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        <title>SimCity and the virtues of games about societal issues</title>
        <link>https://elezea.com/2015/05/simcity-and-the-virtues-of-games-about-societal-issues/</link>
        <pubDate>Fri, 22 May 2015 04:06:58 +0000</pubDate>
        <dc:creator>Rian van der Merwe</dc:creator>
        <guid isPermaLink="false">https://elezea.com/?p=5364</guid>
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          <![CDATA[On the surface, Ian Bogost&#8217;s Video Games Are Better Without Characters is a nostalgia piece about SimCity: Such was the payload of SimCity: not a game about people, even though its residents, the Sims, would later get their own spin-off. Nor is it a game about particular cities, for it is difficult to recreate one [&#8230;]]]>
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          <![CDATA[<p>On the surface, Ian Bogost&#8217;s <em><a href="http://www.theatlantic.com/technology/archive/2015/03/video-games-are-better-without-characters/387556/">Video Games Are Better Without Characters</a></em> is a nostalgia piece about SimCity:</p>
<blockquote>
<p>Such was the payload of SimCity: not a game about people, even though its residents, the Sims, would later get their own spin-off. Nor is it a game about particular cities, for it is difficult to recreate one with the game’s brittle, indirect tools. Rather, SimCity is a game about urban societies, about the relationship between land value, pollution, industry, taxation, growth, and other factors. It’s not really a simulation, despite its name, nor is it an educational game. Nobody would want a SimCity expert running their town’s urban planning office. But the game got us all to think about the relationships that make a city run, succeed, and decay, and in so doing to rise above our individual interests, even if only for a moment.</p>
</blockquote>
<p>But later on it turns into a strong argument for games that are about bigger issues in society. Games not about fighting one&#8217;s way out of a prison or getting off a deserted planet, but games that focus on living systems, politics, and the economy. Great article.</p>
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