Hey, Mom! The Explanation.

Here's the permanent dedicated link to my first Hey, Mom! post and the explanation of the feature it contains.

Also,

Showing posts with label cities. Show all posts
Showing posts with label cities. Show all posts

Thursday, July 18, 2024

A Sense of Doubt blog post #3439 - SIM CITY and Urban Planning - THINGS THAT I LOVE



A Sense of Doubt blog post #3439 - SIM CITY and Urban Planning - THINGS THAT I LOVE

I may have to drop my WIRED subscription because the introductory period is past and they want a very high price to continue. I disabled the auto-renew yesterday and went to cancel, and they let me extend two months for free. So, we shall see.

This story caught my eye because when I was playing computer games, this one was in my top five favorites all time. And if I were to play again, I would consider fiddling with this one.

I have used SIM CITY in teaching as a way to get students thinking about infrastructure and urban planning.

I am fascinated by it as a model for testing community design, even though this article pushes back on that idea.

Even though I am in a book buying freeze, my research into gamification in education may necessitate that I buy it and consumer (also, there's an audio).

Good article!

Thanks for tuning in.



SIMCITY



SimCity Isn’t a Model of Reality. It’s a Libertarian Toy Land

Beneath its playful exterior, the beloved game that inspired a generation of real-world urban designers betrays a partisan view of social planning.

 IN THE MID-1980S, when Will Wright was just getting started as a game designer, he realized that the process of constructing a game—building out the individual levels—was fun in and of itself. Why not share the joy of creation with players? He conceived of a new game in which people could build their own digital metropolis, tweaking it as needed to maintain its health. When Wright brought the idea to publishers, none were willing to fund it: Who’d want to play a game with no clear way to win? So Wright cofounded his own company, Maxis, and released SimCity in 1989. It became the top-selling computer game of its time.

Although Wright considered SimCity to be more like a sandbox or a dollhouse than a game per se, it came to have an outsize effect on the real world, inspiring a generation of urban designers. Many players credit the game with giving them a deeper understanding of how cities function and how effective governance ought to work. But a look under the hood suggests that SimCity is less an insight into reality than a libertarian toy land.

Wright's design was inspired by urban planning models created by an engineer named Jay Forrester. Forrester had devoted his career to building simulations of complex systems, from corporations to supply chain dynamics to education policies. In his 1971 book, Urban Dynamics, he develops urban simulations based on hundreds of equations and parameters that he deems essential to civic functioning. He introduces the models with the caveat that they should not be taken seriously, then goes on to end the book by offering concrete policy recommendations. These, perhaps unsurprisingly, bear an uncanny resemblance to his personal libertarian political leanings. His models seem to prove that most regulatory policies have detrimental effects on cities. He concludes that regulations should be eschewed in favor of the free market. His models indicate, for example, that razing low-income housing would create jobs that economically reinvigorate cities.

Policymakers in the Nixon administration uncritically embraced Forrester's ideas. Several small cities also adopted his ideas in hopes of either encouraging growth or flattening it. They didn't question the provenance of Forrester's equations, nor did they test whether adjustments to his parameters would yield different conclusions. Most of these real-world experiments were failures. There was one success, however. Residents of Forrester's hometown of Concord, Massachusetts, approached him with concerns about suburban growth threatening the town's “character” (a term often used as a euphemism for race). He advocated for restrictive zoning laws. This, predictably, drove housing prices sky-high, and from 1970 to 1990 Concord's population grew less than 0.05 percent per year. Forrester believed that game-based models might one day replace civic debate, capturing nuance more successfully than language. "The human mind is not adapted to interpreting how social systems behave," he argued. People are decent at linking causes to effects but cannot reason about complex interrelational dynamics.

Despite the playfulness of SimCity's design—a monster reminiscent of Godzilla, for instance, randomly attacks densely populated areas—it too was often taken seriously as a scientific program. In the 1990 mayoral race in Providence, Rhode Island, a 15-year-old freelancer for The Providence Journal arranged a SimCity competition between election candidates. One candidate later maintained that negative coverage of her performance cost her the race. Business consultants deluged Wright with requests to design playable models of their industries for training and educational purposes. Wright was initially reluctant—he'd only intended SimCity to be a caricature. But he eventually succumbed to pressure and spun off a short-lived division called Thinking Tools, headed by his Maxis cofounder. Thinking Tools nurtured Forrester's hope that simulations might come to replace debate. It crafted educational games for big-name clients. Chevron, for instance, commissioned a game called SimRefinery, which it reportedly used to train office workers—who may have never entered a physical plant—to better understand the oil refinement process.

After Bill Clinton won the 1992 US presidential election on the platform of health care reform, a nonprofit foundation commissioned Thinking Tools to design a hospital-management simulator. Released in 1994, SimHealth was played by policymakers and the public alike—including, famously, Clinton's daughter, Chelsea. Maxis marketed SimHealth as more than mere entertainment: It was a policy tool and could be used to explore and reason about complex systems. Players assumed the role of a newly elected politician campaigning for health care reform. They used their finite political currency to promote policies that aligned with the values on which they based their election promises. They could track their policy changes against their stated values using a compass-like indicator that pitted Liberty against Equality and Community against Efficiency—ideals that are, in reality, by no means opposed.

Unlike SimCity players, SimHealth players could tinker with the underlying model and adjust hundreds of parameters. Yet tweaking the parameters was not the same as tweaking the models themselves, and the game had a clear ideological bias. Much as in SimCity, there wasn't exactly a win state. But SimHealth's values were hard to miss. The game trumpeted a somber funeral march whenever the Canadian-style single-payer socialized medicine plan popped up on the screen. As Keith Schlesinger writes in a review for Computer Gaming World, there was one easy way to win: “All you have to do is adopt an extreme libertarian ideology, eliminate all federal health care (including Medicare!), and cut other government services by $100–$300 billion per year.” Unfortunately, this could hardly be called a health policy victory, as it left the virtual citizens entirely without health coverage. Even the private insurance companies went bankrupt in the first few months. The game was a flop, and 30 years later, health care remains an intractable issue plaguing American politics.

Whereas SimRefinery gave players a new perspective on a complex, though defined, process, the US health care industry is so complex that SimHealth only muddied the waters. Paul Starr, who was a health care policy adviser to the Clinton administration, dismissed the game entirely. “SimHealth contains so much misinformation that no one could possibly understand competing proposals and policies, much less evaluate them, on the basis of the program.” He was concerned that people would mistake the game for a legitimate description of reality. He despaired that his daughter, an avid player, accepted the game's libertarian-leaning strategies because that was “just the way the game works.”

All simulations are ultimately constrained by their creators’ assumptions: They are self-contained universes ticking along to preprogrammed logic. They don't necessarily reflect anything fundamental about the world as it is, much less how we may want it to be. When SimCity players have occasionally stumbled on stable equilibrium states—the closest thing to a “win” in this non-game—they have laid bare the biases hidden in Forrester's equations. An artist named Vincent Ocasla, for instance, created a city with a stable population of 6 million. The only catch? It was a libertarian nightmare world. It had no public services—no schools, hospitals, parks, or fire stations. His dystopia had nothing but citizens and a concentrated police force populating an endless plain of one bleak city block, copied over and over.

But games may still be useful for reimagining society. In their book The Dawn of Everything, anthropologist David Graeber and archaeologist David Wengrow suggest that playful experimentation was crucial to forming the wildly creative social structures evident across human history. The zone of ritual play, they write, “acted as a site of social experimentation—even, in some ways, as an encyclopedia of social possibilities.” Centuries ago, European philosophers characterized people as pawns in chesslike games played by gods, whose decisions were as inscrutable as dice throws. Each person had their preordained role to play and rules to follow. The advent of probability theory and, later, decision theory and game theory—ways of divining what was once called fate—transformed people from pawns to players.

Though these thinking tools have theoretically granted us more agency, they've also been used to hem us in. Games increasingly underpin the architecture of our economic, technological, and social systems. People participating from every corner of the internet move in invisible markets designed to efficiently extract money, attention, and information from users. Our reputations are scored with social media metrics, dating app recommendations, buyer and seller ratings. The age-old metaphor of life as a game paved its way into reality. SimCity is the right game for the modern era because its players become architects controlling a world of their own choosing. It's also a reminder that the illusion of control is not the same as the real thing.

From Playing With Reality: How Games Have Shaped Our World, by Kelly Clancy, published by Riverhead, an imprint of Penguin Publishing Group, a division of Penguin Random House, LLC. Copyright © 2024 by Kelly Clancy.






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- Bloggery committed by chris tower - 2407.18 - 10:10

- Days ago = 3303 days ago

- New note - On 1807.06, I ceased daily transmission of my Hey Mom feature after three years of daily conversations. I plan to continue Hey Mom posts at least twice per week but will continue to post the days since ("Days Ago") count on my blog each day. The blog entry numbering in the title has changed to reflect total Sense of Doubt posts since I began the blog on 0705.04, which include Hey Mom posts, Daily Bowie posts, and Sense of Doubt posts. Hey Mom posts will still be numbered sequentially. New Hey Mom posts will use the same format as all the other Hey Mom posts; all other posts will feature this format seen here.

Saturday, April 27, 2024

A Sense of Doubt blog post #3357 - NYC Subway Tunnels - Ghost Tunnels, Abandoned Stations, and the Mole People

Closed - City Hall - NYC

 A Sense of Doubt blog post #3357 - NYC Subway Tunnels - Ghost Tunnels, Abandoned Stations, and the Mole People

I have always been fascinated by the underground. Maybe that's one of the big things about D&D that appealed to me right away.

I love public transit, especially trains.

I was amazed to find that Chicago's L, which I thought was only above ground, has some underground sections.

The first long underground train I rode was in Washington DC.

But then my time in New York City doing a college internship had me on the Subway multiple times a day.

When I first visited NYC, prior to my internship beginning, I not only rode the Subway with my Dad, but moved to the front or rear of the train (I forget which, but it's mostly the same effect) to spy out the tunnels. I loved the tunnels. And I loved the idea of ghost stations and tunnels, hidden places no longer in use, or deeper cavernous areas populated by "mole people," what were known as the Morlocks (fully ripping off HG Wells thank you very much) in the X-Men comics starting in X-Men #193 in 1983, so those ideas where in my head in late 1984 during my first visit and then in 1985 during my internship from January-March of 1985. See the bottom of the post for the debunking of the mole people myth.

Previously, I have posted about cool old stores and diners in NYC:

Thursday, September 28, 2023

But it's the tunnels that are my JAM!

In this post are many photos of the tunnels as well as abandoned stations and "ghost" (unused) tunnels.

People can be seen down there, but the mole people and its complex society is probably a myth.

There's also links to cool sites, both ny.curbed and untappedcities with great stuff, especially the TOP TEN SECRETS, such as artificial reefing with old subway cars and the boarded up exntrane (still marked) to Clinton Hall among many others at the link below.



Probably not.

Different variations of this story have been floating around for years. Fueled mainly by a few widely publicized—but very different—firsthand accounts, each with varying degrees of truthfulness.

This much is definitely true:

For many years, there was a small community of people who lived in the Amtrak train tunnels near Riverside Park on Manhattan’s Upper West Side. (Known as the Freedom Tunnel by graffiti artists.) These are the underground tunnels that bring Amtrak passenger trains to and from Penn Station. They are not part of the New York subway system.


The presence of humans—and their makeshift shantytowns—in the Amtrak tunnels was first documented in a 1990 New York Times article by John Tierny. His article was the first to use the term “Mole People” in the context of New York City. And even though the article makes no mention of the subways, per se, it obviously captured people’s imaginations, and is most likely where a lot of the later, more outlandish, urban legends originated.

In 1996, a Dutch anthropologist named Teun Voeten befriended some of the Amtrak tunnel dwellers and lived among them for several months. He published his diaries as the book Tunnel People. The Amtrak tunnel was also the subject of a great documentary film called Dark Days, released by Marc Singer in 2000. In the film, we meet several of the tunnel people and see the relatively elaborate homes they carved out for themselves. Again, to be clear, these were not the subway tunnels. These were slightly more spacious tunnels, with much easier access to the outside.

In the late ‘90s, Amtrak finally cracked down and drove everyone out of its tunnels. But, as shown in Singer’s film, an agreement was reached to help relocate the former tunnel dwellers into low-income apartments.

Now the maybe not-so-true part:

Prior to all that, in 1993, a woman named Jennifer Toth had published a book called The Mole People: Life in the Tunnels Beneath New York CityIn it, she wrote about the people in the Amtrak tunnels. But in addition (she claimed), there were also extensive communities living deep within Grand Central Station, the New York City sewers, and various sections of the MTA subway system. She claimed to have witnessed large, complex societies living deep beneath the streets, with their own systems of politics, utilities, and elaborate secret passageways. There were also suggestions of cannibalism, webbed feet, and a band of (literal) underground contract killers.

As you can imagine, Toth’s book was a huge hit. But soon after, criticism started coming out, suggesting that many of Toth’s claims about the non-Amtrak tunnel dwellers might have been fabricated. Or, at the very least, were impossible to verify.

2004 article by Cecil Adams of the Straight Dope does a good job of debunking many of the wilder elements of Toth’s book.

It also references another earlier article, “Fantasy in the Mole People” by Joseph Brennan. Brennan, a hardcore railfan, systematically pointed out all the inconsistencies in Toth’s geographical description of the tunnels. For example, Toth describes Grand Central Station has having several more underground levels than actually exist, and at one point claims to have traveled from the commuter train tunnels of Grand Central to a neighboring MTA subway line—a connection that, officially anyway, never existed.

As both Adams and Brennan point out, many of Toth’s accounts in The Mole People seem implausibly detailed, are impossible to verify, and tend to come off as overly embellished. Adams also interviewed one of Toth’s former tunnel-dwelling sources, who said, “I’m not saying the book is not true, I just never experienced the things [she] said she saw.”

So, the short answer:

Yes, two decades ago, a group of people did live full-time in tunnels that did run under part of New York City. But those tunnels are uninhabited now. And they weren’t technically subway tunnels.

And yes, it’s possible that people are living somewhere in the New York subway tunnels—or in other underground areas. But their existence has never been accurately verified. And if they are there, they most likely would not number in the thousands.

The Truth About New York’s Legendary 'Mole People'

The Mole People revisited

Fantasy in The Mole People







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- Bloggery committed by chris tower - 2404.27 - 10:10

- Days ago = 3221 days ago

- New note - On 1807.06, I ceased daily transmission of my Hey Mom feature after three years of daily conversations. I plan to continue Hey Mom posts at least twice per week but will continue to post the days since ("Days Ago") count on my blog each day. The blog entry numbering in the title has changed to reflect total Sense of Doubt posts since I began the blog on 0705.04, which include Hey Mom posts, Daily Bowie posts, and Sense of Doubt posts. Hey Mom posts will still be numbered sequentially. New Hey Mom posts will use the same format as all the other Hey Mom posts; all other posts will feature this format seen here.