[Image: Malta, Instragram by BLDGBLOG].
Down in the lower levels of Valletta’s fortified walls, an old bricked-up doorway resembles something from a computer game: an oddly colored bit of masonry you would knock aside with a hammer, or a subtle wave of a wand, to make a corridor appear leading much further into the geologic depths.
The underside of Valletta, of course, is already mazed with passages, from wartime bomb shelters to church crypts, abandoned rail tunnels to hotel sub-cellars, and the entire island of Malta, made from such easily cut rock, is home to warrens of prehistoric temples and catacombs.
That entryways into the labyrinth can be found is hardly surprising; that they can look so much like a chunky, 8-bit game landscape only adds to the sense of urban mythology.
[The phrase “instance gate,” at least as I use it, comes from World of Warcraft. It implies that through a certain gate is a world that only you or your group will experience; anyone stepping through the same gate after you will, in fact, enter an entirely different space to confront an entirely different world of experiences. It’s a great metaphor.]
[Image: Robert Moses, via Wikipedia].
I’ve been meaning to post about this since I first heard about it: a competition to design a game based on Robert Caro’s book The Power Broker: Robert Moses and the Fall of New York.
As Tim Hwang of the Infrastructure Observatory writes, “we are launching a competition that challenges game designers to adapt The Power Broker into a playable, interactive form that preserves the flavor and themes of the written work, while leveraging the unique opportunities the game medium provides.” They are “seeking submissions both in a video game category, as well in a separate tabletop game category.”
Although I am obviously already biased toward game-creation as a form of urban analysis, the possibilities here are incredibly interesting. If you missed Gothamist’s great interview with Robert Caro, meanwhile, it’s well worth reading, serving as an engagingly free-wheeling introduction to Caro’s now-classic book, including several damning insights into how Moses abused infrastructural design as a new form of political power.
“Moses came along with his incredible vision,” Caro explains, for example, “and vision not in a good sense. It’s like how he built the bridges too low.”
I remember his aide, Sid Shapiro, who I spent a lot of time getting to talk to me, he finally talked to me. And he had this quote that I’ve never forgotten. He said Moses didn’t want poor people, particularly poor people of color, to use Jones Beach, so they had legislation passed forbidding the use of buses on parkways.
Then he had this quote, and I can still [hear] him saying it to me. “Legislation can always be changed. It’s very hard to tear down a bridge once it’s up.” So he built 180 or 170 bridges too low for buses.
We used Jones Beach a lot, because I used to work the night shift for the first couple of years, so I’d sleep til 12 and then we’d go down and spend a lot of afternoons at the beach. It never occurred to me that there weren’t any black people at the beach.
So [my wife] Ina and I went to the main parking lot, that huge 10,000-car lot. We stood there with steno pads, and we had three columns: Whites, Blacks, Others. And I still remember that first column—there were a few Others, and almost no Blacks. The Whites would go on to the next page. I said, God, this is what Robert Moses did. This is how you can shape a metropolis for generations.
You have until April 29th to register for the game-design competition; you can find more information on the competition website.