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I’m sure that getting the stuff under the hood correct is nigh impossible, but making it as accurate as possible is still a worthy goal.
What will be really interesting is when simulations like these can be used to determine if a scenario is even ‘winnable.’ COIN is, as I’m sure someone has pointed out, ‘Development at gunpoint.’ Since our experiences with just pure ‘development’ are checked, at best, thinking we have the resources to do it in some places is probably criminally optimistic.
This was the game I wanted to see written in 2006. It has taken a while but now it is here. Hooray! And I do hope, as Michael makes in his final point, that more games like these work themselves out to the general public. Having a population that understands the costs and potential benefits of helping others (even if it does sometime have to be done at gunpoint) will help us make better decisions, and go into these things – when we decide to do so – with our eyes more open.
There’s the takeaway line: “Many hidden assumptions lie underneath UrbanSim’s hood, and a simulation can only be as accurate as those assumptions.” Michael recovers by explaining that UrbanSim is not meant to be an accurate simulation at all, but an exploration of the consequences of decisions made. I can understand why the game’s designer would not want to impose some kind of magic bullet or “DS solution” (not sure what you would call this in the American military) on the structure of the game, but there must have been some decisions made… or is the outcome of every decision in the game purposely randomized to an extent that it doesn’t really matter what you do? I wanna look under the hood!