Showing posts with label game review. Show all posts
Showing posts with label game review. Show all posts

Thursday, April 17, 2025

Game review: Bus

 

Bus game box on top of Human Transit book

Bus, one of a number of games from Perplext that come in two-inch tall boxes, is a fast-playing affair with an approach to public transit that is unlike any city I've ever visited. The prophet Jarrett Walker calls these systems flexible transit, as opposed to fixed lines. Buses on fixed lines, in places like Cedar Rapids or New York or St. Petersburg or Washington, follow the same routes all the time, and it's up to the riders to figure out the best paths to their destinations. 

Example of a fixed line in St. Petersburg, Florida:
The Sun Runner runs the same loop, over and over again

With flex routes, on the other hand:

You can summon a flexible service just as you would summon a taxi, and a van or small bus will come to you, or at least very close to you. Unlike a taxi, though, it may still pick up other people during your trip, and there are usually restrictions on where you can use a flexible service to go. (Jarrett Walker, Human Transit: How Clearer Thinking about Public Transit Can Enrich Our Communities and Our Lives [Washington: Island Press, revised edition, 2024], p. 49)

The buses in Bus are not like Uber or paratransit, in that there are specific stops where they pick up and drop off passengers. What differentiates them from fixed route systems is that where they go from each stop depends on the optimal arrangement of passengers' chosen destinations. 

This approach can help the transit vehicle avoid time-wasting maneuvers such as driving into alleys and cul-de-sacs. The path of the vehicle may still be meandering, but it is less so than if it was going to people's doors. (2024: 53)

Flexible systems work at low densities, like outer-ring suburbs and rural areas, where demand for transit is very low. 

The productivity of flexible services is usually under five boardings per hour, and most estimates of the theoretical maximum put it below ten.... The low maximum capacity means that if too many people want to use the service, the transit authority has to deploy more vehicles and drivers, which raises the cost of operations. The only alternative is to make the service less flexible, by turning it back into something like a fixed line. (2024: 52)

Bus game layout, with street blocks in a double figure eight
Ready for a game of Bus?

In the game of Bus, the secret is the town is very small, with service covering four square blocks, and only 15 potential passengers. There are three places for passengers to board (the white circles marked "BUS" in the picture above), and six possible destinations (the colored circles). So, there's no wandering around county backroads, but routes need to be improvised by players, and re-imagined every time they pick up another passenger. I think that could potentially frustrate a real live passenger, but the competition between buses--the green contraptions shown in the picture below--encourages efficient routes and timely dropoffs.

Bus game layout, adding buses and passenger cards
Bus game in progress
Playing the Game

Passengers come in pairs, are picked up at the bus stop and then taken to their color-coded destinations. Each passenger card has, in addition to its pair of passengers, a number indicating the "speed limit," the maximum number of spaces the player can move with each turn. For example, the top card shown in the picture above--the one that's shown right-side-up--has a blue passenger who wants to be taken to the blue dot on the grid, and an orange passenger who wants to be taken to the orange dot. The larger number "3" means the player driving those passengers can move three spaces (or less) with each turn. The smaller number "3" above it is the number of points the card is worth at the end of the game.

Drivers can pick up passenger cards any time they stop at a bus stop, as both buses are in the picture above. The most I've had at one time is two cards' worth (four passengers).  Since routes are flexible, picking up a second pair of passengers can affect the optimal order in which they're dropped off. The key, says the website, is "absolute efficiency," not feeling sorry for a passenger you've been toting around for a while. By the way, it doesn't specifically state this in the rules, but when I play the buses must drop off passengers on the side of the street with the colored dot indicating the destination. No reckless running across these streets, as I've seen people do in real life, even on stroads like 1st Avenue East by Lindale Mall.

The game ends when one player completes five passenger cards. Then points are totaled. I tend to try to get cards with high speed limits, and ignore the points, to my later disadvantage, I'm sure. In my experience, games can be completed in less than 15 minutes.

Evaluation

I'm not sure this is the best training module for an actual bus driver, but it does get a person thinking about public transportation, albeit a rather esoteric (in my experience) kind of system. For some smaller towns, this might even inspire a better way to do transit!

The variable "speed limits" will amuse anyone who's ever driven or ridden a bus. Except for Bus Rapid Transit routes, buses move at the speed of traffic, and stop when the other vehicles do as well as to pick up additional passengers. Maybe the variable speeds during the game illustrate how a huge issue for efficient transit is our society's over-reliance on private vehicles?

Video section

One of the best songs ever about transit (3:24):

Bus instructional video (5:36):

SEE ALSO: Taras Grescoe, "Time to Buy a Farecard," High Speed, 18 April 2025

Tuesday, January 3, 2023

Happy City (The Game) and the Happy City

smiling man holding game box in front of lighted Christmas tree

Having spent fall semester teaching from Happy City by Charles Montgomery, I can not imagine a more appropriate Christmas present than Happy City, a new game for ages 10 and up from Gamewright. Thanks to my wife Jane--who has also used Happy City in a class--for this astutely-chosen gift!

Happy City has no relationship to Montgomery's book. He is not mentioned in the game materials or on the website, so I assume the coincidental titles are exactly that... coincidental. Even so it practically begs for comparison, which I am about to undertake. Keep in mind, though, this card game is aimed at children; if you're cruising the Internet looking for someone slagging a children's card game, you should definitely check out Yu-Gi-Oh: The Abridged Series on YouTube. You will not find that tone here.

On the other hand, the book Happy City, while accessibly-written, is a book for adults who have a tolerance for complexity and counterintuitive research findings. It would be hard for the most brilliant designer to translate Montgomery's argument into a game for the whole family intended to be played in under 30 minutes.

Playing Happy City

Happy City is a game for 2-5 players. Play goes in order of how recently each player has in their actual life traveled to another city. Each player starts with a mildly-profitable store, and from that attempts to build a city with high population and high citizen happiness. Each building is represented by a card; the game ends after one player's city has ten cards. The winner is the one with the highest overall score, determined by multiplying the population score and the happiness score. 

Happy City game box and selected cards
Source: gamewright.com/product/happy-city

The key to building your happy city is to maintain a positive flow of income, so that you can buy the features that will bring in people and/or make them happy and/or add to the city's income. The buildings come in several categories. Players are encouraged to draw from a mix of categories, though they may not use more than one of the same kind of card. Some examples:
  • Happy Market: 1 coin of income (paid at the beginning of each round of turns)
  • house: cost 1 coin, 1 population point
  • apartment complex: cost 3 coins, 2 population points
  • high-rise: cost 6 coins, 3 population points
  • library: cost 2 coins, 1 happiness point
  • repair shop: cost 5 coins, 1 population point, 2 coins of income
  • restaurant: cost 5 coins, 1 happiness point, 2 coins of income
  • casino: cost 7 coins, 2 happiness points, 2 coins of income
  • ski resort: cost 8 coins, 3 happiness points
  • steelworks: cost 1 coin, -1 (yes, -1) happiness point, 1 coin of income
boys sitting on climbing equipment
I'd give our library at least two happiness points!

In time, with the right mix of card/building types, players can pick from a selection of bonus building cards (e.g. Superhero Central, Happywood Studios, Unicorn Ranch), which amp up both population and happiness scores. An expert version of the game has more bonus buildings and more complicated scoring.

Evaluation

Happy City does a very good job of modeling a number of factors related to city development. The primary importance of income, making it a prerequisite to any actual building, is a good way to put fiscal realities at the forefront of our considerations. The folks at Strong Towns will be gratified that all income in the game is locally-generated. We are not relying on federal or state grants to grow our cities.

Calculating the final score by multiplying happiness by population is a good way to model the interaction of those two factors. A small number of people experiencing a lot of happiness is an enclave or an exclusive club. A large number of people experiencing low happiness are existing in a place, not citizens of it. A large number of people experiencing a lot of happiness is a happy city.

Casino, Las Vegas NV

A third good point is, even though the city is developing in a centrally planned non-organic way, at least the planner/player is responding to values that have been established externally (presumably, in the economic market or political arena) rather than by themselves. Players are not Robert Owen or Le Corbusier or Marshal Tito constructing our own utopias, but working with preferences expressed by others. Last time I played, I added a casino to my city, not because I believe they're in any way productive, but because I needed the income and the happiness points. (For the record, I think the game vastly overrates casinos and sports stadiums on both counts.) 

Besides all this, you can't really sprawl or do exclusionary zoning with only ten cards.

The biggest difference between Happy City and Happy City is how each understands happiness. The game's  high happiness scores for leisure and entertainment facilities suggests the authors equate happiness with personal fun and pleasure. Montgomery's book goes into considerable detail in questioning that sort of premise, describing in chapter 2 a more long-term feeling of well-being, and later arguing that extrinsic motivators like fun things to buy or visit are overrated by people as sources of happiness. It's intrinsic motivators like health and social connection that endure and contribute to feelings of well-being. As Mitchell Reardon, a senior planner at Montgomery's firm, told the Shared Space podcast in March 2021: 
We are social creatures, yet for decades city planning has sought to divide us. We're just trying to knit this back together, and COVID has really underlined how critical that connection is.
Shared streets, like at Washington's Wharf,
are essential to experiencing that place

Urbanists like Montgomery spend less time on the commercial and industrial features of a town than on whether or not they're connected. In Walkable City [Farrar Straus and Giroux, 2011], three of Jeff Speck's four components of walkability deal with the experience of the walk--does it feel safe? comfortable? interesting?--and only one with the walk's destination. Jane Jacobs spends the first three chapters of her landmark The Rise and Fall of Great American Cities [Modern Library, (1961) 2011] talking about sidewalks. In part two, she articulates the prerequisites for urban success--mixed primary uses, small blocks, some older buildings, and concentrated population--none of which have to do with what specifically goes on those blocks or in those buildings. Toronto-based 880 Cities, which aims to  make cities "great" for 8-year-olds and 80-year-olds, focuses their efforts on "your community's streets and public spaces." And so on.

Street musician on pedestrian-only Knez Mihailova, Belgrade

Montgomery devotes the middle third of his book to assembling neuroscience research and lived experience on how happiness can be designed. Creating spaces for informal gathering, often out of infrastructure previously devoted to cars, attracts people and helps build social connection and trust (Montgomery 2013, ch. 7). He quotes Jan Gehl: What is most attractive, what attracts people to stop and linger and look, will invariably be other people. Activity in human life is the greatest attraction in cities (p. 150). In a society where so many people drive to work yet experience daily unhappiness doing so (pp. 179-181), anything to enhance the opportunities to cycle or walk will improve the city's happiness. So will anything to help those on public transit, "the most miserable commuters of all" (p. 193). Finally, opportunities for refuge and experience of nature will relieve stress and restore our souls (ch. 6).

walkers on sandstone trail, with trees
Boyson Trail, Marion IA

These aren't simple push-button interventions, either. They require a lot of trial and revision, and attention to different people's lived experiences in different places. That makes sense; after all, cities are "problems of organized complexity" (Jacobs [1961] 2011, ch. 22). It follows that any attempt to model all the complexity at the level of a two-dimensional board game is going to fall short, so let us not cavil at Happy City, which after all is a fun and quick play, and which gets a lot of the city right.

Just let's don't confuse amenities with happiness.
Happy City book cover


SOURCE: Charles Montgomery, Happy City: Transforming Our Lives Through Urban Design. New York: Farrar Straus Giroux, 2013.

SEE ALSO: 
James Brasuell, "City-Building Video Games for Planners," Planetizen, 25 December 2022 [if video games are more your thing than card games]

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