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Gaming the Real World (2016)
- Wow!
I know I haven't been here before, but I kind of get the feeling that I have. I've seen this place before. Wow. It's mind blowing. We're taking something in a video game and using that to create things in real life. We're actually changing the world. Remember back to when you were little and you used to like to build things? - Everyone knows video games are played for fun, but could they also be used to change the world around us? - Urbanization is one of the biggest challenges facing the world, but it's also a great opportunity. - This is the story of how a group of people are trying to use video games to fix our cities. - Games can be used for purposes that are far beyond what their design was intended for. - And the story of how the virtual world of games is being brought into reality to transform the societies we live in. - You can take an actual societal problem and try to tackle it through the medium of games. - The connection between a game and reality is getting closer and closer. - Hello, London. - For the first time in history, more people live in cities than in the rural world. By 2050, over one third of people on Earth will live in barrios, favelas, shanty towns and slums. Getting community members, particularly young people, engaged in planning and talking about their cities is thought to be the best way of creating sustainable urban environments. But in many societies, this has proved easier said than done. Our story starts back in 2011, in Sweden, with an 11-year-old gamer. What it was was Minecraft, a game created in 2009 by a guy called Markus Persson, also known as Notch. The game gives players the freedom to build whatever they want out of basic building blocks. Now run by the Swedish company Mojang, it's become the world's most popular PC game, with a huge world wide community of millions of players. But could using a game to help people change their own neighborhoods really work? For hardcore gamers and childhood friends David and Emil, the project came out of the blue. - The whole thing started out when I was on a train to Stockholm and I was browsing Twitter as usual and I found this tweet from the CEO of Mojang who said they had an interesting project using Minecraft as a tool in city planning. That's how we, both of us, were involved in this project. Neither I or Emil have any formal game development education or anything surrounding gaming at all. We're just gamers who've been involved in a really interesting project. - Five, four - Three, two, one. - Game over. - Trial projects were organized in suburbs around Stockholm to see if the idea could work. - We had three pilot projects Fiskstra, Drottninghg and Hovsj. Me and Emil built the city, the buildings exactly like they look today, the streets exactly like it looks today, in the Minecraft model. And we had a workshop where people that live in these areas together with the community, changes these models as they want it to be in the future. Minecraft is like digital Lego. You can't simulate things, you can only visualize things. So, it's easy to learn, easy to understand, and it's not too complicated for the participants or for the people involved with planning the city. - The project's success opened people's eyes to the potential of using games to attract youth to urban issues. The UN quickly saw the potential of the idea and a partnership with Mojang, the company behind Minecraft, was formed. - Youths are very seldom involved in the processes of planning and talking about their cities. We came to know about some trial projects that had been done in Sweden and those trial projects had been very successful. So, we thought that maybe that can be brought to other parts of the world. - Vu Bui and Lydia Winters headed the team from Mojang. - The city has been growing at such an incredible rate that the public spaces started to kind of fall to the wayside, which is what usually happens when urban development just kind of goes insane. And so, now the people in the communities are realizing no we need to have these public spaces. It's incredibly important to our everyday life. I recognize this place. I've only seen it in the game, but it's actually so close to what it looks like, except the work has been done already. So, before it had these sort of smaller pillars. And then they changed it so that it was more safe. So that when there's festivals and things, they don't have to worry about anyone falling into the pond. - Without that community participation, you lose that ownership, that sense of this belongs to me, I helped make this. And to see people using the space and seeing that it has affected their lives and made it better was really an amazing moment. - It always surprises me that you can actually get the feel of a place by being in Minecraft, even though there's not nearly as much detail. In the game, when they redesigned it and kind of made it look like this, it actually looks very similar to this now in real life. - Minecraft was helping change people's lives in the real world. Lydia's own life has also been transformed by Minecraft. - It's hard for me to put into words what's happened in the past four years for me. I was this scared girl who didn't really know what she wanted to do. I hated traveling. I let my anxiety take over so many aspects of my life. And so I had gotten my degree in teaching and decided I didn't want to do that. I started dabbling in photography. I was trying anything and everything and I got really into creating videos. Hi, I'm Minecraft Chick and this is my very first daily Minecraft video show. Some friends of mine recommended the game Minecraft. I said I'm not a gamer, I've never played games before. They were like that will be even better. Okay, so this is me starting. I don't even know how I walk. That's sad. My channel became quite popular. People thought it was funny because I was just being silly and kind of commenting on not having any idea what I was doing. Uh-oh. I was killed. As awful I was at playing this today, I have to be better tomorrow, right? And in summer of 2011, I reached out to Mojang and just said hey, I heard that you're coming to the US. If you need any help with anything, please let me know, I'd be happy to help, expecting kind of an email back like, sure, you can hand out flyers or get coffees. And I was totally fine with that. But it ended up that they needed someone to help host a booth that they were having at E3. Hi, I'm Minecraft Chick and today I'm going to tell you why I'm having the best day ever! - It's been very awesome! - No, really, this is great! - Notch. This is amazingly awesome. I get to hang out with Notch. I'm being a stalker, but I don't even care. That led to them saying yeah, we want to bring you back with us. Are you interested in taking a job at Mojang? On our way to the airport. Which of course I was. About to go through security one in Tampa. - Bye, bye, baby. Have fun. - I've never been on an international flight before. I was so ready to have a different life than the one that I was leading that I just jumped in sort of head first. - Welcome to Stockholm. - So today I'm going to show you the Mojang offices. First of all, you walk in. Here's the hands with money. I don't know what they represent. And then there's the bathroom. Yes, Minecraft blocks. And here's the Minecraft development team. - In 2012, just after Lydia's arrival in Sweden, Mojang's unlikely partnership with the UN began. - That was pretty much the whole office tour. It only takes four minutes. - The project was called Block by Block. - I've been involved with Block by Block since the very beginning. At the time, I think we were a two and a half or three year old company. We were really excited to start talking to UN Habitat. For them to come to us and want to do a partnership, it was not only a big deal for us, but a big deal for them. - UN Habitat, the branch of the UN that deals with cities and sustainable urbanization, had never done anything like this before and it was up to new recruit Pontus Westerberg to make it work. - My boss Thomas Melin met with the Mojang team, I think back in July, 2012 or something like that. I started on the 1st of August, so he'd just met with them when I started. I remember he called me into his office and was like I had this conversation with this gaming company. I think this is something that you should really try to work on. - It's difficult to change the structure. - So maybe this one is actually adequate space for public space. - At the time, we didn't really know how to do this. It was really learning by doing. I'd never played Minecraft before so I remember sitting in the office in my first month playing a lot of Minecraft and kind of worrying about people walking around behind me and kind of going, there's this new guy who's just playing video games at work. - All of a sudden, Minecraft was going to be used to change the world and in real life, change the space. It wasn't just going to happen in the game. But we were going to work and fund the project so that each space, people decide how it's going to be used and then it actually happens. - We started off with this project in Kibera, one of the slums here in Nairobi. It seemed like the logical place to test the use of Minecraft. - The line around the field is really allowing a retaining wall. - So we had an architect that had produced two dimensional architectural drawings of the suggested changes and it was quite clear people were struggling to understand these architectural drawings. - People just weren't understanding, looking from a top-down view, what that would actually mean in physical space when you're standing in it. And we thought turn on the Minecraft. Let's show them what it looks like in Minecraft. - The school entrance will be here and we'll plant some trees and whatever. - I remember our first workshop that we did. It was like a light bulb came on for all the people in the room. - They were able to instantly click and understand. You see everyone's face light up. Oh, that pathway goes through there. - As soon as they were able to walk around in this three dimensional Minecraft model, there was new energy in the room and people really started expressing their ideas in a different way. That's when I really realized that we were really on to something. - The idea of using a video game as a tool for creating real world social change wasn't new. Emerson College's Engagement Lab founder Eric Gordon has been following the movement. - In the early 2000s, games became almost like a possibility space. Games were accessible on home computers and easy enough to make. And there was a lot of questioning about how we can use this medium that seemed really accessible, really powerful, and turn it into a kind of instrumental tool, where it can be applied to particular aspects of social change and education. In 2004, you had the emergence of an organization called Games for Change. That was a moment where serious games take on a new cache. Where all of a sudden, people are talking about these serious games, and organizations and branches of government became really intrigued by this possibility and thinking maybe a game is something that we can make. - Entertainment in general, movies, television, books, have all played some kind of role in raising awareness around issues. But games have a very special feature that a lot of other popular entertainment doesn't have. And that really has to do with the type of engagement that a player has when they are playing the game. Unlike television or film, which is more of a passive experience, games take it a step further. You actually can affect change within the game. You are tapping into skills and behaviors that lend themselves well to being part of a story, to being part of a cause, to potentially being part of the solution. - In the early years of this movement, there was a group of games, maybe three or four, that everybody talked about. One of them was Darfur Is Dying. That made a big splash because it was distributed by MTV. MTV put it out there, it was very accessible, and some people learned about what happened in Darfur through the game. The other one that was very, very known was Food Force. - Good morning ladies and gentlemen. Thanks again for coming at such short notice. - It was done by the United Nations, it was very successful. It was played by 11 million kids. It was all about distribution of food, explaining to people, you know, all the components, but it was done in a very inspiring way. Food Force were the superheroes that were giving food to people in need. - Come on, we've all got to work quickly. We do drops like this when we have no other way of reaching people. - These were kind of the fathers, you know? - In the last ten years, however, billions of dollars has poured into the games industry, leading to countless high-quality, well produced games on the market. Even the best serious games have found it tough to compete. - We're entering now the time where people understand that those games need to be of high quality, just like commercial games. - The biggest challenge is that so many of these games are being made by university labs, like ours, by small design studios. They don't have the budget of, you know, major games studios and triple-A titles. One of the biggest challenges is honestly the creation of good games. - Creating a good game with little money is something that architect and educator Jose Sanchez has been struggling with for over a year. - This semester what we want to do is, from the midterm on, to really apply it to an architectural approach. We need to design that atrium, really start designing how people enter the space. I studied architecture in Chile and then got an offer to come and teach and do research here. And I took that opportunity to focus on video games and how video games and architecture could become a new medium and a new kind of research. It's looking really good. So let's look at the progress on Monday. - Yeah. - When he's not teaching, Jose spends his spare time developing his game Block'hood. He hopes the game will eventually be used as a tool to help design and build sustainable cities. - Block'hood, it's a video game where you design a neighborhood. The game provides you with many units that compose the city. In that sense, it's a very simple building game. What's behind the scenes of the game is a lot of data. So, the game is calculating ecological relations, it's calculating how things decay over time. So you slowly start realizing there is information that is passed among units. In order to keep your units alive and healthy, you need to be aware of what they need. A tree will need water, an apartment would need electricity and so on. The very first article we got, they called it "Minecraft for real life". What if Minecraft would have a data of real objects? What if a solar panel would have the amount of energy that a solar panel produces? What if a wind turbine would actually produce that kind of energy? And you could sense that, understand it, and use it for designing a neighborhood. What if everything in that kind of game world would actually map its information to reality? Then people playing, they would be just designing and discovering what could be done in the world. This is downtown L.A. This is the kind of view that I get every morning when I wake up. I think the life cycle of cities is one of the big inspiration for the game. In Block'hood, you're constantly carving out and building a new city. What would you do if you would pick a block and just have the chance to create anything you want? If you think of the problem of global warming and ecological crises today, I honestly believe that games as a medium are really defining a new space for addressing these issues and understanding the complexities of this problem. It's important to know that Block'hood is not a game that would simulate how the city would look. It's a diagram of how the city functions, where players can actually interact and crowdsource and participate to give ideas of what should be the future of the city. - Jose is keen to see if other architects think that the real world data in his game, combined with real-time analysis of players' decisions, could be an important tool for architects and city planners. - I haven't played games and I'm not very interested in playing games, but something like this, I think there's going to be this repository of data that comes out of this. It's testing the ideas of potentially millions of users, in a not even real-time, like a hundred times real-time scenario. There's no other way to generate that data, and I would like access to that data to see how that can be applied to the cities of the future, to infrastructure of the future, to buildings of the future. - The game really proved to be a much more difficult enterprise than I envisioned. I had not thought of developing a robust software like a game before, and I didn't know how to do it. For some time, I was really kind of struggling with it. That's the point at which something very personal happened. My brother passed away. - Happy birthday to you! - I entered a stage of pain. I was remembering through lots of the things that we would do together. I was playing video games with him all the time. We were always with the controllers and we would play like, I don't know, Teenage Mutant Ninja Turtles together. We would live out our childhood with video games. That's the language we had. I had a period where I was very depressed. I dropped the game for two months, I didn't touch it, I was not doing anything. At some point I thought, well, the only thing I can really do is try to dedicate something that I'm working on, something that means a lot to me, in his memory. I basically rebuilt everything. I had to start from scratch, realizing that things were not working or things had been done in a very messy way. It became like something that I had to do. It was completely obsessive. There was no other option. I would finish this game and I would put it in the market, share it with the community, because it's so meaningful for me and it's so important to share this project. - Nepal, like many developing countries around the world, is undergoing rapid transformation from a rural to an urban economy. - This kind of unplanned urbanization we see all over the developing world. This could be the outskirts of Nairobi, it could be the outskirts of Cairo. - Because there's not much space in Nepal and the houses are just kind of being built on top of each other, and quite small living space, it means that the public spaces are even more important. - The heart of the cities is public. It's pavements, it's squares, it's streets. Without that, you don't really have a city. - With the work on the first site now complete, the Block by Block team have begun work on a second, more ambitious project. - The first project was finished in about four months. The people in the community were so excited they started working on another site and wanted it to be part of the Block by Block program. So now there's this huge area. Trash has just been thrown and no one's able to use the space. - People who live in this area have removed 50 tons of rubbish. This whole hillside - Was trash. - There's still a lot left. They want to protect it from encroachment. If there's more activities and new things being built, it will not be taken for private land for houses. - Yes, thank you. - People from different parts of the community, young and old, are participating in the workshop. - When we first started out, we thought to engage young people mainly. We did a few projects and realized that actually the older people were also really interested in what is this Minecraft? Can we get involved? And in some places they feel excluded, so we changed the approach from focusing mainly on young people and we've now started working with all members of the community. People who have never really been asked about their opinion on anything. - Talking to the women's group, they want a safe, usable space so that everyone in the community can gather and be more a part of each other's lives. And now the workshop will decide, what will the space be used for? People have the whole area laid out in a way that they can walk through and see, oh, okay that's where the temple is, that's where the pond is. Then they can go, hey, we need a light here, and just quickly with a couple clicks build something that looks like a light. - It's not about going in with your own ideas and trying to fix people's lives. It's about helping enable and inspire them to do it, and helping enable them to use the ideas that they already have and make it actually happen in physical form. - As people start building, common themes emerge, like security, lighting, fun areas for kids to play in, a space for the elderly to sit. The beauty of Block by Block is that it actually puts the decisions in the hands of the people. I look forward to hopefully coming back and seeing the park as an amazing place with all of these different ideas implemented. Thank you so much for having us here. - Back in Stockholm, and boosted by the success of the Block by Block project, Jrgen started to look for other video games that could take this idea even further. - A game that can take on the problems of a modern city in all its complexity. - Cities: Skylines is a city builder where people can build their own cities, and they need to deal with everything that goes with building a city. - You're laying down roads, you're solving traffic solutions, you're utilizing services and you're keeping people happy. - It's basically the same thing as Minecraft when it comes to visualization, but it adds another layer of simulation. It's alive. There are citizens walking around, there are cars driving around. It feels like it's a real town and it should work as a real town as well. - When Svensk Byggtjnst approached us, we jumped at the opportunity. We thought it sounded like a great way not only to enforce the fact that games can be so much more than just entertainment, but also because we thought it was a really innovative way of trying to look at problem solving. - When you start the game, you just get a small plot of land and build a city, make any kind of a city. You get to do it just the way you like and then the city is kind of like a living entity. Different things happen based on your own decisions. That's what the game is all about. The thing that we learned early on was that people love to manage things. When you give them something of their own, like this is your plot of land, they will take it as their own, they will care for it, they want to build things. It's something that's really deep-set in humans, that they want to create things, they want to take care of things. - We caught gamers in a time where they realize that they want to contribute. When you finish building a city, this is something I made. I made up all these solutions, I figured out how traffic worked here. And if I zoom out and take a screenshot of this, I can feel like it's like my painting. - Like many major cities, Stockholm is growing rapidly, and 140,000 new homes are planned by 2030. Jrgen has been given the green light to organize a planning workshop using Cities: Skylines to help road test the design of a huge redevelopment project, the Royal Seaport. - From here? It should be 200 meters. - The redevelopment is one of the largest urban development projects in Europe. And with only a few weeks before the workshop, David and Emil have plenty to do. - So what's your role in it all? - We get maps from the city council. With a ruler, I check on my screen and say, okay, this road should be 200 meters. And then Emil draws a road 200 meters in that direction. And it just goes on like that. Yeah, nice. It's 350 meters. - Recreating a simulation of a real world city in a game platform so that it can be used in a serious, government-backed workshop is something never tried before. - Yeah, like that. It was very interesting when we had our first meeting with the Stockholm city council. We showed them the game and they entered with the perception that it could be something, but that it would be very limited. It will be interesting to see, when it's all over, what they think. - The future Royal Seaport is currently an industrial area near Stockholm city center. - This area below the hill is where our model is based. Everything will be changed in the future. All of these buildings will be replaced with housing and offices. Last time we were here, that forest did not exist in the model. But today it exists. So we have the forest already. - It all relies on the first project. If this fails, everyone else will become much more skeptical. So much depends on it. - As games become more and more technologically advanced, just how these games could be used to help shape our societies is still pretty much unexplored. - I wrote an article for the Guardian about the link between video games and cities and urbanism, and how the two are influencing each other. And what I learned quickly was that it really wasn't something that had been systematically written about much at all in the past which seemed astonishing to me considering how many simulated cities you find in video games these days. It was nice to break open that kind of ground a little bit. I think the gap between simulation and reality is closing. I think that's obvious in terms of increasing complexity and plausibility of a lot of the video games that are being produced at the moment. I remember playing the first Grand Theft Auto and the resolution wasn't that great. It seemed amazing at the time, but looking at it in retrospect it seems kind of clunky. Not just the fact that it's now gotten bigger but also the fact that the density of the simulation has gotten better. - Geez, too much more of that and maybe I won't be dead by 35. - Cars are moving around, expensive cars and expensive neighborhoods. People react to people shooting, crowd mechanics and social mechanics to a certain degree. But once the story runs out, then that's all you're left with and there's no real human heart to it all. That's a huge shortcoming of games and the current ceiling against which they're butting their heads. And that tells you how complex cities are. If games were to incorporate live data from cities, it would lend a sense of unpredictability and randomness that's currently very limited. That idea to me is fascinating. If someone were to do that, I think it would be a way of cracking open the hermetic box in which these sandbox games are created. I do think that the city sim style of game is probably directly responsible for a sort of uptake of city planners and people having a sort of exciting, empowered sense of what putting a city together can be and how a city should function. Several people I spoke to in the article said that playing SimCity at the end of the '80s was a real eye-opening moment for them because it was the first time they had this visualization of the city as a kind of system and an exciting one and as one that you the player could influence. - It's fun. We've agreed to build up a city. For those cities have skylines and boy, are they pretty. - Entertainment related games like SimCity and Cities: Skylines can be beneficial in the evolution of cities and I think will have an influence. The stumbling block upon which people fall when they think about these video games' influence in real life is the rules of these games, they're there to entertain. And fun is the priority of these games, not education, and education can happen on the way. If you were to be interested in how they modeled cities, you'd probably learn an awful lot about urban planning, urban zoning, crowd mechanics, crime, all the things that are fed into the game. But you very much need to open the hood and look at the engine. You need to want to do that, and most people just want to drive the car. - The makers of Cities: Skylines are also less concerned with closing the gap between simulations and reality, and more focused on creating a fun ride for their players. - Cities: Skylines has some simplified mechanics compared to reality. And that's one of those problems, that we basically as a game company don't want to be involved in how to actually feed accurate, real data to the game to get this kind of like actual research or real results out of it. - You see there's a big one. There you see, that one is completely stuck. - The dangers of trying to use a game like Cities: Skylines or SimCity, to plan real cities, are pretty obvious. - We've had a lot of interest in it from universities and schools, but the simulations we use are fairly simple. And I think it's important that the powers that be that use these tools are aware of this and have the knowledge to tweak it and change it to a more realistic outcome. If you start planning cities from Cities: Skylines, I'm not sure you would get good cities. It might look like it and you might be so convinced by the power of the simulation that you think it's the truth, but you really need to tweak it well and deal with it properly for it to work. - The gaming industry can become sophisticated enough that it can in fact embrace many, many of these variables that would be part of developing cities, or part of cities, but if they are just going to come to it from an intuitive, visual perspective, then that can be easily challenged. We have to be careful that it doesn't become just a game. It is a game, but it has to be a sophisticated game where the things that planners and designers consider are also sort of inclusive in that gaming, in that software, in that process. - To get around some of the simplified mechanics of Cities: Skylines, David and Emil have been adding specially designed modifications, or mods, to enhance the game's software. - The thing about both Minecraft and Cities: Skylines is that they aren't made for city planning. So we need to find ways to make it work for city planning, and that way is to use mods. Mods are add-ons or changes in the games, which make them more advanced in some ways. The interesting thing about mods is that it isn't created by developers themselves. It's created by normal people. - So basically this should be a shorter one. I think it's really great that with the modding tools, people can transform the game to something else. And definitely the modders are changing the game faster and in ways that we couldn't imagine. - This is the train station. There's a completely new level of discussion and completely new level of creativity, because they can't only play with the tools we give them. They also define, like, the playground themselves. This is some high-level city planning here. - Is that correct? - Yeah. I'm concerned about the tutorial. I think our tutorial sucks. It's basically not working, so we need to - And a lot has changed. - Back in L.A., Jose's game Block'hood, is due to be released in two months. On the world's biggest online games store, Steam. - So, the building tutorial, - I do believe video games will make changes to how we think and how we see things. Almost exactly five years ago, there was a huge earthquake in Japan, and it killed something like 20,000 people. And everything stopped. Trains stopped, infrastructure, water, electricity. I mean the things that we take for granted are actually very fragile and probably not sustainable. So we at that point realized, we need to make some changes to how we live and how we are so dependent on the big system. It was a discovery that someone is actually trying to do this with video games. - Today is the first public play test of the game and Jose and his colleague and co-designer Gentaro are nervous. The user response from this play test will be crucial for the release of the game. - I think actually we're getting a big error. Uh-oh. So this is not good. This is not supposed to happen. We're trying to still implement a bunch of ideas, a bunch of new things. We're running out of time. I wish I would have been trained as a computer scientist sometimes. Here we go. - Let's do it. Fingers crossed. - Hey, nice to meet you. Anybody out there? Come in. Hey. Thank you for guys for being here. It's been a year since we started this project. It's the very first time we open it, so we're very nervous to see what you think, if things work. And hopefully what We're trying to do is connect some of the ideas of the game with the real world. How do we allow this game to allow you guys and anybody to think of the problems of the city? When you look at the game, you might think, well, this is not a real building. This is not a real city. How a game can actually help us solve real-world problems? But I honestly believe that individuals playing games could be empowered to solve these problems in the future. What I've always loved about games is that they're not just something you can do. It's a complete narrative in the sense that they take you from not knowing anything to explaining how variables work, how the game works, what are the problems you are gonna have and how to overcome those problems. I thought that that was the medium that would allow anybody, not being an architect or designer, to start conceiving what are the cities of tomorrow. - One of the problems that current cities are facing is the fact that we are designing in a very top-down way, but also we're assuming that the same scenarios that we are implying right now are going to be good for another 20 years, 50 years, 100 years. However, that's not the case anymore, so platforms like this are designed to really start to make us think about the future, but also have a hand in the way that the future is constructed. - That's cool. Can you imagine a building like that? - I don't know how it's working, but it's working. - Play is an important part of both the artistic process and the scientific process. Often in science, we have to make intuitive leaps to make a huge leap forward. So, the same might be true with urban planning. It might be that while we could run simulations that are very purely scientific, the big discoveries that we make in the future of how best to construct human societies in the urban environment might be made through discoveries that people make when they're just playing around with the system. - The problems associated with increased urbanization in places like Nairobi are plain to see. - Nairobi, like many other developing cities, faces a lot of social issues related to unsustainable urbanization. You get a lot of unplanned, informal settlements along the highway. Lack of water and sanitation, lack of public transport. No pavements for pedestrians. Badly maintained roads. A large proportion of the population live in informal settlements. They are not formally planned and not formally serviced by infrastructure for water, sanitation and electricity. - Pontus is hopeful that a new Block by Block project in Dandora, one of Nairobi's poorest areas, might be a way to get the local community more engaged in improving their living conditions. - We're just now turning toward Dandora, where we're going. This area here, you can see the street has very limited street lights. It's not paved, so whenever it rains it gets really muddy. It's difficult to get around. Big security issues, particularly at night. The project we're working on is upgrading these streets around the area. Streets are a really, really important public space. Sometimes the most important public space. You can see around here that there are a lot of people out on the streets. Children playing games and so on, but there's a lot of rubbish. The sewage system doesn't work properly, there's a lot of mud. The idea with the project is to upgrade the street network around this area. - Bigger vehicles cannot access. - Okay, so you don't want the big bus or the lorry to come in or anything like that, yeah? Even a car cannot come in, or? - No, a small car. - Just small cars. I love working with people in different parts of the world, and seeing how we can get their voices and empower them to have an input into urban planning processes. Minecraft is never going to replace technical design tools, but as a sketch tool, as a communication tool, as a community engagement tool, it's fantastic. People learn it really quickly and really start visualizing their ideas within a couple hours, even with very limited computer knowledge and that really builds their confidence. - We have a school here. - Okay. So you want the zebra crossing to go across the school? - To make it more convenient for them. - Something like 60 % of Nairobi's population is under the age of 25. These people really want to see change in society and that presents huge possibilities. There's this idea of smart cities which is being discussed a lot. And very often it's perceived as a top-down thing. You know a company will come in and they'll build some kind of tech solution that can be given to the city and the city can use that to monitor citizens and get all sorts of data. A lot of the time in these discussions the citizens, the people are kind of forgotten. That's really what we're trying to do at UN Habitat, is to find ways for citizens to become part of this debate. - We will start from here. This is not only a playing ground, but it's also a resting place. We have land here where we can plant some trees. - Seeing the change in these young people, seeing them developing ideas with this game and then presenting them to politicians and civil servants is fantastic. And I think this is kind of where Minecraft can really work, in changing some of the power relationships away from professionals to ordinary people. - Since we started this initiative, youths are ready to transform. They're engaging in these activities to transform the neighborhood. And it doesn't end with beautifying and cleaning the estate. It transforms the mind, the heart, the spaces. We need that complete paradigm shift in Dandora. Change Dandora, change Nairobi, change Kenya, change Africa, you change the entire world. It all starts here. - Oh, it's so beautiful. It's super gorgeous. - I just love that from here you can see everything. You see the entire city. - Despite the success of several projects in places like Nepal and Nairobi, Vu and Lydia feel that the progress of Block by Block has been too slow. - Block by Block is an amazing concept, but it's how do we actually take it around the world so that it's not in small pockets, but that households actually understand what it is and know about it? And right now, our community, some people might have heard something about it when we do a small fundraiser, but it's not the large-scale community that we have actually understanding what it is. Until we get to that point, it's just small projects here and there. How do we sort of take that out and really launch it to people so that they say like, oh, Block by Block is this. - They've decided to use this year's annual Minecraft convention, or Minecon, to try and boost the profile of Block by Block. - Minecon is awesome. People come from all over the world. It's basically a convention about all things Minecraft and the love of the game. This year is going to be the biggest one yet. Now it's crunch time, so I'm losing sleep over like okay I know it's going to be amazing, but you just kind of wake up like, okay, how's everything going? What's going to happen? Hello, Mr. Pontus. - How are you? - Good, come on in. How was the flight over from Barcelona? We can't do it in a time by itself and basically say that people have to go to it. - We could try to do our best to put it at a time when there's not major competition. If we do have a slot like that, we can put Block by Block in that time so that maybe it would generate more interest. Also talking about it at the opening ceremony and having the Block by Block panel on the first day. - Just so especially you have adults and older kids who are really interested in it get that oh, this is something I really want to go do. - Right now, it's not quite as. It's not out there, it really isn't. People still don't know what it is. - Everyone here loves Minecraft so they want to see anyone that has anything to do with it. If I was wearing my badge, probably more people would be like, I don't know who you are, but I see a Mojang badge. I want to talk to you. - With over 10,000 Minecraft fans attending, it's a great opportunity. But will the average gamer be interested in Block by Block, or even understand it? - It's a difficult concept to understand. There's elements of you're playing the game, there's elements of it being built in real life, but we're really excited to be able to show it. - Nine, eight, seven, six, five, four, three, two, one! - Hello, London! We are so excited to have all of you here today. - Minecraft have created a Minecraft community. I don't know how many million players they have, but those guys, they talk to each other. - Hi, everyone. How are you? We're using Minecraft as a way to involve young people in urban design projects in developing countries. - When we now are in dialogue with them, that means that there is probably 50 million people that we have the possibility to talk about the importance of public space and town planning. If you have so many people who are actually convinced that this is an important issue, they are powerful. - Hi, everyone, thank you for coming. My name is Pontus Westerberg and I'm the coordinator for the Block by Block program at UN Habitat. - So what is this process here? - I think the whole idea of Block by Block is just incredible. It takes the idea of gaming changing the world and just completely redefining it. - UN Habitat works with cities, city planning. The mandate of UN Habitat is to create sustainable cities in all sorts of different ways. And if we're not ensuring that we're having a conversation and involving all parts of the community, then we're potentially failing in that mission. Gaming I think is a way to bring in parts of the community that might not engage with these kind of processes normally. People are really excited to see Minecraft being used to help real people. It really makes the game go beyond just being a game and something that is much more real. - Back in the U.S., Jose and Gentaro are on their way to the Game Developers Conference in San Francisco to market their game to the press. The reaction and reviews from events like these often decide whether a game will be a big hit or a miss. - Hey, guys, can we tell you about the game? Do you want to hear about the game? We need to try to play with bigger creations. People pass and see the empty canvas. I've always felt like maybe we are like this bunch of amateurs. We're kind of architects disguised as game designers, you know? So you are creating this kind of system that is really circular in terms of its relationship. But this means so much to me. I'm sharing like a part of my You know, my heart, my soul. - On the day of the game's release, reviews start coming in. - Cities: Skylines was last year's breakout urban construction sim, but in 2016, it could all be about Block'hood. - To realize that we were, like, among all these incredible games, like The Last Guardian, Uncharted 4, all these insanely huge projects that are millions of dollars in the making. They have like huge companies behind, and among those, people were starting to look at our game. Obviously there's a lot of pressure, like in the sense that could we even be among that list? Do we really belong or was this kind of a little bit of a fluke? Someone is saying I bought two energy drinks so I can wait up tonight. - Even though the reviews are great, Jose and Gen decide to make a few last-minute improvements to the game. - The next one is electricity, also 10,000. Hmm, I hate to be changing the game at this time. It's 3 p.m., we're releasing tonight at midnight. We're doing a really late update of the final bugs that we found. I'm not sure if I'm doing right. I'm self-conscious about how actual people, actual developers do these kinds of things. Sometimes I feel like such an amateur, going through my files and getting things fixed or solved. The launch is coinciding with the birthday of my brother. He would have been 32 today. Two minutes. - Two minutes. - If we press publish now, it's done. - At this point, we really can't do anything to the game anymore. We have to trust ourselves that we did everything we can. - We need to figure out a way in which we can train or educate people better to start conceiving what are the cities of tomorrow. And that's I think where games can actually have a huge impact. Okay, let's go ahead. It's one minute. I don't know if anybody's waiting. We're going to release it anyway. So prepare to release. Games as a medium are putting these problems in front of a new generation, right? A new generation that feels empowered to affect and interact with the environment around them. Here we go, guys. - Do it. - The publishing task has been completed. Your application is now visible in the Steam Store. Approved for release. I honestly believe that many more projects are going to emerge that will bridge that gap between gaming and reality. The connection between a game and reality is getting closer and closer. - What mods does this conflict with? - In Stockholm, it's the night before the big workshop and David and Emil are making last minute changes to fine tune their Cities: Skylines model. - Tell me, what stage are you at now? - We're currently taking a look at some modifications to add more content to how traffic works. We do know it's like just a few hours really, until the real thing happens, but we have like four traffic mods now, which allows us to change the speed of the roads, to decide where exactly you can turn right and left. You can see where people are driving and now also we have this rush hour mod. This is crazy. This never happened before. It's like in real life. Sometimes it works great and sometimes traffic is crazy. And at the moment it's crazy. - Hopefully they will not see it as as much as a problem as we do. - Yeah. We'll quit this, start it up tomorrow and hope that everything will work out. - Yes. - This will most likely work. - I'm really excited to see what results will come out of this workshop. And I think maybe this could set the tone for a lot of other initiatives of this type, where you try to use new technology that innovates and develops quite quickly in solving some of the older problems that we have in society. - We've been adding a lot of bus lanes, or bus stops. And we have added more subway stations. - Look how calm this is. People walking around, they're all happy. - The workshop is provoking plenty of debate around the new development. And at its heart is a city builder game designed and built for entertainment. - It's not a perfect simulation of reality. Nothing can do that right now. But as a tool, it can bring different kinds of people together. People with technical experience, youths that just want to learn, politicians that don't really understand anything about this topic. Everyone can look at the screen and it's a very easy situation where you can point and click and say, okay, but what happens if you drag that? That kind of platform for discussion hasn't really previously existed. - The game worked perfectly. There's a lot of people are really interested in seeing where this is going. And so are we. - Yeah. - As we think about the future of cities and we think about the sustainability of urban life. Increasingly, people are talking about how we can use this medium and turn it into a kind of instrumental tool. - I mean, maybe there haven't been enough of these initiatives yet for there to be a clear sense of how much they can have an effect, but it's certainly true that at the moment we're living in a deeply undemocratic time in the urban planning process. And so, if gaming or something like that were to shake that up, it would be very welcome. - We now have the tools that allow a group to imagine alternatives which we didn't have before. - Since the Minecon event in London, interest in Block by Block has steadily increased, leading to many new projects and a huge new development for the Block by Block team. - Now, just now, we have been approved as a registered 501(c)(3) charity. That's when you start really getting into it and getting the ball rolling on many different things at once. And now we have a new set of goals, a whole new direction for what Block by Block can be. - All of a sudden, the world is having Block by Block go all around. It's hard for me to articulate how it feels to get to be part of it. It's beyond what any of us could have ever imagined would happen. I would have never thought that I would be part of something that's actually changing people's lives. |
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