What computer games can teach us about urban planning

In what may be one of our favorite articles about urban planning, The Atlantic writer Daniel Hertz looks at what computer games say about American attitudes about urban planning.

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In what may be one of our favorite articles about urban planning, The Atlantic writer Daniel Hertz looks at what computer games say about American attitudes about urban planning.

Excerpt:

“While all games that simulate real life are of course drastically simplified, the way that they’re simplified often speaks to the actual worldview of the people who design and play them. With that in mind, here are some notes on the assumptions that undergird urban-planning video games such as SimCity and CS:

You must zone—and use single-use zoning. With the exception of some Sunbelt cities, nearly every urban core in America took shape in an era before zoning. Brownstone Brooklyn, Wicker Park in Chicago, Cooper-Young in Memphis, and any number of pre-WWII neighborhoods across the country—not to mention iconic cities in other parts of the world—could only have been built without modern American zoning, with its density limits, parking requirements, and separation of shops and homes. But in CS, no one can build anything on a plot of land until a player has given it a zone: Residential, Commercial, Industrial, or Office, and specified high- or low-density. It’s striking that zoning is so baked into our assumptions about how urban development works that leaving something unzoned is just not possible—let alone creating mixed-use zoning, form-based zoning, or other kinds of development regulations like those used in Europe.”

Read the rest here. Really, read it!

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