SimCity (2013) Review

Will Wright’s original SimCity (1989) and its isometric sequel, SimCity 2000 (1994), are perhaps the games that first made me consider the educational possibilities of my favourite pastime. The original SimCity I played somewhat vicariously over my Amiga-owning friend’s shoulder. SimCity 2000, however, I had all to myself and I played it for hours on end on our Mac at home. At school, my forward-thinking geography teacher also allowed me to install it on the department’s Mac. He could probably see the potential in it as a learning tool and certainly recognised that the game could engage the teenage me in a way that some of his colleagues could not. It was never going to find its way on to the curriculum, of course, but it was an exciting possibility for the future.

New Mattsville in 2013

New Mattsville in 2013

The 2013 version of SimCity marks the return of a series which has lain dormant since the release of SimCity 4 in 2003 (excluding spin-offs such as the Nintendo DS version, the less successful SimCity Societies and the myriad versions of the wildly popular The Sims franchise). At its core, SimCity is exactly what the name implies: a city simulator, wherein you assume the role of major, albeit with some unconventional leanings towards omnipotence not usually associated with City Hall. It’s a kind of civic sandbox, featuring all the toys with which a budding mayor might expect to be able to play. While this new iteration introduces a steady stream of mayoral objectives, the game has traditionally set few fixed goals. Instead, the player is free to craft their city as they see fit: adjusting taxes, investing in public services, building essential infrastructure such as roads, and so on. Perhaps the most important tool in your repertoire is that which allows you to designate areas of your city as residential, commercial or industrial zones, determining what your citizens – known as Sims – can build there.

Tinkering with your city and watching it grow is strangely addictive stuff. Like its predecessors, SimCity offers feedback to the player in countless forms, from the often quite beautiful picture the game paints of your living, breathing city, to the multitude of tables, reports and graphs you can pull up on your city’s finances, crime levels, educational performance and other social statistics. All of these feedback mechanisms, coupled with the ability to play the game at your own pace – both in the literal sense (you can slow and speed up time) and in the sense that there’s no real need to gallop ahead and build a sprawling metropolis if you’d rather cultivate a bustling hamlet – encourage the player to set their own personal goals. Because there’s nobody telling you what to do or when to do it as in, say, a school classroom, the motivation to meet these goals is entirely intrinsic.

Downtown Mattsville

Downtown Mattsville

This new SimCity, however, makes one significant departure for the series: it is designed to be played online as a multiplayer experience. This is important for a number of reasons. First, of course, it introduces the prospect of a rather more extrinsic form of motivation: competition. Second, because the game insists on connecting to servers operated by the game’s publisher, EA, every time you play – even if you have no intention of interacting with other players – those servers have to be up-and-running. However, in the few days since the US launch of the game, and to a lesser extent in the hours since it was released in Europe, EA’s servers have not been up to the task. Thousands of disgruntled would-be mayors cannot play the game for which they just paid around £40, after a decade-long wait, simply because the servers are unable to cope with the volume of people attempting to log in. The publisher’s motivation for this arrangement (known as ‘digital rights management’, or DRM) is to protect against piracy. Their servers, as well as proving the ability to save your game to the ‘cloud’, and, apparently, crunching some of the complex numbers required by the city simulation, are also used to check your copy of the game is legitimate.

This debacle has overshadowed the launch of the game to such an extent that it is impossible to ignore in any review. The rights and wrongs of DRM are better covered elsewhere, but the situation raises some significant questions about the game’s suitability for use in a classroom. First, online connectivity requires EA’s Origin software to be installed and able to connect to the internet, introducing an additional hurdle for getting the game installed on a school, college or university network in the first place. Second, if the servers are down when you are scheduled to teach a SimCity-based class, that class isn’t going to happen. Of course, it’s likely that EA will have remedied the server situation by the time the game filters into classrooms but there is a larger question here: what happens when EA turns the servers off? As players of many of the same publisher’s sports titles will know, once those servers become unprofitable to run, or there’s a new version of the title they want to push, the server that facilitates online play is canned. So, whereas a school that invested in 30 copies of SimCity 4 a decade ago can still use that software, there’s every chance that the same will not apply to the new game in 2023.

This is something of a dilemma for educators considering SimCity as a potential learning tool. On the one hand, the game’s publishers are actively courting the educational market – apparently drawing inspiration from Valve’s seemingly more altruistic efforts with the physics-based Portal 2 game – via the simcityedu.org website, which offers lesson plans and other resources to kick-start teaching around the game. On the other, how many schools or colleges can afford to invest in multiple copies of a game that may become unplayable at the publisher’s whim? One must also add to the equation the cost of purchasing suitable hardware – the new SimCity is beautifully realised, to be sure, but it requires modern technology to render all of that stunning detail in real time.

In the end, and bearing in mind it’s only been out a day or two, it’s fair to say that SimCity will almost certainly gobble up what little spare time I can muster, and I’ll quickly forget my objections to what I consider to be Draconian DRM measures. From a learning point-of-view, however, I’ve yet to see anything in the game that couldn’t be done to some degree in its considerably more affordable predecessor, if not the version I showed to my geography teacher nearly 20 years ago. Either of these is rather more likely to run on the average school’s computers, which in some cases might actually be 20 years old.

This review was written as part of my coursework for the excellent Introduction to digital game-based learning course, headed up by Dr Hamish Macleod.

Sugata Mitra: The child-driven education

Sugata Mitra’s work was brought to my attention by one (or possibly both, I can’t quite remember now) of my supervisors. On the surface, it might not seem so closely related to video games and learning, but there are actually (I think) many interesting ideas and questions contained in Mitra’s work that connect it to the area in which I am interested. Not least, there is strong evidence of self-directed learning here and – perhaps even more significantly – the children involved in the learning are having fun.

Sugata Mitra's Beyond the Hole in the Wall: Discover the Power of Self-Organized Learning

Sugata Mitra's Beyond the Hole in the Wall: Discover the Power of Self-Organized Learning

The video below is short, but I am currently reading have just read Mitra’s TED book, Beyond the Hole in the Wall: Discover the Power of Self-Organized Learning, which also details the author’s efforts to educate children in rural India by simply placing an ATM-like, Internet-connected PC in the middle of the street. Local children – entirely unsupervised – first taught themselves how to use the computer, then began using the web browser to educate themselves about various topics (in English, it should be noted – not their native tongue). Mitra went on to expand on this idea, which the video illustrates.

While the book is also quite brief, it’s a really interesting read. I do wonder about how ‘deep’ some of the learning described by Mitra really is (would these children be able to apply Pythagoras’ theorem outside of the learning environment?*), but the results are impressive and the ‘Granny Cloud’ idea that followed on from the original Hole in the Wall work seems rather inspiredsee the video below, or check out the book, for more.

If I thought anyone was reading this blog, I would ask what others thought of Mitra’s approach. Am I being overly sceptical when I query the ‘deep learning’ on display here?

* I would be unable to apply Pythagoras’ theorem anywhere.

Nostalgia, and learning from video games

There are some slightly problematic statements in this article, but it’s interesting none-the-less.

An American sophomore student (presumably at college) makes this comment regarding Assassin’s Creed:

“It’s set in Renaissance Italy. The attention to detail is so great you honestly pick up the layout of Florence and interacting with real historical figures and real events that happened.”

Assassin’s Creed II

Assassin’s Creed II does, indeed, feature impressive reconstructions of Renaissance Italy. Also, killing people.

Now, it’s not clear from this slightly vague statement what – of value – the student feels he has learned from playing Assassin’s Creed, but it’s clear he believes he has gained something from the experience. What might be interesting to find out is whether he subsequently sought any more authoritative information on the “historical figures and real events” encountered in the game, from alternative sources.

The rest of the article deals mostly with Pokémon (presenting the series of Manga-inspired games as something of a Nineties phenomenon, although a Western-friendly version of the game was not released in the US until the tail end of the decade). I had not considered the educational value of Pokémon until now (it’s one of the few Nintendo franchises I’ve never really become obsessed with), but perhaps it warrants some investigation. From the article:

“Marquez [the student in question] said there’s a lot of intelligence and patience that goes into Pokémon games. He researches stats, some of which involve complex math equations, before compiling a Pokémon team.”

Marquez continues:

“I will sit down with a pen and paper… and make sure my team is well-balanced. You can breed Pokémon to battle.”

Pokémon

Pokémon: it's educational!

My main issue with the article, however, probably lies with the fact that late-Nineties games such as Pokémon are considered retro. Contrary to what the seems to sophomore think (and I may be reading more into his comments than is strictly sane), his is not the first generation of adults (if we can be called that) to have grown up with video games.