Recent submissions

Comment · 2 years ago
Yes, it's great!
Comment · 2 years ago
I forgot to answer your first two questions:

> - how much does it go into people and personalities of the team and stakeholders, besides the technical design of the game?

A lot; it all goes together.

> - it sounds like first part of the book is historical and talks about various games, second focuses strictly on simcity?

Yes. And not just games, but computer history and simulation practices (like system dynamics, cellular automata, artificial life) that influenced SimCity and shaped its reception.

Comment · 2 years ago
Thanks for sharing this!
Comment · 2 years ago
Feels like there should be an xkcd about this. I asked Claude to write one, but it wasn't very funny. Actually, Claude agrees with you that the energy used for training AIs is mere pocket change compared to climate simulations. (Can I trust Claude? Seems far from disinterested.)
Comment · 2 years ago
Thank you. Hmm, a big existential question and I haven't had any coffee yet. There is certainly anxiety in the uncertainty. (Was spending over ten years researching and writing this book––intermixed with other things--a good use of time?) But I think I'd be unhappy with something safe. It's an ongoing surprise to me that my career continues to work, but I do occasionally wonder if this is a wise course. My parallel counterfactual selves are doing really different things, but I think I like the real one more. (Though they probably feel the same way.)
Comment · 2 years ago
Comment · 2 years ago
Focus is the original SimCity, but many Maxis Sim- games up to EA acquisition are touched upon, especially the long saga of what became The Sims.
Comment · 2 years ago
Comment · 2 years ago
I think yes, and so did Vannevar Bush (OK, not the game part). The first two chapters of Building SimCity are dedicated to non-computer simulations for this reason. Vannevar Bush and his analog instruments, like the differential analyzer, are the subject of chapter 2. Bush (and others) argued that good tangible models were excellent complements to, and sometimes superior to, abstract symbolic representations. For this reason he and his colleagues grieved the transition to digital computing.

For example, he writes in Pieces of the Action (p. 262) of "an example of how easy it is to teach fundamental calculus," about a mechanic with a high school education who learned calculus by working on the differential analyzer. "It was very interesting to discuss this subject with him because he had learned the calculus in mechanical terms ‐ a strange approach, and yet he understood it. That is, he did not understand it in any formal sense, but he understood the fundamentals; he had it under his skin."

I think this is fascinating stuff, and chapter 2 goes deep into the subject. Chapter 1 is about Doreen Gehry Nelson and city simulations made by school kids--it's all about games, simulation, tangibility, and learning.

Comment · 2 years ago
LOL. This must be the reason the Chicago Manual of Style indicates hyphens here. And it must also be the reason an MIT Press copyeditor reviewed the whole manuscript very carefully. (Which then triggered some legalistic arguments from me citing chapter and verse of said stye manual.)
Comment · 2 years ago
Definitely not a videogame. I wouldn't want the responsibility of allocating that quantity of energy and resources. I think ChatGPT and its brethren are fascinating, amazing, and useful, but your question makes me think probably nobody should have that compute power. Maybe it's hubris to think one could responsibly use it. (Now I feel uncool for failing to have fun with your question.)
Comment · 2 years ago
You're welcome, and thank you!

I agree! There's a lot of talented people out there. Hopefully someone will make something like that one day.

Comment · 2 years ago
This is fascinating! (All simulation requires abstraction.)
Comment · 2 years ago
Comment · 2 years ago
Your film has some beautiful stuff in it!

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