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Magnasanti: The Largest and Most Terrifying SimCity (2010)

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41–50 of 108 posts

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

#41
post #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 gener…

As an aside, why do you say that in Factorio solar panels are trickier than generators. To me it seems you can stick panels down infinitely and just make more power. Generators require coal trains, nuclear power, steam conversion, water lines and everything else? Or did you mean purely in construction from the start?

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

#42
post #17

Earlier quoted context omitted.

Purchased on the credit card of carbon release. We might get lucky and see some technological or social innovation negate or stop the coming disaster, or civilization could snap back to where it was centuries ago.

This is a perfect example of the trendy "everything's leading to a doomsday" sentiment among some people on this site. "We might get lucky" - humans have overcome every adverse condition in our 2 million years alive, why do you have the hubris to believe that you know we can only survive if we get lucky. "stop the coming disaster" - again, hubris to think that the only possible outcome for humans is a disaster. "coul…

Please soapbox on someone else's comment.

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

#44
post #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 gener…

As an aside, why do you say that in Factorio solar panels are trickier than generators. To me it seems you can stick panels down infinitely and just make more power. Generators require coal trains, nuclear power, steam conversion, water lines and everything else? Or did you mean purely in construction from the start?

But you have to match them with accumulators.

First game I played, I just made far-off copper mines that would only mine during the day.

(Then I learned it's just as easy to run power lines along RR tracks)

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

#45
post #17

Earlier quoted context omitted.

Purchased on the credit card of carbon release. We might get lucky and see some technological or social innovation negate or stop the coming disaster, or civilization could snap back to where it was centuries ago.

This is a perfect example of the trendy "everything's leading to a doomsday" sentiment among some people on this site. "We might get lucky" - humans have overcome every adverse condition in our 2 million years alive, why do you have the hubris to believe that you know we can only survive if we get lucky. "stop the coming disaster" - again, hubris to think that the only possible outcome for humans is a disaster. "coul…

By the same token, one could argue your comment is part of the trendy progress worship that's been happening since the beginning of humanity.

Mental disorders are at an all-time high. Extinction levels are well beyond their natural baseline rate, due to human activity. Environmental destruction is at an all-time high. Now, with the Internet, we've managed to build a system that can amplify nearly every negative aspect of human society but at the same time offers a shield of sorts from those effects.

Yes, humans are likely to survive in the same way that a virus survives. We find a way but it isn't always a virtuous path. We humans have yet to understand that nature is a balance and that we choose to operate outside of that balance. Everytime we progress we invent new ways for people and other animals to suffer.

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

#46
post #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 gener…

> I think both of those gameplay mechanics illustrate (or at least point to) the author(s) idea about the world. For good games, I don't think so. The #1 concern of any video game is "is it fun??". Case in point: Factorio oil is infinite and a renewable resource (pumpjacks never run out). This isn't there because of some preconceived notion of infinite oil. This mechanic exists because planting new pumpjacks is far m…

A friend of mine told me that old capped oil wells that ran dry decades ago are frequently opened up and found to be full of oil again. (in real life, not factorio)

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

#47
post #45

Earlier quoted context omitted.

This is a perfect example of the trendy "everything's leading to a doomsday" sentiment among some people on this site. "We might get lucky" - humans have overcome every adverse condition in our 2 million years alive, why do you have the hubris to believe that you know we can only survive if we get lucky. "stop the coming disaster" - again, hubris to think that the only possible outcome for humans is a disaster. "coul…

By the same token, one could argue your comment is part of the trendy progress worship that's been happening since the beginning of humanity. Mental disorders are at an all-time high. Extinction levels are well beyond their natural baseline rate, due to human activity. Environmental destruction is at an all-time high. Now, with the Internet, we've managed to build a system that can amplify nearly every negative aspec…

> Mental disorders are at an all-time high

Please provide some references that show mental illness is higher now than during the Dark Ages. Or in Egypt among the slaves under the Ptolemy's.

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

#48

The image reminds me of Guangzhou, China. I recently looked at google earth images of Guangzhou. I then looked at images of New York City. It is incredible to me that we in the U.S. think of New York City as a sprawling metropolis when not far from the city center it is mostly single family homes on plots of land. Whereas Guangzhou has many more high rise buildings for miles and miles. Get the ruler in Google Earth a…

How many of those are actually occupied?

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

#49
post #45

Earlier quoted context omitted.

By the same token, one could argue your comment is part of the trendy progress worship that's been happening since the beginning of humanity. Mental disorders are at an all-time high. Extinction levels are well beyond their natural baseline rate, due to human activity. Environmental destruction is at an all-time high. Now, with the Internet, we've managed to build a system that can amplify nearly every negative aspec…

> Mental disorders are at an all-time high Please provide some references that show mental illness is higher now than during the Dark Ages. Or in Egypt among the slaves under the Ptolemy's.

Infinitely more people are being diagnosed now than in the dark ages

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

#50
To quote the article:

Population growth is stagnant. Sims don’t need to travel long distances, because their workplace is just within walking distance. In fact they do not even need to leave their own block. Wherever they go it’s like going to the same place.

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Maybe OP posted this after working from home in quarantine for one week too many.

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