Magnasanti – The largest and most terrible city of SimCity
weekly-geekly.imtqy.com
weekly-geekly.imtqy.com
Don't miss the video: https://www.youtube.com/watch?v=NTJQTc-TqpU
Discussed previously on HN: https://news.ycombinator.com/item?id=16933265 (620 comments)
https://web.archive.org/web/20170323054316/https://rumorsont...
It mostly shows how much space can be freed if we were to abolish cars. The dreadfulness of this city does not come from the absence of cars, as the author acknowledges himself:
> High unemployment, horrific air pollution, almost no education, medical and fire services are absent, and residents do not live to retirement age. The police state made it possible to maximize the size of the city, while retaining full control over the citizens - but it minimized the quality of life and effectively destroyed free will.
> Born in Magnasanti, he spends his life working and living in a small but very efficient stretch of space, and dies at the age of about 50 years.
All of this has nothing to do with the absence of cars. To the contrary, combustion cars enhance air pollution and noise in a city, restricting livability.
https://www.strongtowns.org/journal/2020/6/9/but-where-will-...
simcity is just a fun optimization game
* How hard you can make business compete for your business (∝ range^2 * density)
* How hard you can make real estate compete for your business (∝ range^2 * density)
* How hard you can make business compete for your labor (∝ range^2 * density)
Having options is good, density gives you options, but range gives you options squared. The absence of cars improves density, but it also decreases range by 10x and range^2 by 100x. It is far from obvious to me that density improvements outweigh this on balance.
Density has undeniable efficiency benefits, but if they accrue to capital (primarily, entirely, or more-than-entirely) and you are a laborer in Magnasanti, the outcome is not good for you.
All it takes is one stopped train to cause a big mess on most commuter rail lines.
Commuter rail does better than cars on-peak, usually, especially with limited stop service. But off-peak, cars with no stops and point to point routing and no wait for the next take much less time.
Still, in the city you pay a lot more for real estate and get a lot less. It is very important for models to include that aspect: do the benefits of density accrue to you, or to your landlord?
Metro-North from Connecticut to NYC has a speed of 80MPH, and combined with pretty good acceleration from electric propulsion, is often traveling faster than cars.
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You get a lot less real estate but you do get a lot more in terms of amenity.
* a lot of amenities found in major cities are there because the major city provides critical mass for niches. (If you don't have enough gay people you won't have gay bars, if you don't have enough Chinese people you are not going to have grocers with Chinese produce, you need a big enough population awake late nights to support diverse late-night food options, you need enough arts patrons to support a museum, etc.)
* switching jobs is easier in big cities, particularly for people with specialist jobs. Remote work is more of a thing post-COVID, but realistically speaking a lot of companies will limit that to areas where they are already set up (since even in the US tax, employment benefit, health insurance etc. regulation varies significantly by state), and major cities are better covered in terms of companies already being tax compliant.
Big cities aren't for everyone, but also suburbs are not for everyone, and small towns are not for everyone, and we are seeing that there is more demand for big city than is currently being satisfied.
Other configurations do work, in different ways and to varying degrees, all over the world. The people there aren't meaningfully less free because of the transit structure around them, and in fact the cars-only model is the absolute most restricting one you can have, given the obvious fact that not everyone can drive at all stages of their lives.
American society is structured around the idea that all gains outside the most private spheres rightfully belong to the corporate entities that can control them. But that isn't a given either; many places don't work that like and it's not necessary that we do.
They pay twice my mortgage to rent a tiny, cramped apartment from a slumlord who can't keep the plumbing functional.
You can make shitty places to live with or without cars. That's not an argument, in itself, for making them with cars.
An extortionate real estate situation can absorb all of the benefits brought by density, and more besides. It's great for the slumlords -- or, more accurately, the real estate investment trusts representing the interests of the Magnasanti quadrillionaires -- but it sure sucks to be a drone stuck in their factorio game. Why should I want that?
Example: crowd crushes are bandwidth spikes
If we lived in a 3D world, there would be a negative third power incorporated into it (although you'd also have a range^3 term)
In reality both terms contribute equally.
Considering the range of densities and ranges available in the USA, density currently makes more of an impact. Speeds range from 10mph at the minimum (a typical net average speed if you're biking or taking subways and walking connections through Manhattan) to 60mph at the most (a typical speed limit on a rural highway) That's about one decimal order of magnitude.
Density on the other hand varies much, much more. There are rural areas with a handful of people in a square mile, and places with 50,000 or more people in a square mile. That's more like 4 orders of magnitude.
This matches up with the anecdotal observation that in terms of "How many employers/restaurants/people/etc can I get to within a 15 minute trip" is far larger in denser bigger cities, despite travel times being slower. Faster travel times just cannot keep up with the low density needed to allow cars to reach those speeds.
> Magnasanti is a “cage” in which six million “economic slaves” are enclosed.
Amazing. -ly awful.
No thanks. I'll take my strategy abstract, please
Also, it's easier for me to stomach/look past the ideological biases in stuff like FPS and action adventure games, because they tend to largely be right out in the open on the surface narrative / world-building layers. For example, if you don't like the Guardian feminism of Horizon Zero Dawn or the jingoism of CoD, you can just kinda ignore those aspects and enjoy the mechanics, art, exploration, etc - or at least I can. Vs. the bias black box of simulation games
Ah yes a game that reinforces that lowly peons should be sacrificed in battle so that the 1% can come out on top. No possible conflicts in morality there /s
The film has lots of unsavory city clips in contrast with nature clips [2] to make the point of Life Out of Balance, the subtitle of the film. The music and film clips are frequently used to illustrate decay. or the unhealthy nature of city life in general, most notably in a Grand Theft Auto commercial [3].
[1]. https://en.wikipedia.org/wiki/Koyaanisqatsi
[2]. https://www.youtube.com/watch?v=tDW-1JIa2gI
[3]. https://www.thefader.com/2007/03/30/video-grand-theft-philip...
As for 'piracy subculture', I guess that now with Steam refusing to accept payments from Russian users (who couldn't pay by Mastercard/visa anyway) it'll receive a powerful boost.
How many people in the world speak Russian is irrelevant and has nothing to do with the fact that it's odd that whoever translated it to Russian didn't bother crediting the original, and just credited themselves a lot.
Then because of that omission, somebody wasted their time making such a terrible redundant translation back to English, with bizarre phrases like "Transferred to Alconost" and "The article is translated in Alconost", which make one question the skills of the translator so bent on claiming credit for themselves without giving proper credit to others.
The original author of the city was indeed an architecture student from the Philippines, Vincent Oscala. At least Alconost left Vincent's name in when he misappropriated somebody else's article to advertise his low quality translation and advertising services.
The odd and terrible Russian translation also omits important links, including this interview with Vincent:
Viceland Games: The Totalitarian Buddhist Who Beat SimCity
Mammoth:
I recall that it was from the Japanese Fujitsu FM Towns version of SimCity, which included several extra Japanese cities that weren't shipped with other versions, but that I dug up from my archives and included with Micropolis, the open source version of SimCity Classic.
https://en.wikipedia.org/wiki/FM_Towns
https://www.mobygames.com/game/fmtowns/simcity
https://www.retroplace.com/en/games/46874--simcity
Directory of original Maxis SimCity save files, including Kamakura, Kobe, Kowloon, Kyoto, Senri, and Yokohama from the FM Towns version:
https://github.com/SimHacker/micropolis/tree/master/Micropol...
Kowloon save file:
https://github.com/SimHacker/micropolis/blob/master/Micropol...
Tokyo was also one of the original SimCity scenarios, shipped with every version of the game. That was the one that caused Toho (Godzilla's owner) to sue Maxis because the scenario originally referenced Godzilla, and the box featured a picture of Godzilla. Maxis had to change it to a generic orange monster and call it a "large reptillian creature" instead, and change the Godzilla on the box to a tornado. Original versions of the box with Godzilla are valuable collectors items!
>TOKYO, JAPAN 1957: A large reptilian creature has been spotted heading for Tokyo bay. It seems to be attracted to the heavy levels of industrial pollution there. Try to control the fires, then rebuild the industrial center. You have 5 years.
https://twitter.com/dancingcrab/status/928792064736874496
https://en.wikipedia.org/wiki/Godzilla_in_popular_culture#Vi...
>The "Monster" disaster in the computer game SimCity depicted an unnamed green monster that resembled Godzilla. A scenario in the game: Tokyo, Japan 1954 parodies the original movie. The depiction of the monster in-game and on the boxart led to legal issues with Toho, with Maxis changing the Monster's design in-game and swapping it on the packaging for the "Tornado" disaster instead.
https://github.com/SimHacker/micropolis/tree/master/Micropol...
This is also an earlier version which that code was derived from, that I started from the Mac version, ported to Unix, cleaned up and translated old C and 68k assembly to ANSI C, and made a user interface with the TCL/Tk scripting language and X11 GUI toolkit:
https://github.com/SimHacker/micropolis/tree/master/micropol...
The one little "modernization" I made to the simulation was to copy the radar dish tile animation from the airport, and make it individually placeable as a "high speed network connection" that let people telecommute from home without generating traffic and pollution.
That was a tip of the hat to John Gauge's "Net Day", a mid-90's internet craze of hooking schools up to the net.
https://en.wikipedia.org/wiki/NetDay
Chaim Gingold mentions the function s_traf.c/FindPTele in his SimCity Reverse Diagrams animation characters atlas of tiles, under "Telecommunications" -- /* look for telecommunication on edges of zone */ -- if there is a telecommunication dish adjacent to a residential zone, then its residents can telecommute without driving around generating traffic and pollution. I turned that off for the OLPC release, though.
https://github.com/SimHacker/micropolis/blob/master/micropol...
Chaim Gingold has analyzed the code and visually documented how it works, in his beautiful "SimCity Reverse Diagrams":
https://lively-web.org/users/Dan/uploads/SimCityReverseDiagr...
>SimCity reverse diagrams: Chaim Gingold (2016).
>These reverse diagrams map and translate the rules of a complex simulation program into a form that is more easily digested, embedded, disseminated, and and discussed (Latour 1986).
>The technique is inspired by the game designer Stone Librande’s one page game design documents (Librande 2010). If we merge the reverse diagram with an interactive approach—e.g. Bret Victor’s Nile Visualization (Victor 2013), such diagrams could be used generatively, to describe programs, and interactively, to allow rich introspection and manipulation of software.
>Latour, Bruno (1986). “Visualization and cognition”. In: Knowledge and Society 6 (1986), pp. 1– 40. Librande, Stone (2010). “One-Page Designs”. Game Developers Conference. 2010. Victor, Bret (2013). “Media for Thinking the Unthinkable”. MIT Media Lab, Apr. 4, 2013.
Earlier I wrote about the "Simulator Effect" aka "apophenia", and "Reverse Over Engineering":
https://news.ycombinator.com/item?id=22062590
DonHopkins on Jan 16, 2020 | parent | context | favorite | on: Reverse engineering course
Will Wright defined the "Simulator Effect" as how game players imagine a simulation is vastly more detailed, deep, rich, and complex than it actually is: a magical misunderstanding that you shouldn’t talk them out of. He designs games to run on two computers at once: the electronic one on the player’s desk, running his shallow tame simulation, and the biological one in the player’s head, running their deep wild imagination.
"Reverse Over-Engineering" is a desirable outcome of the Simulator Effect: what game players (and game developers trying to clone the game) do when they use their imagination to extrapolate how a game works, and totally overestimate how much work and modeling the simulator is actually doing, because they filled in the gaps with their imagination and preconceptions and assumptions, instead of realizing how many simplifications and shortcuts and illusions it actually used.
https://www.masterclass.com/classes/will-wright-teaches-game...
>There's a name for what Wright calls "the simulator effect" in the video: apophenia. There's a good GDC video on YouTube where Tynan Sylvester (the creator of RimWorld) talks about using this effect in game design.
https://en.wikipedia.org/wiki/Apophenia
>Apophenia (/æpoʊˈfiːniə/) is the tendency to mistakenly perceive connections and meaning between unrelated things. The term (German: Apophänie) was coined by psychiatrist Klaus Conrad in his 1958 publication on the beginning stages of schizophrenia. He defined it as "unmotivated seeing of connections [accompanied by] a specific feeling of abnormal meaningfulness". He described the early stages of delusional thought as self-referential, over-interpretations of actual sensory perceptions, as opposed to hallucinations.
RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods
https://www.youtube.com/watch?v=VdqhHKjepiE
5 game design tips from Sims creator Will Wright
https://www.youtube.com/watch?v=scS3f_YSYO0
>Tip 5: On world building. As you know by now, Will's approach to creating games is all about building a coherent and compelling player experience. His games are comprised of layered systems that engage players creatively, and lead to personalized, some times unexpected outcomes. In these types of games, players will often assume that the underlying system is smarter than it actually is. This happens because there's a strong mental model in place, guiding the game design, and enhancing the player's ability to imagine a coherent context that explains all the myriad details and dynamics happening within that game experience.
>Now let's apply this to your project: What mental model are you building, and what story are you causing to unfold between your player's ears? And how does the feature set in your game or product support that story? Once you start approaching your product design that way, you'll be set up to get your customers to buy into the microworld that you're building, and start to imagine that it's richer and more detailed than it actually is.
Very interesting stuff. Sadly, I meant simcity 4, rather than the original, so this isn't too useful to me directly. But some of the methodology, I reckon, will be quite helpful.
Saying you can break the game, but first you have to turn off the balancing mechanics doesn't seem as impressive.
sometimes, you just want to do things and not be interrupted. othertimes, you want arrmageddon. that's why they offered so many prebuilt scenarios.
this is in india and looks vaguely familiar to the image on the blogpost
The reason certain strategies work in city-building games isn't because they're realistic simulations of how cities function and those strategies would work in real life, it's because it's a game made by human designers who decided that that's a strategy that should work, or made certain assumptions (that may or may not be true) while designing the game's systems that allow the strategy to work.
See also Polygon's "The ideology hiding in SimCity’s black box": https://www.polygon.com/videos/2021/4/1/22352583/simcity-hid...
Some select quotes:
> How SimCity’s hidden ideology affects the people who play it is difficult to untangle. An article from 1992 quotes a player saying “I became a total Republican playing this game,” and even modern versions of the game contain oddly conservative viewpoints, including a preference for regressive taxation.
> On more than one occasion, politicians have been “tested” in the game to see how well they can manage a pretend city.