In this case whether a stable large city is to aim for or not in real life or in the game is a bit irrelevant, what's important is that the game's black box allows large, crime free cities if and only if they are a dystopian nightmare. This is how the state was defined and it's backed into the game by design. It's worth noting that someone made it like this and behind that ideology there's a message being passed on through the game.
By testing to find the win conditions in a certain scenario you basically discover what the designer of the system considered to be necessary to win. The coder who wrote the code responsible for this (or their manager) either put their own ideology in code, or put what they believed to be the most accepted by the target audience.
Almost any such creation embodies either the ideology of the creator, or that of the consumer. Sometimes it's boring and sometimes it's interesting to let the genie out of the black box.
you realize, that there are none in SimCity.
You can't make (usable) chairs without conforming space to human physiology. The ideology is in making a chair, not in what chair one makes.
You can however put different ideologies into city builder and get different, perfectly fine city builders.