Showing posts with label simcity. Show all posts
Showing posts with label simcity. Show all posts

3.17.2008

Exploring the City of Tomorrow

A hypothetical Aura Map of Istanbul's Golden Horn.
Google Transit wants your city to get on their bus. At the American Public Transportation Association's recent TransITech conference the web giant's mass trans-tracking maps app (say that five times fast) challenged every transit agency in attendance to upload their schedules and information to the site by Earth Day of 2008. If Google's effort at TransITech is successful, live, up-to-date GPS-powered transit tracking for every major city in the country (and beyond) could be a reality much sooner than one might imagine.

It's a bit freaky at first; there's a whiff of Big Brother, and a dash of 1984. But once the knee-jerk paranoia passes, the benefits begin to sink in. With live-feed transit information, Google Maps and Google Earth could eliminate the need for standing on a windy or snowy street corner for twenty minutes, waiting for a late bus. Outside it could be pouring rain, but you'd know exactly when to leave the house to catch your train. Even making connections could be more easily choreographed. Suddenly, one of mass transit's biggest drawbacks -- unreliability -- is eliminated. Overcrowding becomes less of a problem, and the whole system runs more smoothly. Everyone wins.

Online mapping technology has come a long way since the basic click-navigation maps of MapQuest hit the web back in the 1990s. Nowadays you can easily access street-level views, satellite images, and highly-detailed maps of buildings and amenities of dozens of cities. Certainly, this makes the prospect of taking an exploratory walk through a new part of town less daunting; you can preview your route, get a feel for landmarks, even decide where you want to stop for lunch. But there's still a dimension missing. Online maps are still very much stuck in the 3D-level, at least as far as the masses are concerned. We're still figuring out how to map the most important factor in cities: people. Not individuals (again with the creepy 1984ishness), but crowds, traffic patterns, and even emotions.

Think back, once again, to the SimCity game franchise. In later versions of the game, players could open up maps that charted everything from traffic to crime to the general happiness (aura) of the entire city. Live. Can you imagine the potential of people-mapping technology as a tool for planners and policy-makers?

A scenario: it's 8:00pm on a Friday in the year 2015, and you're looking for something to do. You grab your wi-fone and fire up the GoogleCity live maps app. There are three parties within a ten minute walk of your house being advertised on GoogleSocial (a convenient MeetUp/Bebo-powered mashup), a wifi-gallery showing one of your favorite artists from deviantArt four subway stops to the south, a restaurant opening on the corner where that hookah bar just closed last spring, and a band whose iSpace page you just subscribed to because you heard one of their songs on Pandora's new Loc:Audio channel. There's no excuse to be bored. And oh, look -- if you leave now, you can catch the next bus, but it'll be at least five minutes for a train. Perhaps tonight will be a concert night? The e-stars have aligned...

You're happy. You're entertained. You click a button on the screen that tells Google that someone on your block is in high spirits. The block's aura jumps up one point. At City Hall a few weeks later, the general happiness trend of your neighborhood is noticed to be on the rise. Civic officials study the area to learn why this spike in aura has been occurring, and use this people-powered live information to liven up some less brightly-colored spots on the map. Repeat this process with any resource, tangible or otherwise. The places that need something get it more quickly, and the decrease in wasted funds leaves more tax money to be distributed wherever it's most needed.

Now you, as a citizen, have every right to see this information if your elected officials are looking in. So the aura map overlay is available via GoogleSocial. You tap the screen, pull it up. There's a spike near your friend's apartment building downtown. What's the deal? Street fair. You are so there. You lift the phone to your ear, call the friend, and then check a transit map. You just missed the train, which means 10 minutes of waiting. But oh, there's a cab around the corner. You ping it with the push of a button, and you're on the road a few seconds later.

The next day, you're ready to go for a run. You check out air pollution and crowd overlays. The wind is blowing everything to the south today, so air quality will be best on the north side of town, which is good, because that's where you live. The big orange blob in the middle of the park closest to your house suggests some kind of festival is going on. Not wanting to deal with people-dodging, you check out the riverfront. Clear as crystal. And you're off!

The full potential of maps, in terms of improving the quality of life in cities, is just beginning to be realized. Soon, maps won't just tell you where movie theaters are; they'll tell you which ones are less likely to be crowded, dirty, or noisy. Get ready for the cartographolution.

Links:
Get Your City On Google Transit (WorldChanging)

How Google Earth Ate Our Town (Time)

2.13.2008

Living in SimCity

SimCity, one of the most popular electronic games of all time, played an undeniable role in the return to the popular consciousness over the past few decades of urban planning. While the original game succeeded by breaking cities down into their most basic elements (residential, commercial, industrial, institutional, infrastructural, recreational), subsequent versions have become more complex, and more nuanced. And with the most recent version of the game, SimCity Societies (the first version not developed by creator Will Wright and his team at Maxis), came and went with barely a whimper, the franchise is ideally poised for a thorough revamp.

I recently read two posts at Very Spatial that got me thinking about SimCity and its potential for revival. The first of these posts was about mixed reality gaming, and it discussed a Nintendo DS game that allows players to visit a real island north of Tokyo and participate in a treasure hunt, with the handheld gaming system acting as an interface between the real island and the electronic version of the same place. This technology literally breaks down the walls between the player and the game, blending reality and fantasy. The second Very Spatial post focused on using online mapping technology to record personal histories or memories. The rise of mapping as a customizable, highly social tool should not be ignored by anyone interested in developing a city simulation game. Collaboration and customization are powerful selling points when trying to grab the interest of today's young people.

Mix quasi-reality and personalized cartography together and what have you got? Enormous potential. Consider the possibilities: a game could be created that allows people to create an alternate reality version of their neighborhood or their whole city and then upload that alternate reality onto a central server. Using a handheld device, they could then venture out into the city to interact with alternate realities created by other users. Games could cross paths and interact, teams could be built, and stories could intertwine. Social media and a wiki format could allow users to modify games created by other users, and whole alternate mythologies could be built, each one intrinsically tied to the place where it was developed. Gamers could travel to other cities to take part in other games. It's virtual reality without the stupid headgear.

The truly ingenious part of SimCity is that the game is disguised as a simple simulator that allows one to play God by building (and/or destroying) a city. Entire regions become customizable, and whole worlds and cultures imagined. Meanwhile, the game is also teaching players valuable lessons about how and why cities work: houses and factories don't do well next to each other; large buildings create more traffic, but well-planned transit alleviates that pressure; parks and recreational facilities are vital to morale (or "aura" as it was called in SimCity 3000) and public health. These lessons are still important today, but with advanced technology this type of simulator has the ability to teach an entirely new set of lessons.

In truth, the most basic building block of urban civilization -- more basic than residential, commercial, or industrial -- is social interaction. And by looking at cities at this most basic (and, at the same time, complex) level, we see an entirely new set of problems. Gentrification, segregation, resource distribution, community -- all of these issues could be explored through a SimCity game that mixed reality and personal fantasy.

An example: there is a triangular plaza in my neighborhood in Chicago. While it has a fountain and some trees, this scrappy public space has long been a source of frustration for some of my neighbors, who wish that the "Polish Triangle" would be better cared for, and that it could serve as a beautiful public gathering place. In an existing version of SimCity, a player could cover an empty triangular plot with parks and watch the land value of surrounding blocks rise. Imagine a SimCity that allowed users to completely re-design the Polish Triangle so that any player walking through the area could access this visionary public space and interact with it. The lessons learned would not only be more resonant -- they would be more personal, more real, and might actually affect public sentiment and, eventually, political will.

Another recent phenomenon suggests that this kind of gaming technology could be extremely successful if implemented: the Japanese cellphone novel. These novels, written by teens and young adults on their mobiles, have become a major literary movement in Japan, with half of the Top Ten bestseller list from the last year being made up of cellphone novels that were turned into actual print novels. A striking fact about the genre: most cellphone novels eschew details about the setting of the story. “If you limit it to a certain place," an author explained in a recent NY Times article on the subject, "readers won’t be able to feel a sense of familiarity.” Thus, while a core group is creating personalized content -- for free, unless and until their novels are printed -- massive demand is coming from outside of that core. It is a community that anyone can be involved in, and one where you can very easily make the switch between producer and consumer at your leisure.

The same could be done with a hyperlocal, mixed reality version of SimCity. You could import buildings to your neighborhood from around the world. Stick the Eiffel Tower in the middle of Central Park. Walk through Shibuya in the suburbs of Buenos Aires. Ultimately, the most compelling and useful alternate realities would rise to the top, whatever the reason for their popularity. In the future, you might be able to walk up and down your block several times and see it in a completely different way on each lap.

And, if you didn't like any of what you saw, you could change it in an afternoon.

(Photo from the Centre for Education in the Built Environment. The original full-color version can be viewed by clicking the photo.)


Links:
Mixed Reality Gaming In Japan (Very Spatial)

Creating Memories Using Maps (Very Spatial)

Wicker Park's Dirty Doorstep (Chicago Reader)

Thumbs Race as Japan’s Best Sellers Go Cellular (NY Times) (via Smart Mobs)