Original at http://www.firstmonday.dk/issues/issue4_4/friedman/index.html
04/17/2000

Semiotic of SimCity by Ted Friedman

When does a game cease to be a game? Is it when the computer feels like an organic extension of your consciousness or when you may feel like an extension of the computer itself? This paper explores SimCity and its significance as a simulator not only of reality but consciousness. Computer gaming is essentially process of demystification, discovering how software is organized for a certain set of goals and actions.

Every encounter between reader and text is a kind of exchange. A book lies inert until it you pick it up and begin to read. Once you've begun reading, your understanding and expectations structure you encounter with each new passage; that text, in turn, affects your subsequent response to the next passage. The exchange continues, back and forth, until you lose track of where you end and the book begins.

This magical connection between reader and book is tenuous and difficult to maintain. A moment's distraction, and the words are once again just markings on a page. In a way, the exchange is always one-sided; no matter what you do on your end, the text remains the same.

What makes interaction with computers so powerfully absorbing - for better and worse - is the way computers can transform the exchange between reader and text into a feedback loop. Every response you make provokes a reaction from the computer, which leads to a new response, as the loop from the screen to your eyes to your fingers on the keyboard to the computer to the screen becomes a single cybernetic circuit.

For a sense of full immersion, there's nothing like a computer game, in which the computer responds almost instantaneously to every action of the player, which in turn provokes a new reaction from the player, and so on.

If the feedback loop between user and computer is what is most distinctive about human-computer interaction, then computer games are in many ways the quintessential software products

A "simulation game," SimCity gives you the opportunity to orchestrate the building and development of a city. The tremendous success of SimCity demonstrates the surprisingly compelling power of a particular kind of human-computer interaction.

Of course, however much "freedom" computer game designers grant players, any simulation will be rooted in a set of baseline assumptions. SimCity has been criticized from both the left and right for its economic model. It assumes that low taxes will encourage growth while high taxes will hasten recessions. It discourages nuclear power, while rewarding investment in mass transit. And most fundamentally, it rests on the empiricist, technophilic fantasy that the complex dynamics of city development can be quantified, simulated, and micromanaged.

Unlike a book or film which one is likely to encounter only once, a computer game is usually played over and over. The moment it is no longer interesting is the moment when all its secrets have been discovered, its limitations exposed.