Sim City: The C is for Communist!
8:56pm, 10th November 2004
After finishing The Road to Serfdom, I left my brain ticking over for a few seconds waiting for the start of the period where I take all its lessons to heart (you know, the period right before you begin thinking critically) and become a true Hayekian. (Un)fortunately, as usually happens when I start idling, my mind drifted to classic computer games, specifically Sim City.
Sim City is a simulation of a city-state under the grip of totalitarian socialism. You do not play the hero struggling against the leviathan. You, for evil or for eviler, are the Mayor-God running the whole show.
Your grid of land is entirely under your command. Although nominally part of a larger nation, you are for all practical purposes the head of state, unelected and undeposable save for violent revolution (sure, the game calls it being voted out, but it’s functionally identical to a mob storming city hall and executing you). You are its mind, body and soul. You lay down every road, police station, fire station, school, college, hospital, library, university and museum. You run the railways, the harbours, and the airports. You control the horizontal and the vertical. If somebody wants a service, they must get it from you, and if they want to get out of the system, then tough: they can’t.
Your citizens have granted you the power to run their lives, and you do so with glee. You run amok with your bulldozer, confiscating buildings and demolishing them to make way for the latest centrally planned megaproject. Your eye watches over the city night and day. Your information networks let you plot the very paths citizens take to and from work. The latest version of the game even lets you put your Sims into the city, having used The Sims to oversee their lives from cradle, to walled-up-in-a-burning-toilet grave.
You have a team of advisors - a central planning board, right out of Hayek - who tell you what the citizens want. You ignore them. Your thirst for power extends to emptying the city coffers to tear down a mountain that offends your eye and blocks the path through which your new Residential Zones will expand. Your citizens must live here, and nowhere else. Your power to raise taxes and enact arbitrary laws is absolute.
There is no life in your city. There is no creativity or entrepreneurship. If you leave your city alone, nothing will happen, since the means to all ends lie in you and your smothering bureaucracy.
Thanks to an incomplete economic model, the system doesn’t collapse in on itself. It’s possible to reach a state where everybody is happy (as measured by Official Government Happiness-Meters), and maintain this state indefinitely. The jackboot will stamp on the smiling faces forever. The game handily leaves out some essential tools of a totally planned society: ordinances for restricting undesirable speech, and forced labour camps for dissenters.
This game presses all the right buttons; it’s so easy to see why Planning is attractive. Not enough cash? Build a prison! Citizens dying from air pollution? Build more hospitals! Every solution is clear and inevitable and is the responsibility of the government! The game taps into the planning psychology, right down to the desire to cause earthquakes and alien invasions at will.
Sim City is the game most commonly mentioned amongst teachers as being educational, and for studying complex systems I can’t fault it. But to present it uncritically as an economic simulation is dangerous. Take this summary of Sim City 4:
Major Learning Areas: Dynamics of and strategies for social and economic planning and decision making, or what it like to build and run a city.
Holy Mary mother of Marx!
“Oh you rotter!” you say, “You know kids don’t listen to their teachers anyway!”
Perhaps. But we process media in subtle ways, as the next post hopefully suggests…

I remember tearing my hair out trying to build military bases in Simcity 2000. Unlike later incarnations where the base was just a conventional, albiet huge, building like the police station, in 2000 you had to carefully zone it. If you did it just wrong like got a bit on a hill the base wouldn’t build all the way up. But it was cool the way the base changed depending on the terrain: build it on the sea side and it turned into a navel base. I heard that you could get nuke silos if you put the base in the mountains, and you could see the silo in the editor but I never did get the base to produce a silo in the game.
Must be that shoddy Soviet engineering.
Who cares if it is “Communist” as you so put it. It’s a single player game. And anyways, Communism is nothing more than just another form of government. I think it would be cool if you could pick which form you would like to play as. And it’s probably not dangerous to teach economy with SimCity. It’s not like our own economy can teach anyone anything. You don’t have that annoying human corruption running the game, but good ol’ emotionless, smart, computer hardware.