
Designed to introduce issues of energy management and environmental protection to schoolchildren, ElectroCity allows the player to control a New Zealand town and its surrounding landscape -- building power plants, extracting fossil fuels, trading on the energy market, and setting conservation policies. At the end of 150 turns, the player is graded on the town's size, environmental cleanliness, energy supply, and citizen satisfaction. The finished town layout can be uploaded to the ElectroCity server, to be viewed and ranked against other submitted towns.
The FAQ claims that ElectroCity is politically neutral and takes no stance on controversial questions such as the necessity of nuclear power, and that the intention of the game is educational.
Viewed as education, it does work quite well. You quickly pick up the pros and cons of assorted conservation and energy schemes. As with many sandbox games, you're allowed to set your own agenda; you can aim to build a metropolis of a million citizens, or adopt a no-growth policy and aim for a 50,000-person environmental haven set amid national parks.
That's not to say that playing feels like homework. The game is fun and balanced, making it easy to optimize for one goal but difficult to achieve them all. The landscape varies on replay, too, so that unusual resources like geothermal vents or whale-inhabited ocean waters do not appear in every playthrough.
What's more, the production values are gratuitously high-quality, with a bright, easy-to-learn interface and terrific graphics. This is one of the prettiest games I've ever played for free. Tiny waves crash against the shore, clouds float across the landscape, whales surface from the ocean. Plant a forest and it sprouts and matures over multiple turns. Build a ski resort and you get cable cars moving up and down the mountain. Install an airport and tiny airplanes soar over your environment. The game comes with a Zoom mode that is, I think, principally an excuse to wallow in the detail of the graphics. It's easiest to play if you have the distant view of the whole board, but from that far away you can't see the mist thrown up by your hydroelectric dams, or get a good look at the sheep on the farms. This is a place that looks like it's worth protecting. If you pollute heavily, the landscape visibly degrades, with a black haze collecting over the town center and ugly industrial buildings cluttering the view.
Even so, I am a little skeptical of the claim that the simulation is completely apolitical -- and not just because ElectroCity is sponsored by New Zealand power company Genesis Energy. Neutrality may have been the intention of the designers, and the game may avoid any overt stance on the issues, but any simulation inevitably incorporates some assumptions about how the world works. Playing many rounds of ElectroCity reveals that it's hard to avoid nuclear plants in supporting a really large city, and the scoring penalizes the player for choosing a no-growth approach. Moreover, nuclear plants negatively affect your popularity, but they never melt down, and the problem of storing radioactive waste gets no special attention. Meanwhile, an optimal strategy involves extracting coal and gas and selling it on the market rather than using it to polluting effect yourself; the game does not explore the possibility that a neighboring town buying and using your coal might have a negative effect on your own territory. Similarly, experimental new power technologies are generally portrayed as low-yield or unreliable. While this is probably accurate for the time being, the scope of the game's simulation prevents the player from exploring the long-term future effects of developing alternative power technologies.
To some extent, all this just reflects the difficulty of the issues. The game avoids exaggerating rare risks (like nuclear meltdown) or being groundlessly optimistic about untried solutions (like widespread reliance on tidal generators), and that's probably a responsible way to design a simulation. But in the real world our policies are determined in a state of partial ignorance about risks and benefits. No deterministic set of simulation rules can reflect that situation perfectly.



















Claro
I once asked Will Wright if he believed The Sims was apolitical, he said that it had to be a bit political by default, but they tried to minimize it to make it commercial. Incidentally, its politics are very consumerist. No game can be apolitical, but should games claim to be apolitical? Personally I try to wear it on my sleeve.
I can see how claiming to be
I can see how claiming to be political might put some people off, especially given that this is meant to be an educational game. I also had the impression that the designers consciously tried to avoid bias. But that doesn't mean it is possible to succeed.
Nuclear
New Zealanders will tell you that it is not in any local company's interests to be pro-nuclear:
http://en.wikipedia.org/wiki/New_Zealand%27s_nuclear-free_zone
It's a sign that the game is relatively apolotical that nuclear is a good option, as there is no chance that NZ will have nuclear in the forseeable future and it's a highly unpopular position to have.
Lovely game. The graphics
Lovely game. The graphics are nice and very well done. There is definitely a bit of a challenge in there (at least for me) but I enjoyed it without feeling like I was being slammed with morals. :)
I think a better game would
I think a better game would be to just let the kids play SimCity you can build a city and build power plants and run power lines and manage it. Teach them checkers for basic skills, then even backgammon to help with their math skills which would come from moving the pieces and counting the places.