Seductions of Sim: Policy as a Simulation
Jon A. Lambert
jlsysinc at ix.netcom.com
Fri Apr 10 13:55:51 CEST 1998
Here's an article I found very interesting... I thought I'd share.
YMMV
--
--J. Lambert
--cut----
Copyright 1994 by New Prospect, Inc. Readers may redistribute this ar=
ticle=20
to other individuals for noncommercial use, provided that the text an=
d this=20
notice remain intact. This article may not be resold, reprinted, or=20
redistributed for compensation of any kind without prior written perm=
ission=20
from the author. If you have any questions about permissions, please =
contact=20
The American Prospect, P.O. Box 383080, Cambridge, MA 02238, or by ph=
one at=20
(617) 547- 2950.=20
Preferred Citation: Paul Starr, "Seductions of Sim: Policy as a Simul=
ation=20
Game," The American Prospect no. 17 (Spring 1994): 19-29=20
(http://epn.org/prospect/17/17star.html).=20
=20
Seductions of Sim
Policy as a Simulation Game
Paul Starr=20
Standing around the computer, my two older daughters, nine and eleven=
years=20
old, scan the picture of the city we're creating and debate whether i=
t needs=20
more commercial or residential development. My six-year-old son sugge=
sts we=20
look at the city budget. In just a few weeks he has learned enough to=
ask=20
the critical question: "What's the cash flow?"
This is SimCity, one of a series of computer simulations that turn pu=
blic=20
policy and ideas into popular entertainment. With the advent of drama=
tically=20
improved graphics and powerful, low-cost multimedia computers, a new=20
generation of "edutainment" software has finally begun to fulfill the=
=20
long-touted promise of computers in education. Most of the new progra=
ms use=20
interactive multimedia to make games out of traditional subjects such=
as=20
arithmetic or geography. In MathBlasters, for example, children solve=
math=20
problems in order to fuel up a rocket and find a villain in outer spa=
ce.=20
However, the Sim series, produced by California-based Maxis, goes a s=
tep=20
further: it makes games out of simulations of complex natural and soc=
ial=20
systems, based on advanced and sometimes controversial areas of scien=
ce and=20
decision making, such as climatology and environmental science, genet=
ics,=20
and sociobiology. Those who think designing cities is prosaic can mov=
e on to=20
simulating the development of planetary ecosystems (SimEarth) or the=20
evolution of new life forms (SimLife). Other programs make games out =
of the=20
management of railroads (A-Train), and farms (SimFarm), and even nati=
onal=20
health policy (SimHealth). These are unlikely ever to challenge Ninte=
ndo's=20
SuperMario World in sales. Still, it isn't only policy wonks who are =
buying=20
the games for themselves and their kids. SimCity has sold two million=
copies=20
since its release in 1989 and has probably introduced more people to =
urban=20
planning than any book ever has.
When my family first began playing SimCity and others like it not lon=
g ago,=20
my initial reaction was a mixture of excitement and skepticism. The n=
ew=20
simulations are certainly a lot more fun than most textbooks. Rather =
than=20
present information, they provide tools for inventing worlds, explori=
ng=20
hypotheses, and stretching imaginations. Several have a public viewpo=
int. In=20
SimCity--unlike Monopoly--the player builds a community. One of the=20
"scenarios" in the latest version of SimCity puts the player in Flint=
,=20
Michigan in 1974 with the task of rebuilding the local job base and=20
community. In SimEarth and SimLife, the object is to create sustainab=
le=20
environments and avoid extinctions.=20
But I worried whether the games might not be too seductive. What assu=
mptions=20
were buried in the underlying models? What was their "hidden curricul=
um"?=20
Did a conservative or a liberal determine the response to changes in =
tax=20
rates in SimCity? While playing SimCity with my eleven-year-old daugh=
ter, I=20
railed against what I thought was a built-in bias of the program agai=
nst=20
mixed-use development. "It's just the way the game works," she said a=
bit=20
impatiently.=20
My daughter's words seemed oddly familiar. A few months earlier someo=
ne had=20
said virtually the same thing to me, but where? It suddenly flashed b=
ack:=20
the earlier conversation had taken place while I was working at the W=
hite=20
House on the development of the Clinton health plan. We were discussi=
ng the=20
simulation model likely to be used by the Congressional Budget Office=
(CBO)=20
to "score" proposals for health care reform. When I criticized one=20
assumption, a colleague said to me, "Don't waste your breath," warnin=
g that=20
it was hopeless to get CBO to change. Policy would have to adjust.=20
There are, of course, important differences between computer simulati=
on=20
games and the simulations used to assess policy options. The games ar=
e=20
designed to be entertaining; fidelity to empirical reality is not for=
emost.=20
But simplification is inherent in any simulation. Even "real" simulat=
ions=20
(if that is not an oxymoron) inevitably rely on imperfect models and=20
simplifying assumptions that the media, the public, and even policy m=
akers=20
themselves generally don't understand. Both types of simulation are e=
xamples=20
of what might be called a crossover intellectual technology, one that=
has=20
only recently moved from academic and technical fields into popular a=
nd=20
public use. The crossover of simulation holds out the promise of an e=
nriched=20
understanding of the world, particularly of complex systems. But ther=
e is a=20
danger too: forgetting that simulations depend on the models on which=
they=20
are built.
The danger is particularly worrisome when simulations are used to mak=
e=20
predictions and evaluate policies. And when policymakers depend on=20
simulations to guide present choices--especially when legislators put=
=20
government on "automatic pilot," binding policy to numerical indicato=
rs of=20
projected trends-- they cede power to those who define the models tha=
t=20
generate the forecasts. This is happening in America today, most nota=
bly=20
with the rise of the CBO as a power center in national policy. In a s=
ense,=20
Washington is already Sim city.=20
Original Sim=20
Although it has taken three decades for them to come of age, simulati=
on=20
games-- and SimCity in particular--are really children of the '60s. I=
ndeed,=20
their development follows a classic pattern of our time. In their inf=
ancy,=20
simulations and related advances in computer technology were nurtured=
by=20
government grants for both military and domestic policy purposes. In =
their=20
maturity, they are being turned by private initiative and investment =
into a=20
phenomenon of popular culture.=20
To be sure, the genealogy of simulation can be traced back to a varie=
d=20
history preceding the 1960s. At least since their use by the Prussian=
army=20
in the eighteenth century, simulations of combat have been a staple o=
f=20
military training. War games were, so to speak, the cradle of simulat=
ion. By=20
the post-World War II era, engineers and corporate managers were usin=
g=20
simulations to design and run power grids, telecommunications network=
s,=20
factories, and businesses. Business simulations, which began primaril=
y as=20
training exercises, evolved into a routine management tool. And as=20
researchers gained access to computers in the 1950s and '60s, simulat=
ions=20
came into wide use for scientific purposes to understand complex syst=
ems=20
such as climates, economies, ecosystems, and international relations.
As these examples suggest, simulations referred to at least two types=
of=20
activity. One kind of simulation created a role-playing game and enga=
ged=20
participants in working out a scenario under prescribed conditions an=
d=20
rules. The other kind projected the behavior of a complex system on t=
he=20
basis of a quantitative model. The new computer simulations create ga=
mes=20
based on models of complex systems and, in that sense, they combine t=
he two.=20
=20
The forerunners of these games were developed in the 1960s. "Social=20
simulation" took off during the '60s in several independent forms. At=
Johns=20
Hopkins, the sociologist James S. Coleman and his colleagues worked o=
n=20
simulations as a means of both advancing social theory and improving=20
education, particularly for minority youth. Role-playing simulations =
and=20
games, they argued, would enliven the teaching of subjects as diverse=
as=20
mathematics and social studies. One of the games, called Ghetto, soug=
ht to=20
expose the logic of inner-city life. The hope was that as a tool of=20
research, simulations and games would enable the theorist to define a=
nd=20
grasp the underlying rules of social systems. (Economics, of all the =
social=20
sciences, has most used games this way.) As a tool of school reform,=20
simulations would provide a more accessible, participatory method of=20
education for children who did not respond well to traditional instru=
ction.=20
John Dewey's educational ideals would finally be realized--or at leas=
t=20
simulated.=20
Advanced training programs and consensus-building for professionals a=
nd=20
decision makers also made increasing use of role-playing simulation g=
ames,=20
sometimes involving large groups working under a trained facilitator.=
Some=20
of the earliest games simulated urban conflicts over resource allocat=
ion. In=20
1964, one of the founders of the field, Richard Duke, designed a game=
called=20
Metropolis for the city council in Lansing, Michigan. The game used=20
role-playing to work through policy decisions and employed computers =
to=20
track the effects, as the group went through one cycle of decision ma=
king=20
after another. By the mid-1970s, a later version of the game, Metro-A=
pex,=20
gave computer simulation a central role.=20
During the 1950s and 1960s, a variety of planners and social scientis=
ts=20
concerned with urban problems had been developing large-scale compute=
r=20
models of cities to simulate and predict their development under vary=
ing=20
policies. These models were first designed primarily for transportati=
on and=20
land-use planning. The federal highway program provided a major impet=
us.=20
Modeling burgeoned in both academic and professional city-planning=20
departments and displaced older traditions that conceived of planning=
as=20
"architecture writ large."=20
Large-scale urban simulation models first caught the public eye throu=
gh the=20
work of an outsider to the field. In 1969, Jay W. Forrester, an elect=
rical=20
engineering professor at MIT with no background in urban research, pu=
blished=20
Urban Dynamics, a book purporting to disprove common intuitions about=
urban=20
policy. Forrester's next work, World Dynamics, proposed a model for t=
he=20
entire planet. A group based at MIT and led by his prot=82g=82s prepa=
red the=20
1972 report The Limits to Growth sponsored by the Club of Rome, which=
=20
claimed to show that the world was reaching the end of its ecological=
=20
tether.=20
Because of their dramatic conclusions, Forrester and the Club of Rome=
report=20
captured the public imagination, but the reception accorded their wor=
k by=20
researchers and professionals was much cooler. Forrester's urban mode=
l was=20
not based on empirical evidence and had no spatial dimension. Accordi=
ng to=20
Britton Harris, a leading exponent of modeling and emeritus professor=
of=20
planning, transportation, and public policy at the University of=20
Pennsylvania, Forrester's model had little influence on urban plannin=
g. The=20
Club of Rome report did incorporate data and had real influence, thou=
gh it=20
too had no spatial dimension. From the vantage of the Club of Rome, t=
he=20
world consisted only of aggregates and averages. While undoubtedly=20
contributing to public awareness of global environmental problems (an=
d=20
better subsequent research), the report itself has not withstood the =
passage=20
of time. For example, nearly all the resources that it predicted woul=
d be in=20
short supply at escalating prices in the 1990s now have larger known=20
reserves and are available at lower prices than they were in 1972.=20
Professional disillusionment with large-scale models was already sett=
ing in=20
at the time of the Club of Rome report. In 1973, a leading journal in=
urban=20
planning published a "requiem" for large-scale models. The emerging=20
consensus was that the models had overreached; both the theory underl=
ying=20
the models and the available data were inadequate to make the kind of=
=20
predictions the modelers were attempting. The modelers' "loss of fait=
h," as=20
one of the leading urban modelers, William Alonso, calls it, became p=
art of=20
a broader collapse of confidence in planning in the 1970s and 1980s. =
In the=20
same era, efforts to apply simulation and games to the education of m=
inority=20
youth were also proving a disappointment. Critics questioned whether =
the=20
educational payoff was worth the effort.=20
But while social simulation flagged, work on simulation models and ga=
mes did=20
not actually disappear. Rather, it retreated into more specialized ci=
rcles.=20
Role-playing simulations have become a standard technique for profess=
ional=20
training and conflict resolution. During the next two decades, the=20
development of computers, software, and data resources transformed bo=
th the=20
scientific and popular potential of computer simulation. By the late =
1980s,=20
there was talk of a "renaissance" of large-scale models in urban plan=
ning,=20
even though many in the field are still as wary as ever about the mod=
els'=20
predictive powers.=20
The spread of desktop computers and advance of visualization techniqu=
es have=20
been particularly important for the revival and popular crossover of=20
simulation. Early computer simulations and games required access to=20
mainframe computers and skills that were, to most people, esoteric. I=
mproved=20
graphics made simulations and games not only more accessible and abso=
rbing,=20
but also more "playable."=20
Much of the research behind advances in computer graphics was origina=
lly=20
sponsored by the Department of Defense and space programs and grew ou=
t of=20
work on flight simulation, which in the 1960s and '70s was centered a=
t the=20
University of Utah. The defense and space programs had a similar cata=
lytic=20
role in the development of the Internet. Virtual reality has followed=
the=20
same route.=20
Improved graphics hit the home market with the growth of video games =
and the=20
advent of the Macintosh. Even flight simulation has crossed over to b=
ecome=20
home entertainment.
It was while working on a video game for bombing islands that Will Wr=
ight, a=20
Macintosh programmer, came up with the idea for SimCity. Wright told =
me=20
recently that while designing a "terrain editor" to create the landsc=
ape, he=20
discovered that he had "more fun building the islands than bombing th=
em."=20
Wright had never studied urban planning--his background was in roboti=
cs and=20
computer games--but on his own he found his way to the planning liter=
ature,=20
including Forrester and Jane Jacobs. The subject became interesting t=
o him=20
only after he began simulating urban development. (Many people who ha=
ve=20
since played SimCity have probably had the same experience.) Drawing =
on=20
research begun decades earlier, Wright fashioned the models of land u=
se,=20
traffic, power systems, and other aspects of urban development that u=
nderlie=20
SimCity. He says he conceived of SimCity not as a game but rather as =
a "toy"=20
because at least in its standard use there is no preset goal or conte=
st. The=20
player decides what kind of city to build--whether to emphasize its s=
ize,=20
wealth, beauty, or harmony with the environment. In 1987, unable to f=
ind a=20
software publisher who thought there was a market for such a toy, Wri=
ght=20
joined with a businessman, Jeff Braun, to start Maxis and develop Sim=
City.=20
The company now has more than 20 titles on the market and has spun of=
f a=20
separate firm to create business and public policy applications.=20
Inside SimCity
The seductive power of computer simulation games lies partly in their=
=20
extraordinary variety and intricacy. Generating complex variation is =
one=20
thing that computers do especially well. But interest in such games w=
as=20
limited as long as the "user interface" was text. Adding stereo sound=
and=20
three-dimensional graphics enables people to handle greater complexit=
y at a=20
faster pace. This is what makes multimedia simulation such a powerful=
=20
communication medium. SimCity shows why.=20
Like several other programs in the Sim series, SimCity offers a choic=
e=20
between two types of play: building a system from scratch or solving =
the=20
problems in a specific scenario. (All references here are to SimCity =
2000,=20
the more elaborate, three-dimensional version of the game released in=
1993.)=20
The player who builds a city de novo receives a starting fund and a r=
andomly=20
generated, five-square-mile terrain whose features can be chosen and=20
modified at no cost prior to the start of play. For example, the play=
er can=20
decide whether to locate the city on a coast or river and how much ar=
ea will=20
be covered by water, hills, and forests. The terrain will be differen=
t every=20
time. Once play begins, the development of the city is open-ended, wi=
th no=20
fixed objectives or time limits, except as the player defines them. I=
n=20
contrast, in the second type of play, the player loads a scenario wit=
h a=20
given map and limited time to accomplish a specific task, such as=20
revitalizing Flint, rebuilding Charleston, South Carolina after a hur=
ricane,=20
or turning "Dullsville, U.S.A.," into an exciting community.
As mayor of SimCity, the player has extraordinary powers; there is no=
city=20
council, state government, or public employee union to worry about. (=
Weep,=20
Rudolph Giuliani, weep.) The mayor can set local tax rates and locate=
and=20
build various community facilities and services, such as power plants=
, water=20
systems, roads, highways, rails, airports, police and fire stations,=20
schools, and hospitals. The mayor can also control annual spending on=
city=20
services, adopt ordinances on matters ranging from pollution control =
to the=20
promotion of tourism, and zone areas for industrial, commercial, or=20
residential use.=20
SimCity operates on a "field of dreams" principle. If as mayor the pl=
ayer=20
creates the right environment, the Sims--the imaginary inhabitants of=
the=20
city--will come and build factories, shops, and homes. When they do,=20
buildings and factories pop up on the land and change as the city dev=
elops.=20
But if things turn sour--if unemployment rises or high crime rates in=
a=20
neighborhood drive people away--the icons on the screen change or go =
dark to=20
indicate population losses or building abandonment. All this takes pl=
ace in=20
vaguely historical time (the player can set the starting data at 1900=
, 1950,=20
2000, or 2050), which primarily affects the available technology and =
rate of=20
energy consumption.=20
To help make decisions about zoning, taxes, expenditures, bond issues=
, and=20
other policies, the program provides a wealth of constantly changing =
data in=20
maps and graphs showing the city's population growth and density, dem=
and for=20
residential, commercial, and industrial land, unemployment, power and=
water=20
supply, crime, traffic congestion, pollution, and various other aspec=
ts of=20
the city's development. The same sources report changes in interest r=
ates=20
and the growth of the national economy and neighboring cities. Newspa=
pers=20
periodically deliver reports of local sentiment, including the latest=
public=20
opinion polls and inane, jumbled stories about local and made-up=20
international events. A hallmark of the Sim games is a light touch. (=
My=20
favorite example: In SimAnt, which translates the sociobiology of ant=
=20
behavior into game form, one ant curses a group from another colony, =
"Your=20
queen mates with termites.")=20
The key to SimCity is the interaction of private land values with the=
public=20
budget. As the player constructs a city, the value of property zoned =
for=20
development is continually changing. These changing values are critic=
al, for=20
they affect property tax receipts and determine--as my six-year-old q=
uickly=20
discovered--whether the cash flow in the city budget is positive or n=
egative=20
and therefore whether the player has to raise taxes, cut spending on =
city=20
services, and skimp on public investments.=20
Will Wright aptly refers to the basic conceptual framework of SimCity=
as a=20
"capitalistic land value ecology" and argues that it fits the develop=
ment of=20
American cities in the twentieth century but would not account for th=
e=20
development, for example, of St. Petersburg. In fact, SimCity is some=
what=20
more constraining; the game seems to require a particular type of Ame=
rican=20
city built on an industrial base.=20
The model in SimCity, as Wright describes it, consists of a series of=
=20
"concentric rings." At the core is a so-called "basic/nonbasic" or=20
"export/import" model, borrowed from the traditional urban developmen=
t=20
literature, that describes the evolving relationship of the industria=
l,=20
commercial, and residential sectors. SimCity assumes that while 70 pe=
rcent=20
of industrial production is exported outside of a city, 70 percent of=
=20
commercial production is consumed internally. Thus in the early stage=
s of a=20
city's development, while its internal market is small, the industria=
l=20
sector must predominate. As the city and its internal market grow, co=
mmerce=20
begins to expand, ultimately overtaking industry as the main source o=
f=20
employment. The demand for residential space depends on the growth of=
other=20
sectors. If jobs outnumber potential participants in the labor force,=
people=20
will move to the city and demand for residential development will inc=
rease.=20
If the local economy is doing badly and there are fewer jobs than wor=
kers,=20
unemployment will rise and people will leave the city.
According to Wright, SimCity uses a "bid rent" model to determine lan=
d=20
valuations. Property carries different values depending on its use; f=
or=20
example, proximity to the urban center is valued most for commercial =
and=20
residential purposes and least for industry. The actual numbers used =
in=20
SimCity for land values, city investments, and other items bear no re=
lation=20
to the real world. However, the overall valuation of SimCity and thus=
its=20
tax base will depend on how the player distributes and locates differ=
ent=20
zones and allocates resources among roads, schools, and other public=20
services.
Wright says SimCity is built "from the inside out." In the outer ring=
s are=20
models for traffic, energy, water, and other systems, which react bac=
k upon=20
and modify the land-use model at the core. The hardest problem, accor=
ding to=20
Wright, is not what to put in but what to leave out. He is disarming =
about=20
the game's limits. Inevitably, SimCity is a "caricature" of reality. =
The=20
models deliberately exaggerate effects to provide feedback to the pla=
yer; in=20
real life, the effects of many decisions would be imperceptible. The =
purpose=20
of SimCity is not accuracy or prediction but communication. "Unless i=
t's=20
entertaining, the educational value is irrelevant." Asked how he hand=
les=20
controversial choices, like the effects of tax rates on development, =
Wright=20
dodges the question and says, "We go for game play"--whatever is most=
fun.=20
Still, when players make decisions in SimCity, the game generates eff=
ects on=20
employment, crime, population growth, tax revenues. I would be more w=
orried=20
about too easy an acceptance of the validity of those effects if SimC=
ity=20
worked with real data. Games of that kind may well be on the market n=
ot long=20
from now, enabling players to download real maps and data into a game=
with a=20
visual interface like SimCity. But, as now designed, SimCity is clear=
ly a=20
fictional world and the effects seem only as real as points scored in=
a=20
video game. This is even true of the Flint scenario because of the pa=
tently=20
fictional quality of all the numbers used in the game.=20
SimCity's players learn not from any particular aspect of the model b=
ut from=20
the process of being forced to make choices and face the consequences=
. Most=20
immediately, they confront choices of spatial design in distributing =
land=20
among potential uses and locating community resources like schools an=
d=20
NIMBY's like power plants. These choices have a temporal as well as s=
patial=20
dimension. Players who overinvest too early in costly capital project=
s like=20
an airport or stadium will quickly find themselves in fiscal trouble.=
=20
The important payoff comes from struggling to master complexity. Wrig=
ht=20
observes, "Playing the game is the process of discovering how the mod=
el=20
works." Of course, few players will be able to give any formal expres=
sion to=20
the model. But much of it is implicit in the manual that comes with t=
he=20
game, and many players will be able to figure out critical relationsh=
ips=20
from the signals that the game provides. To keep up with a city's cha=
nging=20
size and demands, the game requires constant monitoring of the city's=
power,=20
water, transportation, budget, and other systems.
If there is a "hidden curriculum" in SimCity and other Sim games, it =
lies=20
here. Shoshana Zuboff's 1988 book In the Age of the Smart Machine des=
cribes=20
the confusion and alienation of workers in factories and offices as=20
computers were first introduced over the previous decade. Physical co=
ntact=20
with the production process had been an important source of practical=
=20
knowledge; for example, workers at pulp mills that Zuboff studied had=
been=20
able to tell whether anything was wrong merely from the color and odo=
r of=20
the pulp. Now the workers were asked to make decisions based on infor=
mation=20
flashing on a computer screen. This shift deemphasized sensory knowle=
dge and=20
put a premium on more abstract, "intellective" capacities. This is ex=
actly=20
what SimCity teaches: the management of complex systems based on=20
"intelligent scanning" of streams of constantly changing information.=
=20
As SimCity has evolved, it has incorporated increasing levels of comp=
lexity.=20
For example, in the original SimCity, the fiscal options were limited=
. There=20
was one tax rate that players could raise or lower, no possibility of=
=20
floating bonds, and just three types of operating=20
expenditure--transportation, police, and fire protection. In SimCity =
2000,=20
the player can vary property tax rates by class (residential, commerc=
ial,=20
industrial); offer tax incentives to specific industries; impose a sa=
les or=20
income tax; borrow funds; refinance bonds; budget a wider variety of=20
programs now including education, health, and welfare; and vary expen=
ditures=20
within each budget category (for example, primary and secondary schoo=
ls=20
versus higher education) and even by neighborhood.=20
This degree of complexity may seem astonishing in a game for children=
. But=20
when children play SuperMario World and other popular adventure games=
, they=20
must learn the most intricate facts about the many imaginary places t=
hey=20
navigate. These worlds are typically filled with strange creatures, h=
idden=20
passageways, and special treasures. Going from one level of the game =
to the=20
next demands an extraordinary mastery of detail. Compared with these=20
demands, managing SimCity is surprisingly straightforward.=20
SimCity makes complexity manageable partly by enabling players to ign=
ore=20
much of it when they are first learning the game. For example, player=
s can=20
turn on "auto-budget" and let the program follow its default options =
until=20
they are ready to take up fiscal alternatives. When they do, they wil=
l find=20
that SimCity allows the mayor to get advice from various city council=
=20
members--or are they consultants?--who appear at the click of a mouse=
. Their=20
recommendations may not, however, always be consistent. As I was play=
ing,=20
one adviser urged me to raise taxes to cut the city's deficit, while =
another=20
said I should cut taxes to stimulate growth. This difference seemed t=
o me a=20
truly real-world touch.=20
Wright says that the next stage in SimCity's development may enable t=
he=20
player to dive into a city to run a business inside it. He also wants=
to=20
give players the ability to modify the model's assumptions. "We want =
the=20
user to be able to define more and more of the model." Ultimately, he=
says,=20
the game could allow players to build the models themselves. Whether =
many=20
people would use this opportunity is unclear. But the option would pe=
rmit=20
mastery of a simulation in the more fundamental sense of being able t=
o=20
manipulate the assumptions and relationships behind it. In its curren=
t=20
version, the model is an unreachable black box. A new Sim game, SimHe=
alth,=20
does allow players to modify assumptions and define the governing val=
ues.=20
But in practice, SimHealth shows some of the limitations of the genre.
A Simulation Muddle
The premise of SimHealth is that you have been elected to Congress in=
1992=20
and seek to get reelected by choosing policies for health care. The g=
ame and=20
the voters then rate your performance not against an independent stan=
dard=20
but rather against your own--the values you have selected at the outs=
et.=20
This is an attractive concept. However, the framework for "clarifying=
"=20
values adopted by SimHealth is based on hackneyed and misleading prem=
ises.=20
SimHealth asks players to define their values in terms of two=20
dualities--liberty and equality, and community and efficiency--on the=
=20
premise that more of one value in a pair necessarily means less of th=
e=20
other.=20
But is this the case? Historically, many societies that have denied b=
asic=20
liberties have also had extreme inequalities. When we talk about righ=
ts, we=20
generally mean equal rights; thus the two concepts overlap, often=20
reinforcing one another. For example, does the right to assemble peac=
eably=20
for redress of grievances express the value of liberty or equality? W=
hat=20
about equal educational opportunity? Compared to the U.S. system toda=
y, is=20
Canadian-style national health insurance an expression of equality (s=
ince=20
everyone is covered) or of liberty (since all are guaranteed individu=
al=20
choice of physician and no one suffers from job lock)?=20
To assume a zero-sum relation between liberty and equality, and commu=
nity=20
and efficiency, obscures a central challenge of policy--how to achiev=
e=20
progress on more than one value at a time. For example, few would dis=
agree=20
that by eliminating administrative sources of inefficiency, we are be=
tter=20
able to carry out aims benefiting the community as a whole. But in=20
SimHealth, efficiency and community are counterposed. Perhaps even mo=
re=20
fundamental, SimHealth's framework fails to appreciate that the main=20
political differences in health policy, as in other areas of American=
=20
politics, concern conflicting interpretations of widely shared values=
. Those=20
who take different positions do not necessarily differ in the value t=
hey=20
place, for example, on liberty; they often disagree about what libert=
y means=20
in relation to health care (freedom to change jobs without fear of lo=
sing=20
coverage, freedom to pick a health plan, freedom to pick a doctor, fr=
eedom=20
to consult alternative healers, and so on).=20
SimHealth's philosophical muddle is inadvertently apparent from the=20
arbitrary connections it asserts between values and particular statem=
ents=20
that are supposed to embody them. The value of community supposedly c=
alls=20
for "restructur[ing] health insurance to provide the highest quality =
care."=20
But it is obscure to me why "community" should mean an emphasis on qu=
ality=20
of care rather than, say, careful stewardship of resources, priority =
for=20
public health measures, or universal coverage.=20
SimHealth does no better a job of explaining health care policies and=
=20
proposals. Indeed, the game is littered with crude simplifications an=
d=20
outright errors of fact. It mixes up the concepts of managed care and=
=20
managed competition, confuses an individual's share of premiums with =
the=20
coinsurance rate (the individuals' share of payments for covered serv=
ices),=20
and misstates the basic arrangements proposed in the Clinton and othe=
r=20
proposed health plans in Congress. The effects of particular policies=
on=20
public opinion seemed entirely arbitrary and capricious. I did not de=
tect=20
any particular political bias. But SimHealth contains so much misinfo=
rmation=20
that no one could possibly understand competing proposals and policie=
s, much=20
less evaluate them, on the basis of the program. And although SimHeal=
th=20
enables users to modify some assumptions, the model is never clearly=20
explained and the basic architecture is beyond reach.=20
The oversimplified values framework and misinformation in SimHealth c=
ould be=20
fixed, but the bigger problem is false pretensions. Unlike the plainl=
y=20
fictional SimCity, SimHealth claims to simulate the effects of differ=
ent=20
real-world proposals, which it cannot do. I suspect that if SimCity=20
purported to help evaluate policies toward the homeless, it would see=
m=20
equally inadequate.
SimHealth is a case of overshoot. The Sim games generally achieve the=
ir=20
impact by engaging players in concrete tasks. SimHealth, however, see=
ks to=20
engage players in formulating policy, which is entirely different. A =
child=20
can start playing SimCity without any conceptual understanding of urb=
an=20
development. But to choose among various policy options in SimHealth,=
the=20
player needs to understand their relation to one another. The concept=
ual=20
threshold is too high, and it is not clear that a game can overcome i=
t. On=20
the other hand, for those who are familiar with the elements of healt=
h=20
policy, playing SimHealth quickly becomes repetitive; it lacks the co=
mplex=20
variation and intricacy of SimCity and other Sim games. Once the nove=
lty of=20
making health policy into a game has worn off, I doubt SimHealth will=
hold=20
much interest. It certainly has no value in assessing health care ref=
orm.
Simulation in Reality=20
The critical problem raised by simulation is the black-box nature of =
the=20
models. In the "real world" of policy simulation, the models are subj=
ect to=20
criticism and debate, at least among professionals. Opposing sides in=
policy=20
disputes often come armed with their own simulations, ready to fight =
numbers=20
with numbers. However outrageously biased some of these may be, there=
is=20
nothing remarkable or offensive about the practice--it is simply one =
aspect=20
of today's pursuit of politics by other means.
The troubling questions, in my view, concern the use of simulation as=
an=20
element of statecraft. In principle, models used for official purpose=
s are=20
more open to scrutiny than are those in the private sector, and that =
is=20
enormously important. Within and across the branches of the federal=20
government, the validity of the models and assumptions is subject to =
intense=20
scrutiny, and a strong sense of professionalism limits political=20
manipulation. However, to most participants in policy debates as well=
as the=20
public at large, the models are opaque. Only a few can penetrate the =
black=20
box and understand what is inside. This has two opposite effects. At =
a=20
conscious level, many people are distrustful of official projections,=
like=20
much else about government. In practice, however, the numbers take on=
=20
immense importance. As a result, those who have technical authority o=
ver the=20
black boxes acquire an extraordinary degree of influence in the polit=
ical=20
process. And technical authority matters because the outcome of simul=
ations=20
often depends on what is assumed in the first place.=20
There is no obvious remedy to the black-box problem, and it affects=20
conservatives as much as liberals. Conservatives who are wary of plan=
ning=20
still depend on large-scale models for budgetary projections. Indeed,=
the=20
most recent version of the balanced- budget amendment would require C=
ongress=20
to balance not actual outlays and receipts but projections of future=20
streams. Since those projections would be produced through computer=20
simulations, the amendment would give unprecedented authority to whoe=
ver=20
served as official simulator--a role that sounds like the modern equi=
valent=20
of court magician, and perhaps is.=20
The official simulator today, CBO director Robert Reischauer, may now=
be as=20
powerful a figure as any member of Congress. The CBO has no veto over=
=20
legislation, but it has a power that is nearly as great--the power to=
=20
"score" legislation to determine compliance with budget rules and fut=
ure=20
effects on the deficit. When someone in Washington today claims savin=
gs for=20
a proposed change in national policy, people ask not whether the savi=
ngs are=20
real but rather, "Are they scoreable?" This aspect of national policy=
has=20
all the features of a game with arcane rules and assumptions. (One of=
the=20
staff economists at the Council of Economic Advisers joked last year =
that=20
after leaving he would write a kiss-and-tell book called How to Score=
in=20
Washington.)=20
From the formative stages of policymaking, the effects are substantia=
l. For=20
the past several years, the CBO has cast a broad shadow over the deba=
te=20
about health care reform. Among the cognoscenti, cost-containment pro=
posals=20
have been classified in two ways--"scoreable" and "unscoreable"--depe=
nding=20
on whether the CBO was likely to smile or frown. The prospect that th=
e CBO=20
would frown on a policy and deem it "unscoreable" has been a grave,=20
sometimes fatal strike against it.=20
When the CBO finally made its report on the Clinton health plan, it w=
as=20
front-page news, and again the black-box problem was apparent. Now it=
was=20
time to hear the score, though few understood what went into it. The=20
president's critics heralded Reischauer for saying that premiums paid=
to=20
health alliances should be counted in federal receipts (albeit as an=20
"off-budget" item) and that the plan would raise the federal deficit =
by $70=20
billion in the years prior to 2004 before reducing it. It almost did =
not=20
matter that the CBO estimated a near-term increase in the federal def=
icit in=20
part because it projected larger savings to state and local governmen=
t=20
(indeed, recapturing those savings for the Treasury would make the pl=
an=20
virtually budget-neutral). Nor did conservatives who were praising=20
Reischauer seem to appreciate the implications of CBO's general view =
of cost=20
containment. While casting a skeptical eye on the market-oriented mea=
sures=20
generally favored by conservatives, CBO has endorsed the effectivenes=
s of=20
regulatory measures that conservatives dislike. CBO accepted the Clin=
ton=20
premium caps as 100 percent effective. It has favorably assessed the =
impact=20
of single-payer plans, particularly on administrative costs. This is =
by no=20
means to say that CBO's judgments will be decisive, only that they ha=
ve come=20
to hold unprecedented influence.=20
CBO has emerged as a power center as the influence of Congress has gr=
own=20
relative to the executive branch over the past two decades. But CBO h=
as also=20
become a force in its own right, apart from the Congress, because of =
the=20
predominance and persistence of budgetary issues in national politics=
and=20
the search by the Congress to find ways to bind itself, like Ulysses =
to the=20
mast, to resist strong impulses within. The official simulator is now=
called=20
upon to provide not just clairvoyance but collective self-discipline.=
The=20
discipline will hold only if the simulations do--only if there is one=
=20
authoritative mechanism for defining the future in the present. The p=
ower of=20
CBO has become an institutional necessity.=20
In the wider world, there is no comparable imperative to find a singl=
e=20
mechanism for simulating alternative policies and theories. If there =
must be=20
black boxes, at least we should have many of them to discourage faith=
in any=20
one. Even better, we need to open up the boxes by making the models m=
ore=20
transparent.
Transparency ought to become both the objective of simulation designe=
rs and=20
a critical basis for judging their success. Richard Duke--the pioneer=
who=20
first introduced computers into urban simulation games in the 1960s--=
is now=20
deeply skeptical about models embedded in computers that oblige the u=
ser=20
simply to accept an outcome as valid. Currently a professor at the=20
University of Michigan and president of the International Simulation =
and=20
Gaming Association, Duke says, "If a simulation hides the model, it's=
of=20
little interest to me. If a simulation exposes the model, I'm much mo=
re=20
interested." His own work now emphasizes role-playing policy simulati=
on=20
exercises that allow different players to engage each other, not just=
a=20
black-box model. Besides allowing participants to practice skills in=20
negotiation and group problem solving, the role-playing approach is m=
uch=20
less deterministic: it introduces an unpredictable element of human c=
hoice=20
into simulation games.=20
Computer simulation games with many simultaneous players linked throu=
gh the=20
Internet may also introduce more unpredictability. Moreover, as compu=
ter=20
games become more elaborate and widely used, their sheer multiplicati=
on and=20
increasing plasticity may promote a healthy skepticism about their=20
predictive power. Playing with simulation is one way to see its limit=
s as=20
well as its possibilities.=20
For better or worse, simulation is no mere fad. Indeed, to think of=20
simulation games as mere entertainment or even as teaching tools is t=
o=20
underestimate them. They represent a major addition to the intellectu=
al=20
repertoire that will increasingly shape how we communicate ideas and =
think=20
through problems. The advent of this new medium has escaped the atten=
tion of=20
cultural critics because it has come in the form of children's games.=
But=20
the computer simulation game is an art form; when combined with=20
three-dimensional graphics and sound, it is an extraordinarily powerf=
ul one.=20
We shall be working and thinking in SimCity for a long time.=20
=20
=20
=20
The American Prospect / Send us a message at prospect at epn.org=20
=A9 1995 New Prospect, Inc.
=20
=20
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