Wednesday, 23 February 2011
Fox in the Shard
The Shard. Image taken from the Flickr stream of Michali_ and used under a Creative Commons licence.
This post contains a minor spoiler related to the book Chronic City by Jonathan Lethem - not enough to ruin anyone's enjoyment of it, I think, but still - you have been warned.
There is something magnificent, and melancholy, in the rumour that Southwark Council is scrambling to catch a fox that is somewhere on the 75th floor of the Shard, the Renzo Piano skyscraper currently under construction in London. It is, in fact, easy to attribute romantic, even heroic attributes to the (putative) animal. There's the dangerous charm of the fugitive, of course, still a potent presence in the British psyche as the bizarre Raoul Moat case demonstrates. And there's something else. The rise of the Shard is a PR endeavour as much as it is a feat of construction. "Shard" is an official name, not a popular nickname; it's right there on the jumpform rig. An image is going up at the same time as the building.
The fox - even as a rumour - is an unchoreographed intrusion into this careful brand-building. A rogue presence has installed itself in the highest reaches of the tower and insolently eludes the authorities. Higher than highest - the tower will only have 72 habitable floors, so if the animal really is on the "75th" floor, it is at the summit, the unbuilt point of the spike. Underdog, meet overfox. This wasn't part of the PR strategy.
So, true or not, the rumour suggests the first inklings of popular mythmaking around the new tower - the city accepting the building into its collective imagination. Phantasmic Mr Fox can be seen as a sliver of public affection for Shard. In that, it brings to mind the escaped tiger in Jonathan Lethem's 2009 novel Chronic City. Lethem's tiger continually evades the authorities; capable of demolishing whole buildings, its effects are excessive even for a big cat. Rumours, lies and conspiracy theories swirl around it - it is a symbol in a book filled with symbols. Chronic City's New York is a strange, troubled place, unnerved by its own gentrification and regeneration, marooned in introspection. The people feel they have lost something, that something is amiss, and their attention transfers to mysterious absences: the tiger and the buildings it conveniently clears out of the way, ready for regeneration; astronauts trapped aboard a space station with no hope of rescue; gigantic chasms carved by a monumental land artist called Laird Noteless (note: less); "war-free" editions of the newspaper.
Foxes have thrived in London in recent years - they and the super-rich seem to be the only things in the city that have no trouble finding new places to live. Their eerie calls can be heard earlier and earlier in the evening, and they appear bolder, less afraid around people. Of course it's please to think of a fox brazenly in residence in the nosebleed section of the aspiring spire, barking that three-part cry, a vulpine muezzin in the city's best minaret. The Shard is a magnificent building, and it's hugely exciting to see it rise; the fox's presence seems to say, yes, this belongs to us too. What a view it must have, if it's there. And even if it isn't there, someone has seen fit to imagine it there, and that's almost as good.
UPDATED 16:45 24 February: It was real, it was on the 72nd floor, and they caught it! You can read the story here at the Standard. Says the article: "It is thought to be the highest distance ever recorded to have been made by a fox." Carve that one into the annals of pest-control-at-height. And I like its defiant expression. It's seen things, man, things you wouldn't believe. It can go back, but it won't be the same.
Wednesday, 9 February 2011
Sirens, soot and strikes
This was written for Edge magazine's "Time Extend" slot, which looks at the lasting influence of a classic computer game. It first appeared in Edge 215 (June 2010) and is reproduced here with permission. It expresses some of the thoughts contained in this old blog post in a more cogent and convincing way.
Eagles soar in smokeless skies and whales glide through the clean oceans. Herds of horses (or perhaps giraffes) are the only inhabitants of the lush plains and old-growth forests. The simulated world of SimCity 4 is a peaceful place before you set about building your city. Boring, though. What it needs is urban sprawl, ribbon development along blacktop highways, strip malls and Dopplering sirens, chimneys belching soot, budget crises and strikes. What it needs, really, is problems – problems that you, the mayor, can solve.
That’s the paradox at the heart of the appeal of SimCity 4. Much of the fun that comes from playing the 2003 apogee of the SimCity series of city design and management games is solving problems: relieving traffic on this avenue, removing the polluting industries from that business centre, restoring a depressed neighbourhood to prosperity. But these problems have to come from somewhere. Next to the game’s peaceful, constructive, problem-solving side, it also nurtures the darker, more complex pleasure that comes from problem-creation. The tension between these two sides of its personality is written deep into SimCity 4; as we’ll see, it’s a reflection of the real-life systems and people that led to the creation of the game in the first place.
Key to SimCity 4’s enduring popularity is the fact that it can be enjoyed on a number of levels. Effective management can be satisfying in itself, given the game’s devilish complexity compared to previous versions and its dozens of competing variables. When things are going well it can be pleasant enough to simply sit back and watch the contented populace streaming along your ample boulevards while skyscrapers sprout around them – again, something that reached its peak with the gorgeous, hugely detailed, entirely 3D-modelled graphics of SC4. But those are passive pleasures, to be enjoyed once a city has been built. First you must play the game – and its split personality means two different styles of play. You can plan ahead and build with care, tending to your city like a bonsai tree, guiding every stage of growth and clipping and tweaking until it looks just right. This approach is deeply absorbing and can eat up tens of hours of dedicated play; the quality of the graphics has always made a beautiful city a highly desirable end. But that can be a bit boring. Often, a player will just want their city to get big quickly. So indulge in SimCity 4’s kinky secret: the joy of unplanned sprawl. The city is developed hurriedly, with only the loosest plan in mind. Vast zones are laid out without much thought, in artless but easy-to-build grids, and with services added (maybe) as an afterthought. Obviously, this manner of play creates problems – but in SC4, that’s a good thing. Pretty soon, your city is a snarling deathmaze of smog, crime, poverty, dereliction and gridlock. Bliss. These problems must be fixed to keep Gotham growing, but they can be ‘fixed’ in the same haphazard way that the city was thrown up in the first place: quickly, cheaply and dirtily. Roads and train tracks can be punched through run-down inner cities without protest; new business districts can be founded on the outskirts without caring too much about the chaos this will ultimately cause on the roads. Each solution brings a batch of fresh problems.
This approach, with its swift returns and constant challenges, can be the most rewarding and most addictive way to play. Imagine that you lay out a residential district and it immediately develops into Snooty Corners, a rich neighbourhood full of attractive high-wealth houses and well-kept lawns. That part of the game map is pretty much done with – barring vandalism, there’s nothing more you need do to it, so it’s finished, dead, game over. But if it develops into Crystal-Methington, a crime-ridden hellhole full of empty lots and burned-out cars, well, game on, you’ll be revisiting there pretty soon. The appeal of creating a ‘perfect’ city may be what draws players to the game in the first place, but actually perfecting a city is a losing approach. When it’s done – admittedly after what could be tens of hours of play – what else is there to do? You can look at it, but that’s more like owning a fish tank than playing a game. Almost every game is a struggle towards completion and perfection: SimCity gives you the opportunity to reject that goal, and to revel indefinitely in play. Its creator, Will Wright, called it more toy than game. It’s a rare game that can be at its most fun when it’s played ‘badly’.
The reckless style of play can also, oddly, lead to the best results. Cities built as sprawls, full of improvised solutions and gimcrack workarounds, can be very attractive – certainly Maxis put as much aesthetic effort into the low-wealth commercial units and tenement blocks as it did into the pretty-pretty mansions and sparkling skyscrapers. But they’re also appealing, and fun to play, because they most closely resemble real cities. And it’s worth remembering that this high-speed slapdash improvisation is how most real cities grew, and are still growing.
Plus there’s a sheer atavistic thrill that comes from playing the game fast and loose, with all sorts of destruction and little thought of consequences. Your urgently needed relief road happens to pass straight through a small, comfortable middleclass neighbourhood? Pah, build it anyway. Sure, you could spend the money on a neat little bus system, but isn’t a glistening motorway just a bit more swanky? Similarly, a vast stadium complex is always going to be more appealing to the ambitious mayor in a hurry, even though a well-funded local library network could yield better results for a fraction of the cost. Huge engineering projects will always be more fun to put together, and more impressive onscreen, than microscopic local initiatives. A mayor should be building suspension bridges and airports – leave the rest to Extreme Makeover: Home Edition.
There are plenty of real-world examples of civic leaders’ weakness for expensive, grandiose white elephants. But one particular figure stands out: Robert Moses. Moses, an American planner and administrator, came closer to playing SimCity with a real city than anyone else in the free world. Never once holding elected office, he wielded unsurpassed power over the city of New York through mastery of its bureaucratic machinery, diabolical legal chicanery and an eerie knack for raising vast sums of money. Mayors, governors and even presidents were forced to let him have his way. He first used this power to build colossal parks and recreation beaches, making himself wildly popular, but his attention soon turned to highways. When Moses started his career in the 1920s, New York was just beginning to come to terms with automobile traffic. He shaped the way it responded, girdling the city in an elaborate web of freeways and neglecting public transport. These new superhighways often created as many problems as they solved, rapidly choking with cars. They drove suburban sprawl and were built with little regard for the residents who happened to be in the way. More than once, Moses demolished a thriving community to make way for a road, even though a perfectly good alternative route existed. When Moses was finally ousted in the 1960s, the city had an expensive freeway network, but was more jammed with traffic than ever. It was also teetering towards bankruptcy.
Moses did a lot, but he didn’t do his worst. He wanted to slice freeways right across Manhattan itself, through some of the most expensive and crowded urban land in the world. One of these plans, the Lower Manhattan Expressway, was only defeated after a desperate struggle by a small community group led by a writer called Jane Jacobs. In the course of the campaign Jacobs wrote a book, the Death And Life Of American Cities, which defended the dense, mixed neighbourhoods that Moses dismissed as slums and encouraged a view of the city as a complex organism which needed nurturing, not drastic surgery.
Death And Life became a classic, and is still widely read. Among those who were influenced by it was Wright. He built his city sim to resemble a living thing, with scores of interlinked processes and cycles interacting over time in a complex system that the player can adjust and mould – a vision palpably drawn from Jacobs’ work, and cultivated over time into the superbly complex and organic fourth game. Ultimately, then, Robert Moses could be seen as the wicked uncle of SimCity 4, indirectly inspiring it by causing Jacobs to mount her defence of city life. To enshrine Jacobs in a game, Moses had to go in there too – we can share his satisfaction in grand projects and wanton destruction. He’s the dark side of the Force, one half of the duality that makes SimCity 4 so seductive. Planning versus sprawl; micromanagement versus megaprojects; neighbourhoods and localism versus traffic, money and power. Those opposite poles keep the dynamo of SimCity spinning even after seven years; it is still rich and rewarding because it springs from the vital conflicts in our own world.
Eagles soar in smokeless skies and whales glide through the clean oceans. Herds of horses (or perhaps giraffes) are the only inhabitants of the lush plains and old-growth forests. The simulated world of SimCity 4 is a peaceful place before you set about building your city. Boring, though. What it needs is urban sprawl, ribbon development along blacktop highways, strip malls and Dopplering sirens, chimneys belching soot, budget crises and strikes. What it needs, really, is problems – problems that you, the mayor, can solve.
That’s the paradox at the heart of the appeal of SimCity 4. Much of the fun that comes from playing the 2003 apogee of the SimCity series of city design and management games is solving problems: relieving traffic on this avenue, removing the polluting industries from that business centre, restoring a depressed neighbourhood to prosperity. But these problems have to come from somewhere. Next to the game’s peaceful, constructive, problem-solving side, it also nurtures the darker, more complex pleasure that comes from problem-creation. The tension between these two sides of its personality is written deep into SimCity 4; as we’ll see, it’s a reflection of the real-life systems and people that led to the creation of the game in the first place.
Key to SimCity 4’s enduring popularity is the fact that it can be enjoyed on a number of levels. Effective management can be satisfying in itself, given the game’s devilish complexity compared to previous versions and its dozens of competing variables. When things are going well it can be pleasant enough to simply sit back and watch the contented populace streaming along your ample boulevards while skyscrapers sprout around them – again, something that reached its peak with the gorgeous, hugely detailed, entirely 3D-modelled graphics of SC4. But those are passive pleasures, to be enjoyed once a city has been built. First you must play the game – and its split personality means two different styles of play. You can plan ahead and build with care, tending to your city like a bonsai tree, guiding every stage of growth and clipping and tweaking until it looks just right. This approach is deeply absorbing and can eat up tens of hours of dedicated play; the quality of the graphics has always made a beautiful city a highly desirable end. But that can be a bit boring. Often, a player will just want their city to get big quickly. So indulge in SimCity 4’s kinky secret: the joy of unplanned sprawl. The city is developed hurriedly, with only the loosest plan in mind. Vast zones are laid out without much thought, in artless but easy-to-build grids, and with services added (maybe) as an afterthought. Obviously, this manner of play creates problems – but in SC4, that’s a good thing. Pretty soon, your city is a snarling deathmaze of smog, crime, poverty, dereliction and gridlock. Bliss. These problems must be fixed to keep Gotham growing, but they can be ‘fixed’ in the same haphazard way that the city was thrown up in the first place: quickly, cheaply and dirtily. Roads and train tracks can be punched through run-down inner cities without protest; new business districts can be founded on the outskirts without caring too much about the chaos this will ultimately cause on the roads. Each solution brings a batch of fresh problems.
This approach, with its swift returns and constant challenges, can be the most rewarding and most addictive way to play. Imagine that you lay out a residential district and it immediately develops into Snooty Corners, a rich neighbourhood full of attractive high-wealth houses and well-kept lawns. That part of the game map is pretty much done with – barring vandalism, there’s nothing more you need do to it, so it’s finished, dead, game over. But if it develops into Crystal-Methington, a crime-ridden hellhole full of empty lots and burned-out cars, well, game on, you’ll be revisiting there pretty soon. The appeal of creating a ‘perfect’ city may be what draws players to the game in the first place, but actually perfecting a city is a losing approach. When it’s done – admittedly after what could be tens of hours of play – what else is there to do? You can look at it, but that’s more like owning a fish tank than playing a game. Almost every game is a struggle towards completion and perfection: SimCity gives you the opportunity to reject that goal, and to revel indefinitely in play. Its creator, Will Wright, called it more toy than game. It’s a rare game that can be at its most fun when it’s played ‘badly’.
The reckless style of play can also, oddly, lead to the best results. Cities built as sprawls, full of improvised solutions and gimcrack workarounds, can be very attractive – certainly Maxis put as much aesthetic effort into the low-wealth commercial units and tenement blocks as it did into the pretty-pretty mansions and sparkling skyscrapers. But they’re also appealing, and fun to play, because they most closely resemble real cities. And it’s worth remembering that this high-speed slapdash improvisation is how most real cities grew, and are still growing.
Plus there’s a sheer atavistic thrill that comes from playing the game fast and loose, with all sorts of destruction and little thought of consequences. Your urgently needed relief road happens to pass straight through a small, comfortable middleclass neighbourhood? Pah, build it anyway. Sure, you could spend the money on a neat little bus system, but isn’t a glistening motorway just a bit more swanky? Similarly, a vast stadium complex is always going to be more appealing to the ambitious mayor in a hurry, even though a well-funded local library network could yield better results for a fraction of the cost. Huge engineering projects will always be more fun to put together, and more impressive onscreen, than microscopic local initiatives. A mayor should be building suspension bridges and airports – leave the rest to Extreme Makeover: Home Edition.
There are plenty of real-world examples of civic leaders’ weakness for expensive, grandiose white elephants. But one particular figure stands out: Robert Moses. Moses, an American planner and administrator, came closer to playing SimCity with a real city than anyone else in the free world. Never once holding elected office, he wielded unsurpassed power over the city of New York through mastery of its bureaucratic machinery, diabolical legal chicanery and an eerie knack for raising vast sums of money. Mayors, governors and even presidents were forced to let him have his way. He first used this power to build colossal parks and recreation beaches, making himself wildly popular, but his attention soon turned to highways. When Moses started his career in the 1920s, New York was just beginning to come to terms with automobile traffic. He shaped the way it responded, girdling the city in an elaborate web of freeways and neglecting public transport. These new superhighways often created as many problems as they solved, rapidly choking with cars. They drove suburban sprawl and were built with little regard for the residents who happened to be in the way. More than once, Moses demolished a thriving community to make way for a road, even though a perfectly good alternative route existed. When Moses was finally ousted in the 1960s, the city had an expensive freeway network, but was more jammed with traffic than ever. It was also teetering towards bankruptcy.
Moses did a lot, but he didn’t do his worst. He wanted to slice freeways right across Manhattan itself, through some of the most expensive and crowded urban land in the world. One of these plans, the Lower Manhattan Expressway, was only defeated after a desperate struggle by a small community group led by a writer called Jane Jacobs. In the course of the campaign Jacobs wrote a book, the Death And Life Of American Cities, which defended the dense, mixed neighbourhoods that Moses dismissed as slums and encouraged a view of the city as a complex organism which needed nurturing, not drastic surgery.
Death And Life became a classic, and is still widely read. Among those who were influenced by it was Wright. He built his city sim to resemble a living thing, with scores of interlinked processes and cycles interacting over time in a complex system that the player can adjust and mould – a vision palpably drawn from Jacobs’ work, and cultivated over time into the superbly complex and organic fourth game. Ultimately, then, Robert Moses could be seen as the wicked uncle of SimCity 4, indirectly inspiring it by causing Jacobs to mount her defence of city life. To enshrine Jacobs in a game, Moses had to go in there too – we can share his satisfaction in grand projects and wanton destruction. He’s the dark side of the Force, one half of the duality that makes SimCity 4 so seductive. Planning versus sprawl; micromanagement versus megaprojects; neighbourhoods and localism versus traffic, money and power. Those opposite poles keep the dynamo of SimCity spinning even after seven years; it is still rich and rewarding because it springs from the vital conflicts in our own world.
Labels:
games,
my writing,
pop culture,
simcity,
thinking,
urbanism
Wednesday, 2 February 2011
Learning What Surface Is
Le Corbusier's Weissenhof. This post is part of an effort to dispose of some longstanding draft posts that have been cluttering my Blogger dashboard.
Le Corbusier and other early modernists signposted the modernity of their buildings by photographing them with (then-)state-of-the-art automobiles in front. In the past 30 years that phenomenon has inverted, and for decades now modern buildings have been used to advertise cars. Is this evidence that car design is getting more conservative while architecture still maintained a reputation for high technology and high culture? Almost four years ago I interviewed Chris Bangle, then group design director for BMW, and asked him about the relationship between car design and building design; what he said didn't make it into the published transcript, but is pretty interesting. I came across it while doing a clear-out of old interview transcripts.
When we were doing the first cars in the 1920s, modernist architecture had already taken off. The first steel & glass skyscrapers were already done in the 1940s, and we were doing cars in the 1950s called Baroque [somethings] – so this whole baroque era which architecture had left behind a hundred years before, cars just discovered back then. We didn’t do cars which looked contemporary with a Mies van der Rohe building until let’s say the 1970s or 80s. If you look at the current 7 Series, it looks perfect against Frank Lloyd Wright’s Guggenheim, which is about very classic surfaces but with very cantilevered forms – that’s were the current 7 Series is. They look perfect together. If you look at the Guggenheim from Bilbao and the C4, they look perfect together – there’s only six years between them. And now, I would say the Z4 is probably the first post-modernist car in the world today. Maybe the 5 Series E4. What will happen when cars become neo-deconstructivist? What will that be? Wow. At the same time the architectural world has switched to our technology - Frank Gehry can only do his buildings because he uses CATIA programs, which were the same programs which were developed for the car industry, and his approach to it is the same way we do cars.
However there are some real interesting differences. The scale difference alone meant that architecture never had to deal with surface before. The idea of a perfect surface for architecure is completely unknown, it doesn’t exist. I’ve had lots of talks with architects about this. It’s wonderful to talk about. You can show them a building and tell them the surface is terrible, and they [react]: “Huh? What surface?”. They don’t even see it because they’re concerned with scale and the impression of space. Cars are about surface. But slowly, slowly, architects are learning surface. I can feel quite proud now that we are having a reverse affect on architects. They will still lead because they are the social moulders of our culture, architects are. We are a component that reflects the culture, but they are the moulders of that culture. I think that’s an important distinction. We hold architects holy in that sense. But at the same time, every piece of architecture is perfect, whereas what we do is mass. And it will be interesting to see what happens when architecture becomes more and more responsive to the exigencies that cars have established and they finally learn what surface is.
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