WEBVTT - The Story: The World According to SimCity w/ Chaim Gingold

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<v Speaker 1>Welcome to tech Stuff. This is the story. Each week

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<v Speaker 1>on Wednesdays, we bring you an in depth interview with

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<v Speaker 1>someone who has a front row seat to the most

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<v Speaker 1>fascinating things happening in tech today. We're joined by Heim Gingold, writer,

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<v Speaker 1>game designer, and author of the book building SimCity, How

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<v Speaker 1>to Put the World in a Machine and SimCity is

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<v Speaker 1>just that our modern world in the form of a

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<v Speaker 1>computer game. SimCity was released in nineteen eighty nine, and

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<v Speaker 1>it laid the foundation for the type of interactive world

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<v Speaker 1>building games like Minecraft that's so popular today. For those

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<v Speaker 1>who haven't played, it's a simulation game. Essentially, you're the

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<v Speaker 1>mayor of a city, and to play, you decide where

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<v Speaker 1>to construct buildings, where to build infrastructure like roads and

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<v Speaker 1>power grids. The game opens with a menu full of

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<v Speaker 1>scenarios to choose from a damage San Francisco that needs

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<v Speaker 1>to be rebuilt after an earthquake, Tokyo left in disarray

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<v Speaker 1>after a monster attack. From there, you have a few

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<v Speaker 1>years to restore your city to its former glrry. You

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<v Speaker 1>can decide that there needs to be more fire stations

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<v Speaker 1>to help with disaster cleanup, all that the best thing

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<v Speaker 1>to do is to repair all of those octover skyscrapers.

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<v Speaker 1>And while it might sound boring, it was a sensation.

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<v Speaker 1>Here's Heimgingold.

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<v Speaker 2>I mean, who would have thought that a game about

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<v Speaker 2>land zoning and setting tax rates? You know, I guess

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<v Speaker 2>building roads maybe you know, but would be a big hit.

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<v Speaker 2>But it was. It's in Newsweek. It was the first

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<v Speaker 2>time that Newsweek can ever reviewed a computer games at

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<v Speaker 2>very at least, it was very unusual.

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<v Speaker 1>In many ways, sim City's popularity has a lot to

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<v Speaker 1>do with how banal the concept really is. It was

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<v Speaker 1>a simulation of our everyday lives and you were essentially

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<v Speaker 1>playing god. The creator behind sim City is a man

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<v Speaker 1>named Will Wright, a game designer who made a career

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<v Speaker 1>out of creating simulation games. Following SimCity, he designed games

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<v Speaker 1>like sim Earth, sim Ant, and The Sims, which Wright

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<v Speaker 1>thought of as a virtual dollhouse and a not so

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<v Speaker 1>subtle satire of modern consumer culture, a satire with a

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<v Speaker 1>lasting impression. The Sims is about to get the movie

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<v Speaker 1>treatment from none other than Margo Robbie, who produced and

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<v Speaker 1>starred in the hit movie based off another beloved plaything, Barbie.

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<v Speaker 1>Our guest today, Heigeingold is no stranger to the sim

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<v Speaker 1>City franchise. He was an intern for Will Wright back

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<v Speaker 1>when he was getting his master's in digital media design.

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<v Speaker 1>Then in two thousand and eight, they collaborated to create

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<v Speaker 1>the game's spare. But Gingill's book isn't just a history

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<v Speaker 1>of SimCity. It also explores the deep human desire to play,

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<v Speaker 1>the cultural history of games and why simulation is so alluring.

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<v Speaker 1>After reading Building sim City, I knew that I needed

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<v Speaker 1>to talk to Gingol on this show because his book

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<v Speaker 1>illuminates how the way we use technology can say a

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<v Speaker 1>lot about who we are and our desire to leave

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<v Speaker 1>a mark on the world. So, without further ado Heim Gingold,

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<v Speaker 1>Welcome to tech Stuff. Thank you. So I want to

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<v Speaker 1>ask you, why is twenty twenty four a good year

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<v Speaker 1>to write a book about a game that was released

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<v Speaker 1>thirty five years ago, the year I was born nineteen

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<v Speaker 1>eighty nine.

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<v Speaker 2>Maybe it isn't.

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<v Speaker 1>That, at least a certain extent, it is, Yeah, I

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<v Speaker 1>think that.

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<v Speaker 2>Well, Look, I was interested in part and why did

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<v Speaker 2>this game capture so many people's imagination? Like what is

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<v Speaker 2>the mystique of SimCity which still persists? It's still It's

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<v Speaker 2>even that sim City is not a well known particularly

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<v Speaker 2>success full franchise at this particular moment, and not say

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<v Speaker 2>compared to like the sims or Minecraft or robox a Fortnite.

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<v Speaker 2>SimCity is still a well known game, and I think

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<v Speaker 2>that it's trying to figure out why. It was a

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<v Speaker 2>big part of why I wrote this book. And for me,

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<v Speaker 2>what I found is that a lot of it had

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<v Speaker 2>to do with the mystique of simulation itself and the

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<v Speaker 2>mystique of computing. And I think you see that not

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<v Speaker 2>even with like for instance, generative AI, with chatchipt, it

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<v Speaker 2>is a simulation of a conversation. You know, it's like

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<v Speaker 2>not a real agent, not a real person, whatever it is,

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<v Speaker 2>but it's a simulation of a conversation. And I think

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<v Speaker 2>that is fundamental to computing.

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<v Speaker 1>But it feels like magic is cool in response.

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<v Speaker 2>It's totally magic, and SimCity also is totally magic, and

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<v Speaker 2>people were in trance by that. So I think that

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<v Speaker 2>there's this kind of magic holding power that simulations have

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<v Speaker 2>over us, and I think that SimCity was an early, widespread,

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<v Speaker 2>influential example of the powers of stimulation totally.

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<v Speaker 1>And the subtitle of the book, I guess is what

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<v Speaker 1>the book is called, building sim City. How to put

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<v Speaker 1>the world the machine, which is such a rich an

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<v Speaker 1>evocative phrase. What did you mean by that, like bringing

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<v Speaker 1>the world in the machine? I mean you just mentioned simulation.

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<v Speaker 2>Yeah, I mean it's a bit of a puckish title,

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<v Speaker 2>the sense that there's a whole tradition of people that

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<v Speaker 2>are building models of the world and putting them inside

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<v Speaker 2>of computers or pre digital computers. And so I was

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<v Speaker 2>very interested in how people sought to take the complex,

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<v Speaker 2>messy world outside of them that was bigger than anything

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<v Speaker 2>that they could understand, and make it into a model,

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<v Speaker 2>a toy almost that they can play with. So the

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<v Speaker 2>how tunis is more like how to do this impossible thing,

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<v Speaker 2>like how do you take the infinite and put it

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<v Speaker 2>in something very finite and limited? And so I was

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<v Speaker 2>trying to point out the sort of the impossibility of

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<v Speaker 2>putting the world in the machine.

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<v Speaker 1>There's the kind of hubris to it.

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<v Speaker 2>Totally, totally.

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<v Speaker 1>We'll speak to that because I was also curious about

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<v Speaker 1>the two epigrowths to the book, which one is we're

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<v Speaker 1>almost certainly living in a computer simulation and the other

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<v Speaker 1>is software is eating the world. Yeah, so the we're

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<v Speaker 1>living in a simulation thing is a very well known

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<v Speaker 1>and dominant sort of strand of silica value thought software

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<v Speaker 1>is eating the world. That's, of course Mark Andrewson, one

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<v Speaker 1>of the most influential venture capitalists of the last couple

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<v Speaker 1>of decades. That's a little harder to understand on the

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<v Speaker 1>face of it. What does that mean and why was

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<v Speaker 1>that an important epigraph to choose for the book.

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<v Speaker 2>I mean, perhaps it's that there are people who, by

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<v Speaker 2>making simulations of the whole world or exercises, are power over.

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<v Speaker 1>It is that kind of the experience of playing Same City,

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<v Speaker 1>because just very concretely, these are big and fascinating and

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<v Speaker 1>to your point, seductive ideas and worlds, But how do

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<v Speaker 1>they connect to a nineteenth computer game?

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<v Speaker 2>When Jack brown Will write, co founder of Maxis, saw

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<v Speaker 2>sim City like part of the appealing silence, this power

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<v Speaker 2>fantasy is incredible. This is going to appeal to the

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<v Speaker 2>sort of like megalomaniac impulse that I think is actually common.

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<v Speaker 2>I think it's fundamental, it's human. I think you see

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<v Speaker 2>it with children and toys and model building. It is

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<v Speaker 2>the seductive power of models.

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<v Speaker 1>Yeah, I think there's a lot of truth to that.

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<v Speaker 1>There's something intoxicating about taking something rights for mundane like

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<v Speaker 1>city planning and then taking control of it yourself, rather

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<v Speaker 1>than being the subject of it, being control of it.

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<v Speaker 1>At least that's why it looked like as an observer.

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<v Speaker 1>As I mentioned, I was born in nineteen eighty nine,

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<v Speaker 1>so sim City was just a bit too hard for me.

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<v Speaker 1>But I remember watching my dad play and just playing

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<v Speaker 1>around with a bit myself, and I couldn't really crack it.

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<v Speaker 1>But then a couple of years later, the SIMS came out,

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<v Speaker 1>and I was immediately obsessed because here were these people

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<v Speaker 1>doing all the things that I had to do, eat, sleep, socialize,

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<v Speaker 1>But instead of my parents being in charge of me

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<v Speaker 1>doing those things, I was in charge of these characters

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<v Speaker 1>doing those things.

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<v Speaker 2>I mean, I think there's a whole book written about

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<v Speaker 2>the SIMS. I did dig into the SIMS a lot.

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<v Speaker 2>In some sense, it's almost like the climax in the

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<v Speaker 2>book is the production of the SIMS. Because SIMP City

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<v Speaker 2>comes out in nineteen eighty nine, and then some earth

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<v Speaker 2>will where it falls up a Simmer nineteen ninety and

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<v Speaker 2>then Aunt in nineteen ninety one, and then and then

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<v Speaker 2>these sort of weird will write games sort of stop.

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<v Speaker 1>So talk about sim end where you essentially simulate an

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<v Speaker 1>ant colony, and then the journey to the sims, where

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<v Speaker 1>you essentially simulate a family life and control the dates

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<v Speaker 1>to the actions of everyone in the household. How did

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<v Speaker 1>the sims come into existence? And why was it almost

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<v Speaker 1>a decade after sim end?

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<v Speaker 2>Apparently one of the origin points is this wildfire that

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<v Speaker 2>spreads through Oakland, the Oakland Hills. It's devastating and siempsly

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<v Speaker 2>he like narrowly makes out of it, actually him and

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<v Speaker 2>his family, but they lose everything in the process. There

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<v Speaker 2>are all their worldly possessions and will hate shopping, and

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<v Speaker 2>of course he and his wife and daughter have to

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<v Speaker 2>now repopulate their house with stuff. And it's while filling

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<v Speaker 2>up their house with stuff, he's reflecting as he does.

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<v Speaker 2>He's thinking about what does all this stuff mean? Why

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<v Speaker 2>do we want it and so, And of course he's

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<v Speaker 2>also reading about architecture and psychology, and he starts moving

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<v Speaker 2>towards a model of people simulation. But also importantly he's

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<v Speaker 2>taking a lot of inspiration from the ants, which are

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<v Speaker 2>he points out, one of the only life forms that

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<v Speaker 2>survives this fire. And ants have very little internal cognitive state,

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<v Speaker 2>but they're very responsible for their environment, and yet as

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<v Speaker 2>a collective of the ants exhibit incredible intelligence. So ants

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<v Speaker 2>are very popular simulation subjects for artificial life and artificial

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<v Speaker 2>intelligence researchers at that time. Also and Will starts thinking

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<v Speaker 2>about building a model of people, also informed by this emergent,

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<v Speaker 2>bottom up, embodied interactionist frame. I don't think he used

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<v Speaker 2>those terms the time, but those are the that's the

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<v Speaker 2>academic terms. So he's thinking about consumerism, psychology, what is

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<v Speaker 2>the meaning of this stuff, architecture, thinking about this embodied

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<v Speaker 2>model of intelligence. But like with some City, he has

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<v Speaker 2>a hard time getting people to take this idea seriously.

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<v Speaker 2>Why would, as Jeff BoNT told me, why would you

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<v Speaker 2>make a game about a dollhouse? Because dollhouses are for girls,

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<v Speaker 2>and girls don't play computer games, of course, and the

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<v Speaker 2>SIMS is not released until forget exactly ninety nineteen thousand,

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<v Speaker 2>so it's like almost ten years of development.

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<v Speaker 1>You're talking about Jeff Brown, who founded Maxis with Will Wright,

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<v Speaker 1>which was the studio behind SimCity and its spin offs.

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<v Speaker 1>I'd say today it's quite shocking to hear somebody's day

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<v Speaker 1>girls don't play games. I guess the gaming culture was

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<v Speaker 1>very different by it than hyper masculine totally.

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<v Speaker 2>And I think the fact that SimCity appealed to not

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<v Speaker 2>just boys, not just men and boys, but also girls

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<v Speaker 2>and women is part of why the SIMS came into existence.

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<v Speaker 2>Because you look at the history of Maxis, access attracts

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<v Speaker 2>a lot of very talented women and roles of design, marketing, production,

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<v Speaker 2>and that sort of sets the circumstances that enable the

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<v Speaker 2>SIMS to come into existence and become what it becomes.

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<v Speaker 1>Of course, you don't just write about these games. You've

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<v Speaker 1>also made them. You work with will write as an intern,

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<v Speaker 1>and I think my favorite quote from your whole book

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<v Speaker 1>is quote my job was to make software toys for

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<v Speaker 1>the world's most talented toy maker. I was in Wonker's

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<v Speaker 1>chocolate factory. What were these software toys?

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<v Speaker 2>My job was to make prototypes. I was very good

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<v Speaker 2>at making bits of software like sketches in a sense,

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<v Speaker 2>and so I just make these sketches. When I built

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<v Speaker 2>models of I don't know, cultural evolution, bacteria growing in

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<v Speaker 2>a Putri dish, civilization spreading in the galaxy, like, it

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<v Speaker 2>was just all kinds of stuff that we made and

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<v Speaker 2>it was just really fun.

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<v Speaker 1>You know. It strikes me that part of building a

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<v Speaker 1>game is hardcore programming that the other part is coming

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<v Speaker 1>up with the rules. And in these simulation games, the

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<v Speaker 1>rules were designed to mimic life as much as possible,

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<v Speaker 1>So to make them you had to be thinking pretty

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<v Speaker 1>expansively and philosophically and critically about how culture is formed

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<v Speaker 1>and how it functions. I think will Wright's first interview question,

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<v Speaker 1>get it exactually this, that's right.

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<v Speaker 2>That was the interview question that he gave me over

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<v Speaker 2>email when I, uh what I went to work with him.

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<v Speaker 2>He said, yeah, here's an exercise for you to think about.

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<v Speaker 2>If you had to define all possible intelligent cultures, historic

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<v Speaker 2>and future, biological to mechanical, with less than ten parameters,

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<v Speaker 2>what would they be. These parameters should be high enough

0:12:20.480 --> 0:12:23.240
<v Speaker 2>to apply to any conceivable culture, yet low enough to

0:12:23.280 --> 0:12:28.200
<v Speaker 2>derive tangible assets our technology, cities, behavior. A couple of

0:12:28.280 --> 0:12:31.679
<v Speaker 2>candidates we've come up with are introverted extroverted. How much

0:12:31.760 --> 0:12:34.360
<v Speaker 2>is the culture's attention focused on itself first understanding the

0:12:34.360 --> 0:12:38.120
<v Speaker 2>outside world? And how static or expansionistic is it. I'd

0:12:38.160 --> 0:12:40.839
<v Speaker 2>be interested to hear your list of parameters. So he

0:12:40.960 --> 0:12:43.160
<v Speaker 2>sends that on March twenty fifth, two thousand and two,

0:12:43.880 --> 0:12:45.640
<v Speaker 2>and I just want to comment that it's not just

0:12:45.760 --> 0:12:49.720
<v Speaker 2>that the sort of that marvelous sense of abstraction that

0:12:49.960 --> 0:12:52.320
<v Speaker 2>Will is pointing to you here that is so beautiful.

0:12:52.320 --> 0:12:54.560
<v Speaker 2>It's also he's saying that they should be high enough

0:12:54.600 --> 0:12:57.440
<v Speaker 2>to apply any conceivable culture. So he wants this generality.

0:12:57.679 --> 0:12:59.880
<v Speaker 2>But it can't just be some thought experiment. It's got

0:12:59.920 --> 0:13:03.400
<v Speaker 2>to be conquered enough that we could derive tangible assets

0:13:03.400 --> 0:13:05.520
<v Speaker 2>for our game from it, right, Like, It's like, it's

0:13:05.559 --> 0:13:08.960
<v Speaker 2>got to be actionable in a way, there's a meaningful

0:13:09.000 --> 0:13:09.520
<v Speaker 2>to all player.

0:13:14.840 --> 0:13:16.520
<v Speaker 1>We're going to take a quick break, but when we

0:13:16.559 --> 0:13:19.920
<v Speaker 1>come back, we explore the very human need to play

0:13:20.440 --> 0:13:24.679
<v Speaker 1>and just how serious games can get. From Viking burials

0:13:24.880 --> 0:13:38.000
<v Speaker 1>to World War two. Stay with us. So, I'm your

0:13:38.040 --> 0:13:40.520
<v Speaker 1>book is as much a history of sim City as

0:13:40.520 --> 0:13:43.559
<v Speaker 1>it is a history of gaming itself. There's one part

0:13:43.559 --> 0:13:45.240
<v Speaker 1>of your book that I couldn't resist bringing up, which

0:13:45.280 --> 0:13:48.840
<v Speaker 1>is about Vikings, who it turns out were avid gamers

0:13:48.840 --> 0:13:50.520
<v Speaker 1>in their own right. Can you talk a little bit

0:13:50.520 --> 0:13:50.880
<v Speaker 1>about that?

0:13:51.480 --> 0:13:55.440
<v Speaker 2>Yeah, so, right, Vikings, we think of that. There's these

0:13:55.679 --> 0:13:59.000
<v Speaker 2>you know, I in my imagination, perhaps the cinematic imagination,

0:13:59.200 --> 0:14:02.760
<v Speaker 2>is bloodthirsty warriors, which perhaps they were bold warriors, but

0:14:03.240 --> 0:14:06.079
<v Speaker 2>they also really loved board games, apparently, and they were

0:14:06.080 --> 0:14:10.000
<v Speaker 2>buried with them. And these elite burials, they had people

0:14:10.000 --> 0:14:13.400
<v Speaker 2>in their boats with their music instruments and weapons and

0:14:13.440 --> 0:14:17.440
<v Speaker 2>their playing pieces for their games. The Anthropolis don't really

0:14:17.440 --> 0:14:19.640
<v Speaker 2>know why they're there, but they speculate that they indicate

0:14:20.280 --> 0:14:22.960
<v Speaker 2>ability to fight, the ability to think strategically, that these

0:14:23.040 --> 0:14:27.440
<v Speaker 2>represent values that Vikings treasured in their warrior life also

0:14:28.040 --> 0:14:29.200
<v Speaker 2>their playing life.

0:14:29.480 --> 0:14:31.080
<v Speaker 1>I think one of the themes of your book is

0:14:31.080 --> 0:14:33.600
<v Speaker 1>that games are a serious matter. I mean, the Vikings

0:14:33.600 --> 0:14:36.280
<v Speaker 1>obviously thought so enough to be buried with their board games,

0:14:36.800 --> 0:14:40.080
<v Speaker 1>and the sim franchise was in part to teach us

0:14:40.080 --> 0:14:43.800
<v Speaker 1>more about how the modern world worked. But more recently,

0:14:44.600 --> 0:14:48.280
<v Speaker 1>gaming was the backbone of another very serious matter. Last

0:14:48.320 --> 0:14:51.040
<v Speaker 1>year's Nobel Prize in Chemistry went to a team that

0:14:51.080 --> 0:14:54.680
<v Speaker 1>developed an AI program that predicts the structure of proteins

0:14:54.680 --> 0:14:57.960
<v Speaker 1>called Alpha Fold, and Alpha Fold was based off another

0:14:58.000 --> 0:15:01.560
<v Speaker 1>program called Alpha Go, which had a very different objective,

0:15:01.640 --> 0:15:03.680
<v Speaker 1>which was to beat the game Go, which is a

0:15:03.760 --> 0:15:07.600
<v Speaker 1>kind of Asian game with some similarities to chess. And

0:15:07.640 --> 0:15:10.080
<v Speaker 1>it's just part for me to get over how this

0:15:10.240 --> 0:15:14.520
<v Speaker 1>Nobel Prize winning AI program that's kind of you know,

0:15:14.600 --> 0:15:17.280
<v Speaker 1>doing the impossible, building new types of protein that could

0:15:17.320 --> 0:15:20.640
<v Speaker 1>help us fight, you know, diseases in the future. Entire

0:15:20.720 --> 0:15:24.960
<v Speaker 1>new ways is based off a program that was developed

0:15:25.000 --> 0:15:27.640
<v Speaker 1>to beat a game. And so I want to ask you,

0:15:27.720 --> 0:15:30.280
<v Speaker 1>is this kind of a one off connection or is

0:15:30.280 --> 0:15:34.520
<v Speaker 1>there a deeper connection here between advances in computing and

0:15:34.800 --> 0:15:35.720
<v Speaker 1>playing games.

0:15:36.080 --> 0:15:38.600
<v Speaker 2>So you look at the history of computing, it is

0:15:38.800 --> 0:15:41.240
<v Speaker 2>sort of games and the history of computing are inseparable,

0:15:41.440 --> 0:15:44.600
<v Speaker 2>and chess figures probably a history of artificial intelligence. Games

0:15:44.600 --> 0:15:47.400
<v Speaker 2>I've all started to do. And then Demissabas, the co

0:15:47.520 --> 0:15:50.560
<v Speaker 2>founder of DeepMind, who was one of the co winners

0:15:50.600 --> 0:15:53.080
<v Speaker 2>of the Nobel Prize. He started his career as a

0:15:53.120 --> 0:15:55.600
<v Speaker 2>game developer, worked for Peter Model and another very well

0:15:55.680 --> 0:15:59.600
<v Speaker 2>known game game creator who had one game, I believe

0:15:59.640 --> 0:16:04.640
<v Speaker 2>where you play a golden age Hollywood studio boss and

0:16:04.680 --> 0:16:07.080
<v Speaker 2>you have to like manage your stable of talent. So

0:16:07.160 --> 0:16:11.440
<v Speaker 2>Demostovas works for Peter Malnu and then the his own

0:16:11.520 --> 0:16:13.040
<v Speaker 2>game thing for a while, and then at some point

0:16:13.160 --> 0:16:16.360
<v Speaker 2>he leaves games and goes back to do a PhD.

0:16:16.720 --> 0:16:19.600
<v Speaker 2>And he starts going on this path that leads him

0:16:19.640 --> 0:16:22.080
<v Speaker 2>to doing this work with machine learning and heural networks

0:16:22.880 --> 0:16:24.920
<v Speaker 2>from from there and then but then at deep Mind

0:16:24.960 --> 0:16:27.800
<v Speaker 2>deep minds early some of its early breakthrough work was

0:16:27.800 --> 0:16:31.320
<v Speaker 2>in making artificial intelligences that could play Atari twenty six

0:16:31.440 --> 0:16:34.840
<v Speaker 2>hundred games. And part of the reason that this works

0:16:34.880 --> 0:16:37.520
<v Speaker 2>is that games are so important to AI more generally,

0:16:37.560 --> 0:16:42.320
<v Speaker 2>is that games provide these very constrained environments with clear

0:16:43.280 --> 0:16:46.240
<v Speaker 2>winning and losing conditions. So that's like, that's perfect for

0:16:46.880 --> 0:16:50.440
<v Speaker 2>an artificial intelligence to work. I mean games, life is complex,

0:16:50.520 --> 0:16:55.120
<v Speaker 2>it's messy, there is no clear winning and losing, but

0:16:55.240 --> 0:16:57.760
<v Speaker 2>a game provide gives you this illusion or this it

0:16:57.840 --> 0:17:02.160
<v Speaker 2>creates this this little fictional make believe spaces where you

0:17:02.200 --> 0:17:06.040
<v Speaker 2>can have clear agency, clear outcomes, clear moves, clear rules.

0:17:06.040 --> 0:17:07.320
<v Speaker 2>So it's perfect for computing.

0:17:08.400 --> 0:17:10.960
<v Speaker 1>I think going back to sim City specifically in this

0:17:11.080 --> 0:17:13.800
<v Speaker 1>moment in the late eighties early nineties, did sim City

0:17:14.040 --> 0:17:19.080
<v Speaker 1>contribute to the development of computing? Did it popularize it?

0:17:19.160 --> 0:17:22.639
<v Speaker 1>What is sim City's role in this incredibly rich history

0:17:22.640 --> 0:17:25.280
<v Speaker 1>of the interaction between games and developments and computing.

0:17:25.520 --> 0:17:27.000
<v Speaker 2>Well, that was one of the things that I really

0:17:27.000 --> 0:17:30.919
<v Speaker 2>got lost in writing this book was looking at the

0:17:31.359 --> 0:17:34.600
<v Speaker 2>looking at how simp City sort of starts interactslect just

0:17:34.600 --> 0:17:39.760
<v Speaker 2>with popular culture, and Nintendo's Shigaro Miomoto comes out. He

0:17:39.960 --> 0:17:42.479
<v Speaker 2>sets in motion the licensing of SimCity so that they

0:17:42.520 --> 0:17:45.199
<v Speaker 2>can put it on the Nintendo right away. But at

0:17:45.200 --> 0:17:49.040
<v Speaker 2>the same time, Access is also making deals with enterprise

0:17:49.359 --> 0:17:52.080
<v Speaker 2>firms like Chevron to create things like some refinery. And

0:17:52.119 --> 0:17:54.639
<v Speaker 2>then there's the Santa Fe Institute, which is a recently

0:17:54.720 --> 0:17:59.119
<v Speaker 2>founded research institution that's all about complexity, science and emergence,

0:17:59.119 --> 0:18:01.720
<v Speaker 2>and they established a rich set of connections with will

0:18:01.800 --> 0:18:04.360
<v Speaker 2>Right and Maxis as well. So Maxis sort of traffics

0:18:04.359 --> 0:18:06.840
<v Speaker 2>between these different computing worlds. I think that was also

0:18:06.880 --> 0:18:09.399
<v Speaker 2>part of the magic and the mystique of some City

0:18:09.520 --> 0:18:13.480
<v Speaker 2>is how it brought these esoteric subjects that people knew

0:18:13.520 --> 0:18:17.960
<v Speaker 2>about into some into like this toy, this toy forum

0:18:18.000 --> 0:18:18.800
<v Speaker 2>that can come home.

0:18:19.920 --> 0:18:24.760
<v Speaker 1>So Maxus introduced to popularize the notion of simulation as

0:18:24.800 --> 0:18:28.440
<v Speaker 1>something which everyone could kind of understand and literally play with.

0:18:28.720 --> 0:18:32.439
<v Speaker 1>They weren't the company who then, you know, developed the

0:18:32.520 --> 0:18:37.320
<v Speaker 1>enormous commercial opportunity of simulation. But fast forward into today,

0:18:38.240 --> 0:18:41.359
<v Speaker 1>you know, what role does simulation play in all of

0:18:41.400 --> 0:18:44.640
<v Speaker 1>our lives? Versus the nineties. I mean, how how ubiquity

0:18:44.800 --> 0:18:48.000
<v Speaker 1>is computer simulation in terms of our everyday lives.

0:18:48.640 --> 0:18:50.760
<v Speaker 2>I think simulation is everywhere. I think even at the

0:18:50.800 --> 0:18:54.560
<v Speaker 2>time people were playing Nintendo games, they were playing with simulations.

0:18:54.560 --> 0:18:56.560
<v Speaker 2>I think sim City just sort of made it overt

0:18:56.640 --> 0:18:59.000
<v Speaker 2>in a sense. This is a simulation and playing with

0:18:59.040 --> 0:19:02.200
<v Speaker 2>a model of a city people witness. I think about there.

0:19:02.480 --> 0:19:05.040
<v Speaker 2>I argue that all of computing is in effect a

0:19:05.119 --> 0:19:07.600
<v Speaker 2>kind of simulation. I think that's basically what Alan Turing

0:19:09.200 --> 0:19:10.000
<v Speaker 2>how he has it.

0:19:10.640 --> 0:19:12.720
<v Speaker 1>Are you putting the world in the machine?

0:19:12.880 --> 0:19:14.159
<v Speaker 2>Are you putting the world in the machine? I mean

0:19:14.200 --> 0:19:16.640
<v Speaker 2>you look at the idea of a turning machine, which

0:19:16.640 --> 0:19:19.000
<v Speaker 2>is fundational in the computer science and computing. It's all

0:19:19.000 --> 0:19:21.560
<v Speaker 2>about how one machine can pretend to be another kind

0:19:21.560 --> 0:19:26.359
<v Speaker 2>of machine. So that this very mathematical idea has very

0:19:26.520 --> 0:19:30.840
<v Speaker 2>sort of he has a very clear narrative and philosophical resonances.

0:19:30.920 --> 0:19:33.200
<v Speaker 2>It's there from the very outset, and I think that

0:19:33.200 --> 0:19:37.200
<v Speaker 2>that's what software is. Software is a way to tell

0:19:37.240 --> 0:19:39.520
<v Speaker 2>a machine how to pretend to be another kind of machine.

0:19:39.560 --> 0:19:42.000
<v Speaker 2>That's why you can download an app on your smartphone,

0:19:42.080 --> 0:19:44.680
<v Speaker 2>and now your smartphone does something new. It can pretend

0:19:44.760 --> 0:19:48.040
<v Speaker 2>to be some other thing now, whether it's a video

0:19:48.080 --> 0:19:51.040
<v Speaker 2>player or messaging app or a particular game.

0:19:51.880 --> 0:19:55.320
<v Speaker 1>And in terms of the history of simulation, the book

0:19:55.400 --> 0:19:59.439
<v Speaker 1>suggests that basically the end of World War two was

0:19:59.520 --> 0:20:03.119
<v Speaker 1>when and of the possibilities and the reality of simulation

0:20:03.320 --> 0:20:05.520
<v Speaker 1>became a thing. Is that right?

0:20:06.160 --> 0:20:10.360
<v Speaker 2>Modern digital computing really is born in a sense in

0:20:10.400 --> 0:20:12.560
<v Speaker 2>the wake of World War two, or sort of during

0:20:12.600 --> 0:20:14.959
<v Speaker 2>and after World War Two. The reason the military had

0:20:14.960 --> 0:20:18.280
<v Speaker 2>a lot of computing hardware, not just like modern computers,

0:20:18.400 --> 0:20:21.439
<v Speaker 2>was to calculate the trajectory of bullets so that they

0:20:21.440 --> 0:20:23.919
<v Speaker 2>can make these artillery firing tables that you needed for

0:20:23.960 --> 0:20:26.240
<v Speaker 2>any new munitions you were going to deploy in the field.

0:20:26.280 --> 0:20:28.280
<v Speaker 2>So the gunners would look up at these tables like, oh,

0:20:28.320 --> 0:20:29.800
<v Speaker 2>I want to aim at this target. I need to

0:20:29.840 --> 0:20:31.639
<v Speaker 2>look what is what I need to dial in. That

0:20:31.720 --> 0:20:34.600
<v Speaker 2>requires a lot of simulation to simulate these shells. So

0:20:34.880 --> 0:20:36.720
<v Speaker 2>and these were often done by hand, you know, there

0:20:36.760 --> 0:20:40.000
<v Speaker 2>were these often women, these calculating girls. And at some

0:20:40.000 --> 0:20:42.720
<v Speaker 2>point the digital computers became faster that they can compute

0:20:43.080 --> 0:20:46.359
<v Speaker 2>the trajectory of the shell faster than that actual shell

0:20:46.400 --> 0:20:49.920
<v Speaker 2>could travel. Like that is the moment when simulations sort

0:20:49.920 --> 0:20:53.000
<v Speaker 2>of become something new, really new, where the computer can

0:20:53.000 --> 0:20:55.359
<v Speaker 2>simulate faster than real time, in this case just a

0:20:55.400 --> 0:20:58.560
<v Speaker 2>single bullet shell, and that being you know, nowadays, of

0:20:58.560 --> 0:21:01.600
<v Speaker 2>course you can simulate a gagiliar of these things, you know,

0:21:01.680 --> 0:21:02.520
<v Speaker 2>at a plank of an eye.

0:21:02.960 --> 0:21:05.080
<v Speaker 1>There's this sort of theme in the book which also

0:21:05.119 --> 0:21:07.320
<v Speaker 1>has to do with the birth of sim City, which

0:21:07.359 --> 0:21:11.440
<v Speaker 1>is all of these technologies that were developed as military

0:21:11.440 --> 0:21:15.399
<v Speaker 1>technologies then in fact became sort of city management and

0:21:15.480 --> 0:21:19.480
<v Speaker 1>behavior economics technologies, which then showed up represents in sim

0:21:19.480 --> 0:21:22.720
<v Speaker 1>City in the nineties. Can you kind of shot that frogransion.

0:21:22.840 --> 0:21:25.119
<v Speaker 2>Yeah. I mean it's almost like a cliche of the

0:21:25.160 --> 0:21:29.159
<v Speaker 2>history of technology that technologies developed for war purposes, for

0:21:29.240 --> 0:21:34.520
<v Speaker 2>military purposes, then becomes something else that becomes commonplace. And

0:21:34.520 --> 0:21:37.439
<v Speaker 2>that's definitely the case with computing and simulation. And I

0:21:37.480 --> 0:21:40.159
<v Speaker 2>think that one of the things that you know, we

0:21:40.240 --> 0:21:42.280
<v Speaker 2>can trace that. But one of the things I wanted

0:21:42.280 --> 0:21:44.439
<v Speaker 2>to do in this book was recognized that, but then

0:21:44.480 --> 0:21:47.720
<v Speaker 2>also point it the consistent sort of how play in

0:21:47.880 --> 0:21:50.560
<v Speaker 2>games is also one of these recurrent themes in these

0:21:50.960 --> 0:21:53.639
<v Speaker 2>evolition of these technologies, and in fact, for me that

0:21:54.240 --> 0:21:58.359
<v Speaker 2>turned towards some city, and modern graphical computing really comes

0:21:58.400 --> 0:22:01.720
<v Speaker 2>through this recent in the nineteen sixties wanted to take

0:22:01.760 --> 0:22:08.040
<v Speaker 2>this technology that has these strong military bureaucratic connotations and

0:22:08.119 --> 0:22:10.840
<v Speaker 2>bringing it to children, and they say, here is a

0:22:10.880 --> 0:22:14.639
<v Speaker 2>transformative technology. We should get kids to use this, and

0:22:14.640 --> 0:22:17.199
<v Speaker 2>we should get liberal arts students to use this and

0:22:17.200 --> 0:22:20.320
<v Speaker 2>see what they can do. So all these threads come together,

0:22:20.400 --> 0:22:25.280
<v Speaker 2>and so to the city management. The MIT historian Jennifer

0:22:25.359 --> 0:22:28.399
<v Speaker 2>Late has a lot of excellent work on the history

0:22:28.440 --> 0:22:33.280
<v Speaker 2>of women in computing and cities, and she talks about

0:22:33.280 --> 0:22:36.080
<v Speaker 2>how in the nineteen sixties there was a lot of

0:22:36.160 --> 0:22:39.080
<v Speaker 2>urban unrest in the United States, and there's wats riots,

0:22:40.600 --> 0:22:42.000
<v Speaker 2>there's a lot of the United States, a lot of

0:22:42.040 --> 0:22:47.199
<v Speaker 2>civil civil conflicts, and as part of the part of

0:22:47.200 --> 0:22:48.679
<v Speaker 2>the response to that was to bring in a lot

0:22:48.680 --> 0:22:51.400
<v Speaker 2>of Cold War academics to sort of study the problems

0:22:51.400 --> 0:22:57.000
<v Speaker 2>of cities, and so at mitj Forrester does work that's

0:22:57.080 --> 0:23:00.159
<v Speaker 2>very important to some city and his response to these

0:23:00.240 --> 0:23:04.520
<v Speaker 2>urban crises is to develop simulations of cities. The fact

0:23:04.600 --> 0:23:08.119
<v Speaker 2>you look at the history of wargaming and you know

0:23:08.600 --> 0:23:12.359
<v Speaker 2>the mid the mid twentieth century, during the Cold War,

0:23:12.720 --> 0:23:15.520
<v Speaker 2>the US military got really into these like live action

0:23:15.800 --> 0:23:17.639
<v Speaker 2>role playing game to the sense when they would like

0:23:17.760 --> 0:23:21.119
<v Speaker 2>role playing these wargaming scenarios, and people found these experiences

0:23:21.119 --> 0:23:26.480
<v Speaker 2>to be incredibly seductive, very compelling, just like so memorable.

0:23:26.880 --> 0:23:31.280
<v Speaker 2>And actually it's HG. Wells, the science fiction author who

0:23:31.760 --> 0:23:33.840
<v Speaker 2>has this book called Little Wars. It's like from the

0:23:33.880 --> 0:23:38.040
<v Speaker 2>early nineteen hundreds. It's about him adapting German wargaming for

0:23:38.240 --> 0:23:41.440
<v Speaker 2>military purposes as like a activity at home with little

0:23:41.480 --> 0:23:45.040
<v Speaker 2>toy soldiers, and he makes this incredible game design and

0:23:45.080 --> 0:23:48.239
<v Speaker 2>that's what leads to the whole miniature wargaming you know

0:23:48.440 --> 0:23:51.679
<v Speaker 2>of the twentieth century and dungeons and dragons. It's like

0:23:51.760 --> 0:23:53.480
<v Speaker 2>all of the stuff can be traced back to HG.

0:23:53.600 --> 0:23:56.439
<v Speaker 1>Wells. Just as we're closing, there was a review of

0:23:56.480 --> 0:23:58.920
<v Speaker 1>your book in the Los Angeles Review of Books and

0:23:59.200 --> 0:24:01.720
<v Speaker 1>kind of provoke with comparison and the second half of

0:24:01.800 --> 0:24:06.400
<v Speaker 1>the piece between SimCity and this sort of new yet

0:24:06.440 --> 0:24:10.639
<v Speaker 1>to be built city in Solano County, California, where various

0:24:10.720 --> 0:24:14.320
<v Speaker 1>tech billionaires have bought fifty two thousand acres of land,

0:24:14.920 --> 0:24:18.600
<v Speaker 1>sometimes paying five times more than market price, with this

0:24:18.760 --> 0:24:22.000
<v Speaker 1>vision of creating a new city for four hundred thousand

0:24:22.040 --> 0:24:25.480
<v Speaker 1>people in this quote unquote virgin Land, and somebody on

0:24:25.520 --> 0:24:30.560
<v Speaker 1>Reddit evidently accused these moguls of wanting to play SimCity IRL,

0:24:31.080 --> 0:24:33.359
<v Speaker 1>which was amusing. But I mean, talk a little bit

0:24:33.359 --> 0:24:36.280
<v Speaker 1>about Solano and what you thought of the comparison in

0:24:36.280 --> 0:24:36.760
<v Speaker 1>that review.

0:24:37.480 --> 0:24:40.280
<v Speaker 2>So my understanding is that there are a lot of

0:24:40.840 --> 0:24:44.920
<v Speaker 2>very powerful Silicon Valley personnalities with a lot of deep pockets,

0:24:45.000 --> 0:24:50.520
<v Speaker 2>who are very frustrated with the Pacific problems that exist

0:24:50.600 --> 0:24:52.760
<v Speaker 2>in the day area. Like a lot of parts of

0:24:52.760 --> 0:24:56.560
<v Speaker 2>the country. Actually, the cost of housing is incredibly unaffordable.

0:24:56.600 --> 0:24:59.760
<v Speaker 2>It puts pressure at all level everywhere, and they're frustrated

0:24:59.800 --> 0:25:03.440
<v Speaker 2>with the civic process, and so they have this vision

0:25:03.520 --> 0:25:07.000
<v Speaker 2>of building a new city with driven by, as Slain

0:25:07.080 --> 0:25:12.000
<v Speaker 2>points out, very new urbanist good ideas about walkable cities. Yes,

0:25:12.040 --> 0:25:14.320
<v Speaker 2>they have a lot. They're very well intentioned, I think,

0:25:14.440 --> 0:25:16.280
<v Speaker 2>but at the same time, there's a kind of hubrius

0:25:16.280 --> 0:25:19.280
<v Speaker 2>to this to sort of go and buy up this

0:25:19.680 --> 0:25:22.840
<v Speaker 2>supposedly virgin Land and just PLoP down a new city.

0:25:22.840 --> 0:25:25.280
<v Speaker 2>In that sense, it is like simsy. It is like

0:25:26.440 --> 0:25:28.720
<v Speaker 2>the weird world does not work like SimCity. I think

0:25:28.760 --> 0:25:32.160
<v Speaker 2>maybe that's the point, and SimCity gives you this sort

0:25:32.200 --> 0:25:34.720
<v Speaker 2>of present all your like a not just a city planner,

0:25:34.760 --> 0:25:37.000
<v Speaker 2>you're kind of a god. Right you can you don't

0:25:37.040 --> 0:25:38.840
<v Speaker 2>have to contend, you don't have to run for election,

0:25:39.400 --> 0:25:42.920
<v Speaker 2>you don't have to deal with different constituencies that want

0:25:42.920 --> 0:25:47.200
<v Speaker 2>different things, which is actually the meat of civic life.

0:25:47.640 --> 0:25:49.440
<v Speaker 2>And I think that's the connection here, is that the

0:25:49.600 --> 0:25:51.639
<v Speaker 2>really the real life is really not like that. But

0:25:51.800 --> 0:25:54.960
<v Speaker 2>if you are really frustrated and really powerful, you can

0:25:55.000 --> 0:25:56.840
<v Speaker 2>try to do it. But I think that that effort

0:25:56.840 --> 0:26:00.280
<v Speaker 2>has run into local opposition. And that's that's one of

0:26:00.280 --> 0:26:02.800
<v Speaker 2>the reasons that I compare to Dora and Gary Nelson

0:26:02.960 --> 0:26:06.760
<v Speaker 2>city building education work where it can also was response

0:26:06.840 --> 0:26:10.560
<v Speaker 2>to the civil rights unrest in nineteen sixties, that where

0:26:10.560 --> 0:26:13.760
<v Speaker 2>she had kids in classrooms build and role playing model cities,

0:26:13.800 --> 0:26:16.880
<v Speaker 2>and there it's all about the kids voicing their desires

0:26:16.920 --> 0:26:18.880
<v Speaker 2>and what they want and don't want, and hashing out

0:26:19.000 --> 0:26:22.040
<v Speaker 2>there with each other, you know, coming to some kind

0:26:22.080 --> 0:26:24.560
<v Speaker 2>of agreement. That's really what civic life should be like

0:26:24.640 --> 0:26:25.720
<v Speaker 2>in a democracy.

0:26:26.240 --> 0:26:28.120
<v Speaker 1>That's very interesting. It comes back to those two epigraphs,

0:26:28.119 --> 0:26:30.280
<v Speaker 1>isn't it in the sense of sulfur etin the world

0:26:30.320 --> 0:26:33.360
<v Speaker 1>and we're probably living the computer simulation and maybe more

0:26:33.359 --> 0:26:35.359
<v Speaker 1>of a hope than an analysis on the part of

0:26:35.359 --> 0:26:36.440
<v Speaker 1>some of these guys.

0:26:36.480 --> 0:26:38.960
<v Speaker 2>Software trying to eat the world. I think that's that's

0:26:39.040 --> 0:26:39.520
<v Speaker 2>very apt.

0:26:41.440 --> 0:26:43.800
<v Speaker 1>So my very very last question is actually more of

0:26:43.800 --> 0:26:45.600
<v Speaker 1>a confession, which is I totally I was obsessed with

0:26:45.640 --> 0:26:47.720
<v Speaker 1>the SIMS. But what I didn't tell you was the

0:26:47.720 --> 0:26:49.960
<v Speaker 1>way I like to play it was by using cheap

0:26:50.000 --> 0:26:54.119
<v Speaker 1>COULDE have unlimited resources to build these lacial ms for

0:26:54.160 --> 0:26:56.800
<v Speaker 1>the Sims to be endlessly happy in which I know

0:26:56.920 --> 0:26:59.720
<v Speaker 1>is a sacrilegious way of playing the game, But of

0:26:59.760 --> 0:27:02.159
<v Speaker 1>course the ten eleven, twelve year old, it's one of

0:27:02.200 --> 0:27:05.040
<v Speaker 1>those moments where you know you're on the customer adolessons

0:27:05.080 --> 0:27:08.280
<v Speaker 1>and your agency is less than your desire. How does

0:27:08.320 --> 0:27:11.000
<v Speaker 1>the way we play reflect on us?

0:27:11.760 --> 0:27:17.320
<v Speaker 2>I mean that is something that has fascinated play scholars.

0:27:17.320 --> 0:27:19.840
<v Speaker 2>Brian Son Smith one of the most influential play scholars

0:27:19.880 --> 0:27:22.720
<v Speaker 2>in the twentieth century. He does a cross cultural comparison

0:27:22.720 --> 0:27:26.760
<v Speaker 2>of games. Which societies play which games, and so certain

0:27:26.760 --> 0:27:29.360
<v Speaker 2>societies I think perhaps I forget the details, but maybe

0:27:29.359 --> 0:27:32.160
<v Speaker 2>agrarian ones or more drawn to games of luck and

0:27:32.240 --> 0:27:35.880
<v Speaker 2>sort of modern Western industrial societies tend to be more

0:27:35.880 --> 0:27:39.280
<v Speaker 2>interested in games of strategy and skill. But I just

0:27:39.320 --> 0:27:41.000
<v Speaker 2>find in my own personal life, I tend to find

0:27:41.000 --> 0:27:43.119
<v Speaker 2>that people that are more interested in gambling tend to

0:27:43.119 --> 0:27:45.960
<v Speaker 2>be business people. I don't know if this is this

0:27:46.040 --> 0:27:48.840
<v Speaker 2>is purely anecdotal, but I'm always fascinated when I meet

0:27:48.840 --> 0:27:50.560
<v Speaker 2>people say like, what do you like to play? How

0:27:50.600 --> 0:27:52.119
<v Speaker 2>do you play? I feel like I've learned a lot

0:27:52.160 --> 0:27:54.720
<v Speaker 2>about somebody by playing.

0:27:54.400 --> 0:28:03.159
<v Speaker 1>With them him. Thanks so much for being with me today.

0:28:03.320 --> 0:28:04.800
<v Speaker 2>This is really fun. Thank you.

0:28:28.880 --> 0:28:32.280
<v Speaker 1>For tech Stuff. I'm os Voloshin. This episode was produced

0:28:32.280 --> 0:28:36.600
<v Speaker 1>by Eliza Dennis, Victoria Dominguez, and Lizzie Jacobs. He was

0:28:36.640 --> 0:28:39.880
<v Speaker 1>executive produced by Me, Karen Price and Kate Osborne for

0:28:39.920 --> 0:28:44.800
<v Speaker 1>Kaleidoscope and Katrina Norvel for iHeart Podcasts. Jack Insley mixed

0:28:44.800 --> 0:28:48.120
<v Speaker 1>this episode and Kyle Murdoch wrote our theme song. Join

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<v Speaker 1>us on Friday for the weekend tech Karen and I

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<v Speaker 1>will run through the tech headlines you may have missed.

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<v Speaker 1>Please rate, review, and reach out to us at tech

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