> The art project Magnasanti revealed the contours of the black box when it attempted to “beat” the game that famously doesn’t have a win state [...] Artist Vincent Ocasla accomplished this feat through rigorous trial and error, eventually creating a crime-free city that maintained a stable population of 6 million sims, but only by creating a dystopian nightmare. [...]
> Magnasanti reveals the contours of the black box, showing how citizen health and happiness were ultimately unimportant. What the game considers a successful city doesn’t look at all like one we would actually want to live in.
SimCity presents an open-ended simulation with a wide range of things players can decide to optimize for. An artist once built a city optimizing for population density and low crime to the exclusion of all other factors, and this resulted in a dystopian nightmare where all the simulated citizens were unhealthy and miserable.
But by describing what the artist did as "trying to 'beat' the game", the article pins the blame for the artist's choices on the game itself. Even though SimCity clearly does not think Magnasanti is a good city -- it's constantly flashing up warning messages and graphs showing that all the citizens are miserable and unhealthy! One could just as easily have argued that SimCity's black box is hiding a progressive ideology, one that warns us of the dangers of industrialization and over-policing! (Much like how the board game Monopoly is about the dangers of capitalism.)
In essence, an artist set out to 'beat' SimCity, the artist decided what 'beating' SimCity meant, and the article tricked us into thinking that said something about SimCity.