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Magnasanti: The Largest and Most Terrifying SimCity (2010)

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Re: Magnasanti: The Largest and Most Terrifying SimCity (2010)

#2
I think we can often get sucked into optimizing our life to limit the possibility of negative surprises - predictable reliable employment, reliable transportation, go-to meals, healthy habits that work for us - and then we can often end up in a reality where things are stable but potentially boring or soul-crushing. That's what the essay reminded me of - even if the city were ruthlessly efficient but with a nice park and bodega and deli in walking distance, it could still feel similarly soul-crushing. So I've been trying to think more about how to leave more room in life for "positive surprise" but that's kind of a difficult thing to optimize for. I'm open to ideas anyway!

Re: Magnasanti: The Largest and Most Terrifying SimCity (2010)

#5
Not to anywhere near the level of this but i've been playing a map on city skylines where i've been trying to make it as dystopian as possible, though at first I was just trying to model my city, the sad thing is, on a superficial level, it still resembles it.

Industrial areas lined with low income housing. A whole neighbourhood with schools next to oil refineries, a prison island that receives its drinking water from the sewage run off of the rest of the city, I created roads and bridges everywhere, there's several 'nice' areas along the non polluted areas of water with large mansions, there's a big bustling urban center full of office buildings and highrises not far away from squat, squalid apartments underneath highway overpasses, schools next to landfills, a lack of hospitals and fire departments, many police departments, i've intentionally clearcut as much of the forest surrounding the city as possible, the next step was to create a small gated community out away from the city, for those with money who can't handle the horrid amounts of traffic and infrastructure...

I may have also accidently poisoned the whole city briefly when trying to build the prison island and killed 30% of the people there, but things have been looking up, population growth is finally starting to rise again, though the health of the population is questionable.

Re: Magnasanti: The Largest and Most Terrifying SimCity (2010)

#6
I think it's important to remember that a "system" in a video game is a work of art just like the game itself. The systems, in a lot of ways, reflect the ideas and thoughts of the authors of that game. Magnasati's highlights and flaws help illustrate that thinking, or what tax rates are best for doing well in the game.

An example that comes to mind is Factorio, where solar panels are more tricky to operate than generators, but minimize conflict with the ingame fauna. Earlier versions of Rimworld were programmed to have men be either gay or straight, but women to be bisexual. I think both of those gameplay mechanics illustrate (or at least point to) the author(s) idea about the world.

Re: Magnasanti: The Largest and Most Terrifying SimCity (2010)

#8
post #5

Not to anywhere near the level of this but i've been playing a map on city skylines where i've been trying to make it as dystopian as possible, though at first I was just trying to model my city, the sad thing is, on a superficial level, it still resembles it. Industrial areas lined with low income housing. A whole neighbourhood with schools next to oil refineries, a prison island that receives its drinking water fro…

That's a slice of the horror of our civilization lololol
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