedback loops became, in his computer simulations, models for just about everything. Favoring intuition over data, his approach was well suited to expansive and imaginative uses: supply chains, cities, the worldeven a spiritual experience. This chapter seeks a proper historical account of system dynamics situated in control systems, digital computing, and postwar systems management.

Chapter 4, Cellular Automata: Synthesizing the Universe, attempts a coherent account of this fragmented history and shows how it helped set the stage for SimCity and Maxis. It wasnt until the 1980s that a cellular automata community of practice cohered and gathered scientific respectability, propelled by the emerging fields of artificial life and dynamical systems theory, and the proliferation of inexpensive graphical microcomputers. A close look at this history helps explain SimCitys design and aesthetics, Maxiss partnership with the Santa Fe Institute, and why Maxis titles like SimCity were enthusiastically received in mainstream culture as avatars of computer simulation, artificial life, and complexity science.

Chapter 5, A Childrens Construction Set, explores the historical origins of SimCitys user interface. The graphical user interface (GUI) did more than bestow accessibility on SimCity; it supported the kind of self-directed, creative, and playful experience Wright was after.

Part III, SimCitys Architects, closely analyzes SimCity and Maxis. Chapter 6, Designing SimCity, traces SimCitys development. While Wright authored SimCitys core simulation and overall experience, it was Maxis that refined its interface and brought it to market. Chapter 7, Maxis at the Crossroads, chronicles the history of the SimCity network and Maxiss struggle to reconcile the opposing forces that gave rise to it. 

Chapter 8, How SimCity Works, elucidates SimCitys simulation design. Working from source code, this chapter examines how SimCitys representationsfrom internal structures to the exterior user interfacecombine to produce a compelling illusion of a living city. These software mechanisms are traced back to the diverse simulation traditions Wright intermixed. Chapter 9, Playing SimCity, takes up SimCitys ludic affordances. Using play theory, this chapter analyzes SimCitys ability to draw people in and hold their attention. What, in other words, makes it fun? This play-centric analysis also illuminates how paradox and ambiguity enabled a wide variety of actors to adapt SimCity to their own purposesthus underwriting the growth of the SimCity network.

The Conclusion, The World in a Machine, summarizes the books key ideas. Building SimCity then reviews its approach toward the challenge of studying software. Finally, I argue that SimCitys ambiguous appeal, and Maxiss collapsenot to mention its initial successstem from Wrights genius for surfacing the ambiguous and contradictory potentialities of computing, simulation, and play.

The city in a machine

In a word, SimCity offers a specific and vivid domain, a city construction set, that can be analogized to various cities: Berlin, San Francisco, or wherever you imagine.

Players are a designers most important resource. Designers do not shape electronic computers as much as they sway and stoke player imagination. Unlike scientists and engineers whose simulations addressed practical problems, Wright saw simulation as a supple material for expression, world building, and play. Like these other simulation makers, Wright employed aggressive abstraction to turn such representations toward new expressive possibilities. But Wrights heightened sensitivity to the role of imagination enabled him to take the sober tools of nonfiction and turn them toward exuberant, fictive world building. This orientation, moreover, helped Wright reconcile diverse, and often conflicting, simulation traditions. The resulting synthesis undergirds SimCitys wide-ranging appeal and holding power. SimCity coyly evokes, and flexibly meets, diverse purposes: play, education, architecture, urban planning, education, science, and others. Earnestness and irreverence go hand in hand; playfulness discreetly serves the purposes of the serious minded, while studiously researched realism bestows complexity and gravitas on play.

CityQuotes

1.“I especially love analogies, my most faithful masters, acquainted with all the secrets of nature . . . they clearly present to our eyes the whole essence of the question.”- Johannes Kepler, 1604, quoted in Creative Thought: An Investigation of Conceptual Structures and Processes

2.“Games…are a distinctive art form. They offer us access to a unique artistic horizon and a distinctive set of social goods. They are special as an art because they engage with human practicalitywith our ability to decide and to do. And they are special as a practical activity precisely because they are an art. In ordinary life, we have to struggle to deal with whatever the world throws at us, with whatever means we happen to have lying around. In ordinary life, the form of our struggle is usually forced on us by an indifferent and arbitrary world. In games, on the other hand, the form of our practical engagement is intentionally and creatively configured by the games designers. In ordinary life, we have to desperately fit ourselves to the practical demands of the world. In games, we can engineer the world of the game, and the agency we will occupy, to fit us and our desires. Struggles in games can be carefully shaped in order to be interesting, fun, or even beautiful for the struggler.”- C. Thi Nguyen, Games: Agency As Art, 2020

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