Utopia 2.0
Play games, build a future
January / February 2003
Leif Utne Utne magazine
What happens when people with different political beliefs are
given the chance to shape the future of their communities with a
click of a mouse? The answer, surprisingly, is that they seek the
same things. They may cheer different candidates in life, but put
them in front of a computer simulation and virtually everyone
designs a scenario that spares their hometowns from pollution,
sprawl, and crime. ?Sustainability,? says Dave Biggs, ?is what
people choose when they understand the consequences of their
choices.?
RELATED ARTICLES
RSS 2.0 syndication feeds available for Utne magazine, Web Watch, and Web Specials...
My Life as a Nontraditional Ticket Reallocation Specialist March 11, 2002 Sara V. Buckwitz ...
A new African aid project may be in danger of becoming yet another boon for Big Agra...
From patriarchy to pop culture, the blogosphere has it covered...
Biggs, a systems manager at the University of British Columbia?s
Sustainable Development Research Institute, helps people of
different philosophical backgrounds forge a common future with an
innovative Web-based game called QUEST, which lets tens of
thousands of users model and reshape the future of the towns where
they live. In the process, writes James Hrynyshyn in New
Scientist (July 27, 2002), they may be changing the future of
urban planning and democratic decision making.
In the early ?90s, Biggs and his research partner Jim Robinson
faced a formidable challenge. They knew that if their hometown of
Vancouver didn?t start making some hard choices, environmental
problems like smog, sprawl, and water pollution would soon do
irreparable harm to the quality of life in the region. They had the
data and the models to prove it. The problem was how to sell the
idea to politicians and the public in a way that got people
thinking long-term and then acting on it.
Then they discovered SimCity, the popular computer game that
turns players into urban planners of fictitious cities, advising
them: ?As long as your city can provide places for people to live,
work, shop, and play, it will attract residents. And as long as
traffic, pollution, overcrowding, crime, or taxes don?t drive them
away, your city will live.? Following that advice, Robinson and
Biggs set about creating a game that would allow players to do the
same for real cities.
The first working model of QUEST is based on the Georgia Basin,
the region surrounding Vancouver. Since its launch in late 2000,
writes Hrynyshyn, more than 30,000 people have played the game on
the Web (www.basinfutures.net).