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[ox] The Game - was: virtuelle Welten



Liebe oekonux-liste
2 weeks (19 days) ago Christoph Giloi wrote:
In einem Unterprojekt der Liste könnte eine Art
gessellschaftspolitisches
Planspiel im Internet entstehen, eine virtuelle Welt, die in ihren
Gesetzmäßigkeiten nach den hier diskutierten Ansätzen funktioniert.
Diese "Spielwiese" würde es Menschen ermöglichen, sich in einer fiktiven
Welt zu bewegen, in ihr Erfahrungen zu sammeln und diese Welt nach
eigenen
Vorstellungen  zu entwickeln. Es wäre Auseinandersetzung mit den
Oekonux-Ideen
auf eine andere, spielerische Art und Weise. Natürlich wäre das blosse
Spielen
in einer solchen Welt (abgesehen vom Spaßfaktor) für das zur Blüte
bringen der
Keimform wenig nützlich, aber ich gehe davon aus, dass sich als
Nebeneffekt
(besser gesagt als  Ziel ):

-die Ideen zu den Gesellschaftsansätzen verbreiten

-vermehrt diskutiert werden

-und über das Spiel möglicherweise auch weiterentwickelt werden .

-Möglicherweise weise könnte sich daraus auch ein Ansatz zur
Killerapplikation
entwickeln (siehe  [ox] So koennte es laufen..., Ulli Wetzig,
17/08/2000 )
 
Diese Idee liese sich auch wunderbar in einen Workshop für die von
Stefan
Merten angesprochene Oekonux-Konferenz packen.


es ist zwar nicht unbedingt dasselbe Bier, aber ich wollte meine schon
seit langem gehegte Asoziation zu diesem Thread auch endlich loswerden.

Ich denke einerseits ist so eine Art "Kooperopoli" sicherlich denkbar, ein
der heutigen Zeit angepaßtes Monopoli, wo sich eventuell die Effizienz
von lokalen und stofflichen Vernetzungen demonstrieren läßt. Aber irgendwie
ist das auch fad, weil der Kompensationscharakter fehlt und weil sich
nichtmonetäre Verhältnisse eben nicht so simpel abbilden lassen wie
das Aktien-, Produktions- und Grundrentenspiel.

Aber in diesem Zusammenhang träum ich schon lange von einer
"Killerapplikation", die sich der amerikanische Stadtplaner
Richard Levine in den 80er Jahren ausgedacht hat. Und das wäre wirklich 
ein Open-Source Hammer ersten Grades: ein Computermediierter
Verhandlungsprozeß namens "The Sustainability City Negociation Game"

Es geht darum, sozusagen spielerisch Kooperation durchzutesten.
Ich halt die Idee für großartig, aber bis heute hat sich niemand
wirklich drübergetraut. Ich halte es nur als OS Projekt für denkbar.

Ich bring einfach das Originalzitat von Dick Levine aus unserem Buch
"Wohnen und Arbeiten im Global Village" (1994): Dazu muß man wissen, daß
er von mittelalterlichen italienischen Hügelstädten spricht, die als ein
Beispiel einer funktionierenden nachhaltigen gesellschaftlich-räumlichen
Konzeption die Jahrhunderte überdauert haben.

"In the historic process, city growth responded to topology, history,
local need and emerging desire. Over time, poor decisions were modified
while good decisions were institutionalized, virtually assuring the
emergence of unique cities which have been some of the most supportive of
public life and cultural growth that we have ever seen. The modern city is
far too complex and the forces which shape it are far too artificial and
unsustainable for such a process to work today. Instead we propose as a
new design process, an Interactive Construct which would be used by the
citizens of the future village, to build up families of parallel models in
many sectors and at many scales, of the emerging sustainable village. The
Interactive Construct would serve as a framework within which models of
neighborhoods, industries and institutions would find a right size and a
right place.
In the generation of a Sustainable Village Implantation, a variety of
computer aided processes are employed, including CAD, GIS, and systems
modeling software. The process involves first the assembling of many
different relatable and interchangeable modules dealing with energy,
agriculture, architecture, urban design, industry, economics,
construction, infrastructure, governance and social programme. From this
point the "Sustainable City Game" is played, by anyone who may be
interested in the prospect of sustainable cities.

 At first the game is played at a simple level with the players, who may
be both lay people or experts in various disciplines or industries,
attempting to follow their ideas or their self-interests to construct city
models or more likely partial models, of activities (manifacturing, energy
production) or places (neighborhoods, schools, piazza's) which may be of
interest to them within a hyperthetical city. As the "game" proceeds
almost anything may be proposed, even activities normally perceived to be
unecological (ex. normally polluting manufacturing activities). The game
process is one of model building through negotiation. In the sustainable
cities game a proposed structure, system or activity, to be viable within
this process, must either negotiate local balance seeking relationships
with other activities (following the Second Operative Principle of
Sustainable Cities), or it must find a linkage with larger scaled systems
or activities which assure the resonsibility for rebalancing any negative
consequences of the local process (following the Fifth Operative Principle
of Sutainable Cities).

As the game proceeds, partial models may be assembled by different players
of dwellings, neighborhoods, shopping streets, squares, schools, hotels,
factories, infrastructure, parks and recreational facilities, churches,
agriculture, and so on. The first models which are constructed are
relatively simple ones. Each constructed model is stored in a data base
and its qualitative and quantitative characteristics - its imbalances and
its characteristics of compatibility with other potential modules are
noted. Each stored model is a "free body", that is, a semiautonomous yet
still incomplete open system, as it has its own coherent internal
structure; yet it has "loose ends" or imbalances at its periphery. (If it
were a complete closed system, it couldn't be conneted to anything else
and couldn't become part of the sustainable city. Our present cities are
composed of an architecture which is conceptually closed, but systemically
open, thus giving cities the disadvantages of both!). The process of
assembling these partial models involves combining them with other
potentially compatible and complementary partial models in such a way that
these inputs and outputs, or loose ends at their periphery become their
opportunity for connection and through such connections the growing
city/system is brought toward balance. These larger models are each
available in subsequent play as either starting points or default
conditions for constructing new models. For example, they may be used for
fleshing out a city by quickly taking previously constructed neighborhoods
or piazzas out of the data base and assembling a number of them together
to create a rough model of a new Implementation, ready for modification or
redesign.

The game is a guided process in which the First law of Relational
Sustainability is conserved ("While it is favored that activities and
components be economical and efficient at their own scale, what is
essential is that such components and activities, whether or not they are
efficient, become part of a balance-seeking process or system at a larger
scale."). Thus many games are played over time, creating modules and
models which are stored in the computer and are available for later use in
other games. They are stored both as architectural/urbanistic entities,
but also in terms of their many nonspatial characteristics, both
qualitative and quantitative, which are contained in the data base. The
modules are stored as free bodies, that is as organs which may be
implanted (transplanted) within an organism, with a notation of all the
inputs which would be necessary to sustain them and the outputs which may
either be used as resources by larger neighborhood or city or which would
need to be rebalanced at a larger scale within the city/organism. As the
game continues to be played, the moduls become more extensive, more
complex and more varied. Families of details accumulate at the smallest
scales and families of whole cities emerge at the largest scale. The
families of cities are complex and dynamic as they are assembled from
compatible and potentially interchangeable details, modules and models at
many different scales. Thus a city model as it is housed in the computer
is not a static three dimensional form. Instead, it is a living
organization of variable relationships which, as they are molded and
modified, carry with them the systems characteristics and information
which animates the rebalancing process, which develops the city's
complexity and keeps it sustainable.

The Interactive Construct in the gaming process is built with several
different sorts of models, from geographic and economic models to
industrial process models to architectural/urbanistic models. While
"ecological" activities have a tendency to be preferred in choosing the
models and processes, it may often occur that an activity normally
considered to be ecological in and of itself, may be rejected when it
cannot find a balancing process within that particular model, while an
activity normally considered to be unecological may be accepted, because
all of its normally negative aspects have negotiated their balance seeking
responses within the city. This discussion reveals that there can really
be no ecological activities in isolation, i.e. outside a sustainable
system and by the same token, every activity within a city which operates
through balance seeking principles, is or becomes a sustainable one."

Levine hat sein modell natürlich verfeinert und ist erreichbar unter
oikodrom hotmail.com



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http://www.oekonux.de/



[English translation]
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