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Many of our urban centres face a precarious future due to climate change. Geographic positions that were once favourable to trade and exchange will become inhospitable. In this context, Symbiocity is a game that prototypes a future where cities become more tightly integrated with nature, allowing players to explore different mitigation methods through a virtual rewilding of the urban environment.
In the game, players can use a series of ‘environment’ brushes to alter the city, introducing different biomes that attract animals and plants – generating new urban microclimates through procedurally naturalising the city. Players must grow and nurture habitats for both human and non-human inhabitants. As different biomes are applied to the city, players can change from the ‘gods eye’ view of the human administrator to embody various different animal types that proliferate in these new environments. Embodying a bird, a bee, a squirrel or even a tortoise, players are able to engage with the city through the unique ‘umwelt’ of each species, investigating the agency that each creature has as part of a larger ecosystem. By combining human and non-human players together into one multiplayer game environment, Symbiocity allows us to explore the potential of cities that are closely integrated with nature, prototyping new urban forms through rewilding.
Drawing from the cluster’s research into Fuller’s World Game, Symbiocity proposes to rethink the logic of resources by promoting rewilding as an urban strategy.
The game focusses on Dubai, Rio and Rotterdam, three cities at risk from rising sea levels. These provide a miniature world for prototyping design strategies.
As players create new types of environment within the city, a virtual rewilding promotes non-human species that players can then embody.
While human players shape the city at the urban scale, those using non-human characters participate in the natural logics that help to drive the larger ecosystem.
In Symbiocity, different rewilding strategies produce different urban forms, from cities overtaken by nature to ‘Solarpunk’ fantasies.
At the end of the game, players will be given a detailed breakdown of the city they have created, which has tracked all the decisions they have made together.
Players can call up a detailed breakdown of their city’s environmental metrics at any time, allowing them to respond in turn.
Symbiocity offers players a number of environmental biome brushes to deform and rewild the city. Each of these affects the city through localised procedural generation.
Each brush responds to the context in which it is applied, producing new hybridised natural forms based on the prevailing urban condition it finds.
Brushes allow the player to change the city in real-time, allowing for the prototyping of rewilding strategies and the instant re-computing of the urban logic as a result.
Diagram demonstrating how the in-game environmental brush system operates through analysing the current terrain and procedurally generating nature within a defined circular territory.
A set of micro-biomes created within the extents of one brush, showing multiple possible variations.
Players are free to stay faithful to the laws of nature or create more free-form, speculative responses within the game.
Examples of different urban forms created by players of the game working together collectively.