Our SimCity Government 
Governments treat us like Sim-citizens: with fewer rights for us and no accountability for them 
Paul Driessen and David Legates 
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| Paul Driessen | 
Back  in 1983, during the information processing Cretaceous Period, 
Maxis  developed a new genre of educational, yet entertaining computer games.  The latest version will be released next year. 
SimCity allows players to build virtual cities by zoning land, adding buildings to enhance the needs 
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| David Legates | 
and desires of Sim-citizens,  adjusting tax rates, building power and transportation networks, and  making other municipal decisions. Players don’t win or lose. They employ  their knowledge of city life and urban planning to determine whether  their SimCities thrive – or become uninhabitable urban deserts. 
Sim-citizens  are essentially helpless. They don’t populate your city unless you, the  benevolent dictator or mayor, give them what they need and want. You  can zone land residential, but citizens cannot live there unless you  create commercial land nearby, so that a supermarket can be built. They  can’t get to the supermarket until you build a road. Now they are happy  but have nowhere to work. So you zone more commercial land and create  jobs, by establishing businesses, highways and rail lines. To keep them  happy, you, the all-seeing, all-knowing mayor, build stadiums and parks.  And on and on it goes. 
The beauty of SimCity is threefold. First, players get to be overseers of growing virtual  communities, calling the shots and having the citizenry respond to their  decisions. They really can tell their Sim-citizens, “If you are successful, it’s because I invested in roads and bridges, and created this Sim-system that allowed you to thrive. If you’ve got a business, you didn’t build that. I made it happen!” 
Second, the lives of every Sim-citizen  are completely dependent on the actions of the players/mayors, who  succeed only if they are intelligent, thoughtful and responsible.  However, no matter what happens, the virtual citizenry can’t assemble,  protest or vote them out of office. 
Third,  even if players make monumental mistakes, create a fetid urban  cesspool, or even kill off their virtual populations, they just start  over, without accountability or penalty. After all, it’s only a game. 
The problem with SimCity game theory is likewise threefold. 
 First,  it has intruded into our real world. Far too many politicians,  planners, bureaucrats and judges see themselves as intellectually gifted  rulers, who know what’s best for us citizens. They treat communities,  businesses, families and people like let’s-pretend virtual realities in a  SimCity, SimState or SimNation – helpless, ill-prepared to make our own decisions, and in need of  constant, pervasive “guidance.” They live in a theoretical world, in  which their actions have only hypothetical consequences on virtual  people.
First,  it has intruded into our real world. Far too many politicians,  planners, bureaucrats and judges see themselves as intellectually gifted  rulers, who know what’s best for us citizens. They treat communities,  businesses, families and people like let’s-pretend virtual realities in a  SimCity, SimState or SimNation – helpless, ill-prepared to make our own decisions, and in need of  constant, pervasive “guidance.” They live in a theoretical world, in  which their actions have only hypothetical consequences on virtual  people. Instead  of limited government focused on real needs, problems and priorities,  we now have massive, intrusive government deciding and regulating every  facet of human life and behavior. Instead of free, responsible people  making free, responsible decisions, so long as they do not harm others,  supposedly omniscient, benevolent governing elites seek to control  energy and transportation systems; what people may eat, drink and even  say; what kinds of cars they may drive, toilets they may flush, and  shopping bags they may use; even what kinds of views they may hold if  they want permission to open a business. 
Government  of, by and for the people has almost “perished from the Earth.”  Instead, government by fiat presents us with 2,700-page laws drafted by  legislators who “know what’s good for us,” coercively enacted so that  “we can learn what’s in them” – and turned over to unelected,  unaccountable, equally omniscient and benevolent technocrats who convert  the laws into 27,000 pages of new regulations and 270 new criminal  sanctions. 
Second, SimCity methods too often substitute for the real world. Our ruling elites  increasingly use computer models to create virtual reality energy,  economies and businesses, and “observe,” “measure,” forecast and govern  the real world outside their windows. Too often, the models are based on  erroneous or politicized assumptions, compounded by outdated or  incorrect data – and yet are used to produce GIGO analyses and  conclusions that determine and justify agendas, decisions, taxes, laws  and regulations. 
If  predictive models say we are depleting our oil and gas reserves, we  should ignore new exploration, drilling and production technologies that  are dramatically increasing petroleum output. If hockey stick models  say rising carbon dioxide causes catastrophic global warming, we should  discount actual global temperature trends and past weather and climate  events of equal magnitude and duration. If Keynesian models conclude  that higher taxes and deficit spending will bring prosperity, then 8.3%  unemployment and 1.7% growth simply mean we need even more taxes,  regulations and “stimulus.” 
A spinoff program, SimEarth, purported to model the climate and allow players to regulate climate  conditions by adjusting atmospheric gases, continental drift,  reproductive rates of various life forms, topography, solar output and  other factors (which is more than most IPCC climate models consider).  Players could also create oxygen generators and other technologies, to fine-tune their planets’ atmosphere, climate and evolutionary processes. An unfortunate legacy of SimEarth is the fallacy that humans really can centrally-manage our Real Earth’s  climate – a belief that is seen clearly in today’s energy and climate  change policies and the almost religious belief in climate model  prognostications. 
Third, under SimCity rules, politicians and bureaucrats steadily acquire, and constantly  seek, more power and control over the businesses, lives and livelihoods  of more people. They seem to forget that Americans are not virtual Sim-citizens,  but real breathing people, with real families, businesses, needs,  homes, hopes and dreams that are buffeted, punished and sometimes  destroyed by excessive laws and regulations. 
Worse,  the ruling classes too often exempt themselves from the rules and  penalties they inflict on everyone else. They want decision-making  power, the right to spend billions in taxpayer money, the authority to  impose regulations and penalties on companies and citizens. But they  refuse to accept responsibility, conduct due diligence or be held  accountable when they make monumental blunders that cost people their  businesses, livelihoods, homes or lives. To them, it seems, it’s only a  game. 
Thus, members of Congress impose Obamacare but can’t be bothered to pass a budget or rein in runaway bureaucracies. Energy Department officials responsible for Solyndra and other “green” bankruptcies keep their jobs and keep pouring  billions of OPM (other people’s money) into new crony-corporatist  schemes. An ATF official deeply involved in the “Fast and Furious”  debacle that got agent Brian Terry killed goes on “extended leave” but  keeps his six-figure salary, fattens his government pension and  double-dips at J.P. Morgan. The modelers and scientists implicated in ClimateGate and other highly questionable activities get more billions to advance  an hydrocarbon eradication agenda. And on and on it goes. 
When playing SimCity, it’s always tempting to seek more control – to be able to say to Sim-citizens:  “You need to live next to that industrial complex” or “You have to move  into that 10-story housing complex that has apartments of 800 square  feet per family.” It worked under communism; it should be an option in  the game. For that matter, SimCity dictators should be able to raise Sim-citizen taxes and hire jack-booted thugs to rough up Sim-recalcitrants who refuse to obey. Claiming victory would be so much easier, even if  the outcome was a dismal failure – just as under real world totalitarian  governments.
The United States cannot and must not operate under SimCity rules. It is the people – not the government – who innovate, improve  the world, care most deeply about their fellow citizens. It is the  people who create businesses and jobs, provide goods and services, and  allow free, responsible, hard-working fellow citizens to achieve more  than they ever could on their own. As President Obama suggested,  government can and should help facilitate this. But too often it throws  obstacles in the way, and functions as a not-so-benevolent SimCity dictator. 
 What we need is a LibertyCity game. It would be like SimCity,  and players would still be mayors, but citizens would enjoy and be  responsible for government of, by and for the people. Make taxes  oppressive, and you get replaced. Squander money by padding the pockets  of your friends, and you land in jail. Invest in fly-by-night  enterprises like Solyndra or Fisker Automotive, and you are out of office. Turn into a heavy-handed  dictator, and you get kicked out of your own game, and the 13-year-old  down the street takes over. Maybe then both you and the kid would learn  how government is supposed to work.
What we need is a LibertyCity game. It would be like SimCity,  and players would still be mayors, but citizens would enjoy and be  responsible for government of, by and for the people. Make taxes  oppressive, and you get replaced. Squander money by padding the pockets  of your friends, and you land in jail. Invest in fly-by-night  enterprises like Solyndra or Fisker Automotive, and you are out of office. Turn into a heavy-handed  dictator, and you get kicked out of your own game, and the 13-year-old  down the street takes over. Maybe then both you and the kid would learn  how government is supposed to work. In fact, we need LibertyCity in real life too – right here, once again, in the United States. 
Maybe in 2013, we can play LibertyCity, instead of laboring four more years under arrogant SimCity centralized government control. Actually, that’s what the November 6 election is really all about.  
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Paul  Driessen is senior policy advisor for the Committee For A Constructive  Tomorrow. David Legates is a professor of climatology at the University  of Delaware. 


 
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