Think of those ultra-sped up videos we have all seen, the ones that show a plant poke the first of its leaves through the soil, grow and flower, and then, petal by petal, begin to decay. It is a vexingly entertaining, and, by more dramatic accounts, beautiful thing to watch. It is also the same mentality game developer Jose Sanchez is using in Block’hood, a neighborhood simulator where the city is treated much in the same way as the growing and dying flower; as a living entity.
As motherboard.com reports, where Block’hood differs from games, such as SimCity, that came before it, is in where the complexity comes from. For SimCity, the game becomes more challenging as the city becomes larger and the possibility of an earthquake, flood, or alien invasion becomes even more devastating to the ever-growing system of roads, power plants, and buildings.
Additionally, SimCity is a game of supply and demand resource management. If you want to build that new high-rise, you are going to need to increase your electricity supply. Before people begin living in those houses, they need access to clean water. Controlling supply and demand is simple early on but grows more complicated as the city grows larger.
But Block’hood’s complexity is not born of sheer size or managing supply and demand. Instead, the challenge arises from managing the inputs and outputs of each addition you make to your block.
In the same way plants require different inputs and outputs of nutrients in the soil, sunlight, water, carbon dioxide, and oxygen, so too do cities. For example, if your neighborhood needs fresh air you will want to plant more trees. The game allows you to select from either “Dense Trees,” “Two Trees,” or “Trees,” (which is one single tree). Dense trees will provide a fresh air output of 4, while two trees will give a fresh air output of 1.5, and the single tree will provide a fresh air output of 1. Seems simple enough, go with the dense trees, right?
Image courtesy of plethora-project.com
But don’t forget, everything also has an input. While dense trees provide a high fresh air output, they also require the highest input of water, at 3. Additionally, their secondary output of leisure is a measly 1. Two trees requires half as much water, 1.5, to produce half as much fresh air, 2, but will also give a bit more leisure at 1.5. While the single tree only provides one fresh air, it only costs 1 water and also provides a 2 in the leisure category.
If your head is spinning, realize that is just one category and you also need to manage resources such as electricity, labor, money (yes, money is not an end game here, but a resource itself), organic waste, consumer, and greywater. If you fall behind on input requirements for whatever you may be building your neighborhood will begin to decay. Again, think of it as providing a plant with too much water and not enough sunlight, or an ample amount of water and light, but planting it in soil that is bereft of nutrients.
Sanchez hopes the game will have a positive impact on the future of designing, revitalizing, improving, and balancing specific inputs and outputs associated with cities.
As Sanchez tells Motherboard’s Richard Moss, ”Modernism was always thinking of how you would have this area for work, this area for leisure, but if you open up the problem of how to recombine different parts of the city I think people would be able to come up with all sorts of interesting ideas.”
Block’hood is a game of blocks, each with its own specific input and output values, and it is up to the player to make the whole that is created (meaning the city block or neighborhood) greater than the sum of its parts.
Image courtesy of plethora-project.com
Related Stories
Architects | May 26, 2017
Innovations in addressing homelessness
Parks departments and designers find new approaches to ameliorate homelessness.
Mixed-Use | May 24, 2017
Schmidt Hammer Lassen Architects will develop mixed-use project on former site of Carlsberg Brewery
The 36,000-sm project will cover a city block and include a residential tower.
Mixed-Use | May 23, 2017
45-story tower planned for Miami Worldcenter
Pickard Chilton Architects will design the 600,000-sf 110 10th Street.
Movers+Shapers | May 8, 2017
Movers + Shapers: Charm City's lucky charm
Under Armour’s Kevin Plank launches a $5.5 billion redevelopment to transform Baltimore into “the coolest city in America.”
Urban Planning | Apr 24, 2017
No Small Plans hopes to inspire Chicago teens to design the city they want
Launched with a Kickstarter campaign, the Chicago Architecture Foundation aims to get No Small Plans into the hands of thousands of Chicago teens.
Urban Planning | Apr 20, 2017
Times Square renovation officially opens
The Snøhetta-designed project nearly doubles the size of public space at one of the most visited attractions in the U.S.
Architects | Apr 20, 2017
‘Gateways to Chinatown’ project seeks the creation of a new neighborhood landmark for NYC’s Chinatown
The winning team will have $900,000 to design and implement their proposal.
Green | Apr 14, 2017
Sunqiao looks to bring agriculture back to Shanghai’s urban landscape
Vertical farms will bring new farmable space to the city.
Industrial Facilities | Apr 12, 2017
Energizing the neighborhood
The Denny Substation in Seattle is designed to give local residents a reason to visit.
Urban Planning | Apr 3, 2017
Capturing the waterfront draw
People seem to experience a gravitation toward the water’s edge acutely and we traverse concrete and asphalt just to gaze out over an open expanse or to dip our toes in the blue stuff.