![]() treats transit very superficially, not allowing the user to specify routes and frequencies, and giving the misleading impression that any kind of transit, anywhere, produces some vague benefit.Pedestrianized urban cores are impossible, no matter the density. requires car access to every building.You can’t live above your shop, or have a grocery store in your office building. conceals the impacts of parking, thereby making car-dependent development look more functional and attractive than it is.… while also reinforcing some bad 20th century ideologies. It was the first time they realized that neighborhoods, towns and cities were things that were planned, and that it was someone’s job to decide where streets, schools, bus stops and stores were supposed to go. For many urban and transit planners, architects, government officials and activists, “SimCity” was their first taste of running a city. Jessica Roy in the Los Angeles Times has a good piece on how the game helped turn people onto city planning …Īlong the way, the games have introduced millions of players to the joys and frustrations of zoning, street grids and infrastructure funding - and influenced a generation of people who plan cities for a living. Yes, the first attempt at a comprehensive city planning game, Sim City, is 30 years old. Car oriented development looks a lot more viable when you hide all the parking!
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