Will You Even Tell Her if You Decide to Make the Sky Fall (SimCity, Populous, ActRaiser)
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CREATE AND MANAGE A LIVING CITY |
The history of urban planning is ultimately one of control machines – of efforts to build spaces that will shape the lives and psyches of its inhabitants. Housing developments to sort and contain them, roads to dictate the ways in which they move through space, and lattices of utilities and infrastructure that transmute the abstract relationships of power that govern them into brutal physicality. It is the creative practice to which psychogeography is the criticism.
It is, of course, an illusion that the city is some sort of authored construct. Even moreso than the video game, where our convenient fiction of an auteur figure like “Will Wright” is in reality a mask worn by a team of developers and, in the case of a game like SimCity, a swath of teams responsible for the huge number of ports and versions. The iteration of SimCity that served as a launch title for the Super Nintendo is one of more than a dozen – it was a game that existed on the Commodore 64, the Amiga, the Macintosh, the BBC Micro, and others, all taking the smear of psychic landscape attributed to Will Wright and adapting it to new forms, with varying degrees of success.
[In practice, this is one of the rare cases where the console port is a highlight, at least in one sense. Ported by Nintendo EAD, it not only has the charming detail of Bowser in place of the generic lizard monster disaster, and adds an interesting system of special buildings like casinos and libraries that can be built under certain circumstances. Though in the end, little can remove the basic problem that a Super Nintendo controller is an unsatisfying replacement for a mouse when it comes to this sort of game.]
The city, like the video game, is multi-authored, a teeming mass of viewpoints and visions. And this includes not merely the ostensible creators – the programmers and urban planners – but those who are shaped and interpolated by it, and whose interactions with it define it; a city without inhabitants is as barren as a game without players. But citizens and gamers are two very different things. The gamer cannot, in the end, change the game in ways beyond those strictly delineated for him. The citizen, on the other hand, has meaningful resistance as an option.
Ironically, the difference is one of escapability. The gamer can quit the game, whereas nothing the citizen does can ever render them no longer a citizen – even if they move to some other city, they are still a citizen of something that has far more similarities than differences to the original. But because citizenship is inescapable, it in turn cannot fully reject the dissident. Put another way, the city can bulldoze the crime-ridden slums and replace them with a row of gleaming stadiums, but the list of the biggest problems in the city and a non-zero disapproval rate are irreducible elements of its existence.…