Games are often looked down upon by people desperately trying to appear grown-up – so any value they have beyond entertainment has historically been widely ignored.
But this attitude is, gradually, changing – and one can see why. The technology behind games has now developed to a point of almost visual realism, and the once simple models that your old, coal-powered PC could barely handle now look positively stone age in comparison to some modern games.
So various industries have been using gaming technology to educate and inspire since as long ago as the 1960s. The simplified model of reality that a game offers can be used to make impenetrable and technical subjects accessible to a wider audience.
Take city planning. For a quarter of a century now, games like the SimCity series have challenged players to design their own city with real life urban problems in mind. In an entertaining way, players are thus introduced to issues like housing density, infrastructure, zoning and disaster prevention – topics which would send most people to sleep if encountered in a classroom. The next generation of city planners have thus encountered the creative aspect of the job from an early age, without being scared away by the mire of technospeak.
Having inspired the little ones, now we need to educate them – and games can help on this front, too. The levels of complexity involved can be ramped up to something more appropriate for those actually learning city planning professionally.
In Cilvia, a game designed by Royal College of Art graduate Johnny Lui, budding architects take on a virtual London city council and try to get their proposed buildings passed the various planning constraints put in their way. SimCityEDU twists the SimCity games to add a more educational slant, allowing teachers to plan lessons and assign students specific simulated urban problems to overcome.
The potential of gaming doesn’t just extend to educating the city planners of tomorrow: it can be used to engage locals in developing the space around them, too. I can’t imagine many people who haven’t thought about how their surrounding environment could be improved – the question is how these ideas can be harnessed.
The Amsterdam-based Play the City attempts to answer this question, by using games to support collaborative decision making on urban design projects. For example, the centre of Khayelitsha, Cape Town’s largest township, was in dire need of a makeover. The market was a jumble of shipping containers, housing the area’s businesses.
Play the City came up with an interactive way of bringing local traders and developers together, to help remodel the market. That way, the communities, who will ultimately use the space, could contribute to its final design; and the developers could be sure they were building something that would actually work.
Khayelitsha was redesigned through the collaboration of around 100 participants – so just imagine what you could do with 3.5m. That’s the number of people playing Cities:Skylines, the 2015 heir to the SimCity crown.
Like its predecessors, the game opens the questions faced by city planners up to the public, and the simulation provided by the game is so accurate it can produce results applicable to the real world.. As designer Karoliina Korppoo explained in her TED talk, if something works in the game, it is highly likely to work in real life, too. In other words, the cities of the future could rely on ideas provided not by the dusty office elites, but crowd sourced through games, to engage the millions of active minds out among the public.
The slightly oxymoronic-sounding ‘serious games’ are those intended for a purpose other than entertainment. It’s perhaps in an attempt to gain un-required legitimacy in the eyes of those who otherwise dismiss gaming that modelling and other educational games are often categorised as such.
But this attempt to distance games from the fun aspect risks undermining the very benefit that city planning games can bring. Such games can engage people otherwise uninterested in the complexity of the city in the possibilities of city planning itself. You can’t do that without fun.
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