Tuesday, March 05, 2013

SimCity: An Urban Planner’s Perspective (Guest Post written by Brandon McKoy)



The day has finally arrived. The day I, and thousands of others, have been looking forward to for over a decade. The day when we could once again cobble together our conditions for a perfect living environment and hope they create a blossoming education and clean energy utopia instead of a society bereft with crime and poverty. Today is the day that SimCity, the venerated city simulation series that has helped spawn a generation of urban planners, releases for the PC – don’t worry Apple owners, a version for you is just around the corner in Spring.

Layer function allows players
to experience "the data of everything"
Photo Source: Polygon SimCity Review
I was lucky enough to play the three beta tests of the new SimCity and was thoroughly impressed with how easy it is to access information on my city’s performance. At the click of a button players are able to bring up data layers that graphically show how a city is running, from whether the potable water is polluted to which areas of the city don’t have proper access to education. This makes it easier to determine how to tackle your city’s problems as players know exactly what problems exist and where these occur.

Just like any real city, when changes are instituted they have effects in other areas, usually creating a different set of problems for players to deal with down the line.  During the Beta tests I started a recycling program for my city, but I needed to upgrade my roads so that my trucks could get around town and collect recyclables quickly enough to keep up with demand.  Once I was able to breakdown the recyclables and send them to my trade port, I then had to decide whether to ship them through the freight depot or send them to my commercial and clean industrial entities. Of course all of this required a sufficient traffic system that makes it easy for deliveries and pick-ups. Only later did I realize that by focusing on this worthy endeavor I had completely overlooked my power plant's continuing need for coal from the world market, causing some of my buildings to be abandoned due to lack of power. Like I said, focus and changes in one area can lead to problems in others if you're not careful - you really have to spin multiple plates at once to keep things rolling smoothly.

The game has been built from the bottom up this time around, with the Sims who reside in your city making decisions about where they will work, live, and play in real-time. This means that everything that happens in your city is the result of citizens reacting to what you have constructed, making it a simulation that is incredibly close to being able to replicate real-world conditions – in fact, some people are already using the game for modeling.

A new addition to the game is regional play which allows a player and others in his network to control their own cities in a region together. This provides the opportunity to share services between cities and help out one another. For instance, in Beta play, when my city was having a crime problem and my police force couldn't keep up, another city in the region volunteered some of their police cars to patrol my city and help out.

Nuclear power plant lighting the city
Photo Source: Brandon McKoy
Regional play allows more than just sharing of services – each region has a “Great Works Site” which allows cities to work together to create something spectacular. This feature provides the ability for cities to collaborate on a project that will benefit the entire region and requires players to coordinate their activities in pursuit of a collective goal. For example, having a good education system leads to research projects that unlock larger developments in the game, such as an international airport, more efficient wind turbines, or a space station. All of the cities in the region can then work together to provide the necessary resources to construct these projects. Collaboration happens along the lines of a residential city providing students to a educational city/university town, which provides skilled workers to build the international airport in the industrial city, which ultimately provides passenger access the tourism city, and so on and so forth. None of this would be possible without intercity collaboration.

I particularly find the inclusion of regional play to be important because it reminds us that cities do not operate in a vacuum. While past iterations of the game allowed players to create self-sustaining cities that never relied on anything outside of their borders, the newest installment recognizes that cities have to plan for both their citizens and those who help sustain it from the outside – an issue that New York City deals with on a daily basis. In this version of SimCity, maps are smaller meaning that you won’t be able to fit everything including the kitchen sinks into your city. You have to decide what kind of city you want to have – tourism, educational, clean industry, etc. – and focus on providing the conditions that will result in that city coming to fruition. If you have a clean industry city that needs high-skilled workers but don’t have the space for a university, you need to rely on other cities in your region to provide those workers for you. This requires players to think outside the boundaries of their city and realize that they are operating in a greater environment; I couldn't be happier about this!

Regional play demonstration
Source: Multi-City Play Strategy Video
My love for SimCity goes beyond the fun I get out of it. What matters most to me is that this is a game that educates and influences kids about how their world works. It has the ability to make people understand that their entire existence is based upon an interwoven system that is incredibly delicate and complex. Whenever I hear people complain about traffic, the occasional blackout, or why they aren’t allowed to build a 4,000 square foot house on an eighth of an acre because of storm water runoff regulations, I want to tear my hair out and make them see the trees from the forest. Everything in our world is connected and our cities are where connectivity is displayed at its greatest level. The new SimCity makes this fact of life more apparent than ever before and I sincerely hope its depth of detail will inspire a new generation of kids to pursue an interest in planning and other related fields. I absolutely cannot wait to spend many sleepless nights trying to create my vision of the perfect city, I just hope the pressure of my sewer pipes don’t burst and leave my streets smelling like…well…you know.

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Brandon McKoy is a program associate at a philanthropic foundation and is currently completing his Master of City & Regional Planning degree from the Edward J. Bloustein School of Planning and Public Policy at Rutgers University. Before pursuing his degree he worked at a community development corporation in New Jersey, dealing with foreclosure mitigation and increasing citizen participation in local decision making. Brandon’s interests include social public policy, increasing democratic citizen participation, use of social media in politics, and sustainable environmental planning and development practices.


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