Here’s how gaming can help plan the cities of the future

A screenshot from Cities: Skylines. Image: Paradox Interactive.

Games are often looked down upon by people desperately trying to appear grown-up – so any value they have beyond entertainment has historically been widely ignored.

But this attitude is, gradually, changing – and one can see why. The technology behind games has now developed to a point of almost visual realism, and the once simple models that your old, coal-powered PC could barely handle now look positively stone age in comparison to some modern games.

So various industries have been using gaming technology to educate and inspire since as long ago as the 1960s. The simplified model of reality that a game offers can be used to make impenetrable and technical subjects accessible to a wider audience.

Take city planning. For a quarter of a century now, games like the SimCity series have challenged players to design their own city with real life urban problems in mind. In an entertaining way, players are thus introduced to issues like housing density, infrastructure, zoning and disaster prevention – topics which would send most people to sleep if encountered in a classroom. The next generation of city planners have thus encountered the creative aspect of the job from an early age, without being scared away by the mire of technospeak.

Having inspired the little ones, now we need to educate them – and games can help on this front, too. The levels of complexity involved can be ramped up to something more appropriate for those actually learning city planning professionally.

In Cilvia, a game designed by Royal College of Art graduate Johnny Lui, budding architects take on a virtual London city council and try to get their proposed buildings passed the various planning constraints put in their way. SimCityEDU twists the SimCity games to add a more educational slant, allowing teachers to plan lessons and assign students specific simulated urban problems to overcome.

The potential of gaming doesn’t just extend to educating the city planners of tomorrow: it can be used to engage locals in developing the space around them, too. I can’t imagine many people who haven’t thought about how their surrounding environment could be improved – the question is how these ideas can be harnessed.

The Amsterdam-based Play the City attempts to answer this question, by using games to support collaborative decision making on urban design projects. For example, the centre of Khayelitsha, Cape Town’s largest township, was in dire need of a makeover. The market was a jumble of shipping containers, housing the area’s businesses.


Play the City came up with an interactive way of bringing local traders and developers together, to help remodel the market. That way, the communities, who will ultimately use the space, could contribute to its final design; and the developers could be sure they were building something that would actually work.

Khayelitsha was redesigned through the collaboration of around 100 participants – so just imagine what you could do with 3.5m. That’s the number of people playing Cities:Skylines, the 2015 heir to the SimCity crown.

Like its predecessors, the game opens the questions faced by city planners up to the public, and the simulation provided by the game is so accurate it can produce results applicable to the real world.. As designer Karoliina Korppoo explained in her TED talk, if something works in the game, it is highly likely to work in real life, too. In other words, the cities of the future could rely on ideas provided not by the dusty office elites, but crowd sourced through games, to engage the millions of active minds out among the public.

The slightly oxymoronic-sounding ‘serious games’ are those intended for a purpose other than entertainment. It’s perhaps in an attempt to gain un-required legitimacy in the eyes of those who otherwise dismiss gaming that modelling and other educational games are often categorised as such.

But this attempt to distance games from the fun aspect risks undermining the very benefit that city planning games can bring. Such games can engage people otherwise uninterested in the complexity of the city in the possibilities of city planning itself. You can’t do that without fun.

 
 
 
 

Here’s how Henry Ford and IKEA could provide the key to solving the housing crisis

A flatpack house designed by architectural firm Rogers Stirk Harbour and Partners, on display at the Royal Academy, London, in 2013. Image: Getty.

For many people, the housing market is not a welcoming place. The rungs of the property ladder seem to get further and further out of reach. There are loud calls to build hundreds of thousands of new homes (and equally loud demands that they’re not built in anyone’s back yard).

If there was ever a time to introduce mass-produced affordable housing, surely that time is now.

The benefits of mass production have been well known since Henry Ford’s car factories made the Model T back in 1908. It was only made in one colour, black, for economic reasons. Not because it was the cheapest colour of paint, but because it was the colour that dried the quickest.

This allowed the production line to operate at faster, more cost effective, speeds. And ultimately, it meant the product could be sold at a more attractive cost to the customer.

This approach, where processes are tested to achieve increasingly efficient production costs, is yet to filter properly into the construction of houses. This makes sense in a way, as not everybody wants exactly the same type of house.

Historically, affordable mass-produced housing removed a large amount of customisations, to ensure final costs were controlled. But there is another way. Builders and architects have the ability to create housing that allows a level of flexibility and customisation, yet also achieves the goal of affordability.


Back in 2006, the “BoKlok” approach to affordable housing was launched to great acclaim in the UK. Literally translated from Swedish, the term means “live smart”. Originally created from a collaboration between flat-pack favourite IKEA and Swedish construction giant Skanska, the BoKlok housing approach was to allow for selected customisation to maximise individuality and choice for the customers. But at the same time, it ensured that larger house building components were duplicated or mass-produced, to bring down the overall costs.

Standard elements – wall panels, doors, windows – were made in large numbers to bring the elemental costs down. This approach ensured the costs were controlled from the initial sketch ideas through to the final design choices offered to the customers. The kitchens and bathrooms were designed to be flexible in terms of adding additional units. Draw and cupboard fronts interchangeable. Small options that provided flexibility, but did not impact on overall affordability.

It’s a simple approach that has worked very well. More than 10,000 BoKlok houses have now been built, mainly in Norway, Sweden and Denmark, with a small number in the UK.

But it is only part of the architectural equation. The affordable housing market is vital, but the cost of making these homes more adaptable is rarely considered.

Flexibility is key. The needs of a house’s inhabitants change. Families can grow (and shrink) and require more room, so the costs of moving house reappear. One clever response to this, in BoKlok homes, has been to allow “built in” flexibility.

Loft living

This flexibility could include a loft space that already has flooring and a built in cupboard on a lower floor which can be simply dismantled and replaced with a “flat-pack style” staircase that can be purchased and installed with minimal disruption to the existing fabric.

Weeks of builders removing walls, plastering and upheaval are replaced by a trip to the IKEA store to purchase the staircase and the booking of a subcontractor to fit it. The original design accounted for this “future option” and is built into the core of the house.

The best approach to new affordable housing should consider combinations of factors that look at design, materials and processes that have yet to be widely used in the affordable housing market.

And the construction sector needs to look over its shoulder at other market places – especially the one that Henry Ford dominated over a century ago. Today’s car manufacturers offer customised options in everything from colour to wheel size, interior gadgets to different kinds of headlamp. These options have all been accounted for in the construction and costing of each model.

The ConversationThey share a similar design “platform”, and by doing so, considerably reduce the overall cost of the base model. The benefit is quicker production with the added benefit of a cost model that allows for customisation to be included. It is a method the construction sector should adopt to produce housing where quality and affordability live happily together.

David Morton, Associate Professor in Architecture and Built Environment, Northumbria University, Newcastle.

This article was originally published on The Conversation. Read the original article.