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	<title>Comments on: gameworlds</title>
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	<description>the herculez gomez of architecture blogs</description>
	<lastBuildDate>Thu, 09 Sep 2010 02:20:46 +0000</lastBuildDate>
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		<title>By: Greg J. Smith</title>
		<link>http://m.ammoth.us/blog/2009/10/gameworlds/comment-page-1/#comment-16858</link>
		<dc:creator>Greg J. Smith</dc:creator>
		<pubDate>Fri, 09 Jul 2010 07:16:01 +0000</pubDate>
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		<description>&quot;Why, also, are the buildings built and terrains inhabited by the citizens of SimCity and Cities XL so dull? Where’s the game that lets us manage Underground Berlins, New Babylons, or Cable Cities? You know you’d play that.&quot;

This is a good question. One of the things I find so strange about procedural design is that coders go to great lengths to develop a system for making completely unremarkable cities. I understand the desire within animation and film to have an &quot;auto-backdrop&quot; but it is kind of ironic to use new tools to clone stamp generic urbanism ad infinitum.</description>
		<content:encoded><![CDATA[<p>&#8220;Why, also, are the buildings built and terrains inhabited by the citizens of SimCity and Cities XL so dull? Where’s the game that lets us manage Underground Berlins, New Babylons, or Cable Cities? You know you’d play that.&#8221;</p>
<p>This is a good question. One of the things I find so strange about procedural design is that coders go to great lengths to develop a system for making completely unremarkable cities. I understand the desire within animation and film to have an &#8220;auto-backdrop&#8221; but it is kind of ironic to use new tools to clone stamp generic urbanism ad infinitum.</p>
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		<title>By: sid meier and peter cook &#8211; mammoth // building nothing out of something</title>
		<link>http://m.ammoth.us/blog/2009/10/gameworlds/comment-page-1/#comment-16727</link>
		<dc:creator>sid meier and peter cook &#8211; mammoth // building nothing out of something</dc:creator>
		<pubDate>Thu, 08 Jul 2010 01:01:55 +0000</pubDate>
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		<description>[...] by the gamer and the fetishization of control in modernist urbanism --  is a topic which we have occasionally discussed.]   This entry was written by rholmes, posted on July 7, 2010 at 8:00 pm, filed under [...]</description>
		<content:encoded><![CDATA[<p>[...] by the gamer and the fetishization of control in modernist urbanism &#8211;  is a topic which we have occasionally discussed.]   This entry was written by rholmes, posted on July 7, 2010 at 8:00 pm, filed under [...]</p>
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		<title>By: simcity baghdad - mammoth // building nothing out of something</title>
		<link>http://m.ammoth.us/blog/2009/10/gameworlds/comment-page-1/#comment-6626</link>
		<dc:creator>simcity baghdad - mammoth // building nothing out of something</dc:creator>
		<pubDate>Wed, 13 Jan 2010 22:56:20 +0000</pubDate>
		<guid isPermaLink="false">http://m.ammoth.us/blog/?p=803#comment-6626</guid>
		<description>[...] urban social systems, and insurgent violence.  It&#8217;s not exactly what I was thinking of when I described a hypothetical Infrastructure XL, but UrbanSim (that&#8217;s the actual title of the game) [...]</description>
		<content:encoded><![CDATA[<p>[...] urban social systems, and insurgent violence.  It&#8217;s not exactly what I was thinking of when I described a hypothetical Infrastructure XL, but UrbanSim (that&#8217;s the actual title of the game) [...]</p>
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