Discretionary Review (Developer): I built 4,147 homes in San Francisco, 2015 to 2031. Grade A, "Builder of Some Things". Survived all eight investor reviews. 16 hearings, 3 appeals, 4 lawsuits. The city needed 82,069.
I started something similar as a meme game, but I'm just too busy to keep working on it: Data centre slumlord - https://binary-mirror.itch.io/data-centre-slumlord
Davis had a long and contentious civic debate on whether or not Target should be allowed to build a store in Davis, eventually Davis held a city wide vote on the matter, which did pass [1].
Davis voters reject Measure V, spiking plans to build Village Farms housing [2].
Just a couple of examples where growth that most cities would approve without thought became a city wide civic issue that the community actually voted on.
[1] https://localwiki.org/davis/Target/History [2] https://www.abridged.org/news/davis-measure-v-election-updat...
> Every rule, vote count and case in this game is drawn from the public record. Sources are in docs/research/ in the project folder. Neighborhood politics scores and the economics are simplified for play.
Nice, I'm happy to hear that, Claude. This kind of silly game is supposed to help you understand a complex issue in a fun way. But this is missing the plot entirely. Why is this so overwhelmingly complex? Why would I spend time learning this ugly, convoluted and verbose UI? Who is this for??
EDIT: I'll link to an example of what I think this game should have been: https://research.wmz.ninja/projects/phd/index.html
A game made with intent, that is easy to pick up, respects its player's time, and makes its point effectively.
My guess is that's the point - now you understand how San Francisco property developers feel.
It is frustrating to be excluded when a game developer builds a game that looks interesting but targets a niche you don't fit in.
Also those https://research.wmz.ninja/projects/phd/index.html style games are a bit vapid. At any moment a person has more than a handful of choices and the simplification abstracts away the important ones, like ranking what ideas are important or changing strategies for idea generation in this one.
> Also those https://research.wmz.ninja/projects/phd/index.html style games are a bit vapid.
I agree, but please try to engage with what I'm saying. Both the PhD game and TFA are made with the goal of teaching an issue to a broader audience. Do you think TFA is an effective tool of communication? Don't you think its messaging could have been better conveyed had it been designed with more intent, less focused on piling on feature after feature for a game that isn't designed to be replayed more than once?
Both TFA and the PhD game should be considered "educational", people won't come back to those again and again because of how fun they are. They're designed to appear in HN feed, be played once, learn maybe a thing or two in an amusing way, and never be opened again. Do you understand now why I find this complexity so counter-productive? It's fine for a game to be complex, if it's designed for players that will sink hundreds of hours into them. It's not fine for a silly project to demand the same learning effort from its players.
> This runs into the reality that the game maker knows who his target audience is, but you don't.
Have you considered that TFA was vibe-coded, and maybe the "game maker" hasn't put much thought into who his target audience could be, like, at all, and just asked Claude to make a game about NIMBYism?
The PhD game came across as a blog post masquerading as a game. The city-building one was fun even if you ignore the lessons it's teaching. (You don't have to read the news articles. They're cleverly written, however, and so sort of fun to.)
I mean, are? It looks like it might be trying to create a San Francisco housing simulator. Simulators aren't necessarily tools of education. That's why I picked DF as a comparison - it is a Moria siumulator, but it isn't supposed to educate its players on the nature of Tolkien. It is more about exploring a complex environment.
And the PhD game doesn't look like it is going to teach anyone anything. It reads to me like some guy blowing off steam without having much of substance to say. Which is also fine, it just isn't much of an educational journey.
You're implicitly assuming that you have determined the target audience and goal of the game. And while you might be accurate, you might also be inaccurate. There is a decent chance that the target audience is people who look at this and think "ooh, cool". It is great fun to criticise games but claiming that a game is in the wrong genre altogether is just a bit much for me today. If you don't like this genre that is cool, but the game maker might just be doing his own thing and having fun.
> Have you considered that TFA was vibe-coded, and maybe the "game maker" hasn't put much thought into who his target audience could be, like, at all, and just asked Claude to make a game about NIMBYism?
His target audience could be himself, in which case he's probably got a deep understanding of who they are and whether they enjoy the game.
Like most vibe coded projects, it is for the person who created it. And usually only them.
There's no reason a "housing crisis" game couldn't have been done like that, with simple choices and immediate reactions. A game that respects the player's time, is easy to pick up and makes the point effectively.
I really do think that complexity and UI obtuseness was implemented as commentary, not as a mistake.
Tell me you never played the old TUI dwarf fortress without telling me.
Something definitely changed around the dot com crash. The channels I slummed around in of EFNet went from excited hacker archetypes to the same people doing jobs I was am in retrospect surprised about [0]
[0] - Im general, emulator devs working for bigger corporations. But most specifically one that wound up doing stuff around customs intrediction tech, major shift from their pre emulation work.
Regardless, I don't think it would actually make the game more fun.
It sounds like you just don't agree with how they've implemented America lol.
1. There are three resources: food, industrial production, and commercial activity;
2. As the player, you can divide commercial activity between three categories: research, state revenue, and local "luxuries", which in this context just means tax relief;
3. Scientific progress occurs when you've produced enough research to learn a new technology;
4. The only appearance of "education" anywhere in the game is that there is an expensive building called a "university" that increases local production of research. (The predecessor building with the same effect at a lower cost is the "library".)
On the other hand, "there is always division and infighting" is one of the most important and fundamental mechanics in the game; if your city grows beyond a quite small population cap, new citizens are automatically unhappy and will shut down the whole city unless pacified somehow.
Why call out Americans like that? Do you think America is some homogenous entity?
On one hand, we have opposition to industrialization and the green revolution.
On the other hand, we have Greenwich Village pushing back on being razed for a highway.
Defining "progress" is fundamentally a value judgement. In one era, undeveloped land was opportunity for progress. Today, turning developed land into parks can be seen the same way.
Locked supply. Affordable housing. Growing standards of living (or population). Pick two.
If you lock supply and want taxes and wages to grow, you're choosing unaffordable housing. That's San Francisco's current policy choice. Over decades, it filters the poor to San Francisco's "outer boroughs" or onto its streets.
For what it's worth, my friends who lived in San Francisco "took the hint" and moved out when they chose to have kids. They didn't sell their place, however, since the above policy mix together with California's property-tax system strongly disincentivizes that.
I haven't played OP's game but hopefully it accurately models the plummetting quality of life and rampant homelessness created by doing what you describe in the real world.