Although the game was simulating an environment from 1989, urban planners these days still run into problems trying to get officials to think about their city in the long run. Climate change and sea level rise is a very crystalline example of the way city officials get in their own way and set themselves up for larger obstacles later on [...]
Playing SimCity 2000 nowadays is a strange but wonderful way to realize what defines a city is not what it currently is, but what it could be. — inverse.com
More on simulations and gameplay for city planning:SimCity and beyond: the history of city-building gamesThree guiding principles for a fine fake metropolis"Cards Against Urbanity," the hilarious and surreal urban planning gameCalifornia Water Crisis? Now there's a board game for that!As It Lays...
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—from its antecedents to the hot new thing. — arstechnica.com
The issue of homelessness in SimCity was recently taken on by an article at Vice News’s tech blog, Motherboard. The article focuses on Matteo Bittanti, a professor at Milan’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 “How to get rid of the homeless”. — thisbigcity.net
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’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. — NY Magazine
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 successful SimCity ; 1) Money...
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