Archinect - News 2015-11-25T09:32:15-05:00 SimCity and beyond: the history of city-building games Alexander Walter 2015-10-16T13:28:00-04:00 >2015-10-24T15:23:58-04:00 <img src="" width="514" height="386" border="0" title="" alt="" /><em><p>Cities are everywhere. Billions of us live in them, and many of us think we could do a better job than the planners. But for the past 26 years dating back to the original SimCity, we've mostly been proving that idea false. [...] And now, here, I'm going to take you on a whirlwind tour through the history of the city-building genre&mdash;from its antecedents to the hot new thing.</p></em><br /><br /><p>Related on Archinect:</p><ul><li><a href="" rel="nofollow" target="_blank">The issue of homelessness in SimCity</a></li><li><a href="" rel="nofollow" target="_blank">How video game engines may influence the future of architecture (and everything else)</a></li><li><a href="" rel="nofollow" target="_blank">Three guiding principles for a fine fake metropolis</a></li></ul> The issue of homelessness in SimCity Alexander Walter 2015-02-09T19:19:00-05:00 >2015-02-12T19:13:06-05:00 <img src="" width="514" height="288" border="0" title="" alt="" /><em><p>The issue of homelessness in SimCity was recently taken on by an article&nbsp;at Vice News&rsquo;s tech blog, Motherboard. The article focuses on Matteo Bittanti, a professor at Milan&rsquo;s IULM University, who became increasingly interested in homelessness in the game. [...] Bittani was so interested in it that he began compiling quotes from SimCity users intent on dealing with the virtual homeless, ultimately publishing them in a 600 page, two volume mega-book called &ldquo;How to get rid of the homeless&rdquo;.</p></em><br /><br /><p>Related:</p><ul><li><p><a href="" target="_blank">Exclusionary Strategies: Laws and Designs Used to Oust Homeless Population</a></p></li><li><p><a href="" target="_blank">Can a City Really 'End' Homelessness?</a></p></li><li><p><a href="" target="_blank">Honolulu Law Criminalizes Homelessness</a></p></li></ul> Three guiding principles for a fine fake metropolis Nam Henderson 2013-03-27T11:56:00-04:00 >2013-03-27T12:41:11-04:00 <img src="" width="514" height="394" border="0" title="" alt="" /><em><p>The wizards at Electronic Arts seem to understand cities as market-driven algorithms. Input people, rules, and resources, and the results are stability, growth, and wealth...SimCity&rsquo;s engineers have repeated the same mistake made by countless potentates, forgetting that cities are forged both by master builders and the people who hack their grand plans.</p></em><br /><br /><p> When Electronic Arts released the newest version of SimCity Justin Davidson decided to take the plunge and explore what the game could teach about urban planning and running a city. The effort helped him to identify three guiding principles for creating a&nbsp;successful&nbsp;SimCity ; 1) Money Equals Happiness, 2) Zoning Is Destiny, 3)&nbsp;Transit, Schmansit.</p>