This Gaming Life: An Interview with Jim Rossignol

[Image: Jim Rossignol’s This Gaming Life: Travels in Three Cities].

Jim Rossignol is a games critic, blogger, and the author of This Gaming Life: Travels in Three Cities, published by the University of Michigan Press. Rossignol’s book is “a wonderfully literate look at gaming cultures,” according to The New Yorker‘s John Seabrook; Chris Baker of Wired magazine says that “we need more writers like Jim Rossignol,” writers who can intelligently explore “the deeper significance of games.”
My own familiarity with Rossignol’s work came through blogging: we first crossed paths online a few years ago; I read his book; we managed to meet up at the Barbican last winter; and we soon decided to have a much longer conversation about our mutual interests and books.
The following interview is an edited transcript of that discussion, focusing on Rossignol’s book, but also covering my own interests in gaming and architecture, Rossignol’s travels to Seoul and Reykjavik for games research, the plug-in avant-gardism of Archigram and others, the psychological effect of historic preservation in the UK, and the rewards of speculative thinking in the design of both physical and virtual worlds.
I’ve often wondered, for instance, how the process of playing a game might compare to the experience of using a building, and if these must necessarily be different ways of engaging with another person’s created space. Further, if the same software packages and other digital effects can be used to design a building and a new videogame, might this imply that there are deeper structural similarities between games and architecture—or is this merely a sharing of aesthetics and tools?
Such a conversation could go in any number of directions, of course; this interview merely helps kick things off.
Rossignol and I spoke by phone.

• • •

BLDGBLOG: First, what was the origin of your book?
 
Jim Rossignol: This Gaming Life came out of an essay I wrote about the Korean gaming scene, which is fairly unusual for gaming cultures around the world. There was a series of circumstances in Korea that led to something quite strange in the way Koreans approach gaming—via massive social gaming through internet cafes, but particularly their E-Sports, which focus on professional players playing games like Starcraft. I went out and looked at that for PC GAMER magazine—which, at the time, was doing very progressive games journalism. So I wrote a piece on that and it was very popular, and people became interested in the cultural angle of gaming. The University of Michigan, which does a collection of technology writing each year, put that into their 2007 anthology. Afterwards, UMICH came back to me and asked if there was any similar material that I had written, and we eventually decided it would be a good idea to sit down and put together a longer work—and that’s what became This Gaming Life.
 
I actually found it very difficult initially to come up with a cogent theme for the book! It developed quite a lot along the way, particularly in its focus on three cities. The structure of the book is broken up between London, Seoul, and Reykjavik, the London part being the most autobiographical. It’s me explaining my particular angle on gaming; moving into Seoul to talk about gaming cultures worldwide, particularly the differences between the west and Korea. Then the third section is Reykjavik, which I suppose is more personal once again, because it’s expressing some ideas and angles on a particular game—EVE Online, which was developed in Reykjavik by a company called CCP. I think there are some very interesting lessons and ideas in that game model. EVE, being a massively multi-player game, is never a static, fixed thing, as games have been in the past, and I think it points to the way games are going to work more as social systems, involving both the gamers and the developers. It creates a sort of symbiotic process where the developers are developing for and reacting to the way that gamers are using and doing the game. That stuff fascinates me.
 
[Image: A scene from EVE Online, taken from Robin Burkinshaw‘s massive EVE Online Flickr set].

BLDGBLOG: Your section about Seoul almost seems to imply that there’s less of a cultural difference between the gaming cultures of London and Seoul, and more of a recreational drug difference. What I mean is that everybody goes out drinking in London—it’s a social culture built very much around alcohol—but, when you go out in Korea, it sounds more like an all-night caffeine binge. That creates a very different urban and social reality.
 
Rossignol: I may be wrong in my impression of Seoul, of course! But wandering round the city myself, I didn’t tend to stumble across many bars—whereas it’s impossible not to stumble across a bar in any British town. There’s a lot of social eating, as well, in Seoul. It’s hard to really gauge how dominant gaming is there, and how much this is a factor of caffeine consumption; but, on the surface, the gaming is very obvious. It’s well-promoted and it takes place in public.
 
I was thinking the other night, though, about what prohibition would do to England. The disabling aspect of alcohol certainly changes motor tasks—but gaming does appear in bar culture here. There’s darts and pool, and so on. And there are slot machines, which are sort of prototypical video games. Gaming itself is so ubiquitous in British culture that you perhaps don’t even notice all the aspects of it and where they appear.
 
BLDGBLOG: In that sense, you suggest, gaming pops up everywhere. There’s a lot of stigmatism around the idea that you might sit at home alone playing a computer game—or blogging—or that you might go out to an internet café and play a game with your friends, as if there’s something socially wrong with you; but if you go down to the pub for a game of pool, that’s the height of sociability. That’s the right kind of gaming. So only specific types of games are stigmatized, and only specific types of play have been rewarded.
 
Rossignol: I wonder whether there will be a massive generational shift over the next 40 years, so that electronic gaming will just be everywhere. People will be so familiar with it. Kids who are growing up now are so used to the idea of a digital interface that they will expect to find one everywhere. When I was in Vegas a few years ago, I sat at a bar and there was a little betting machine panel in the bar top—a touch-screen betting system. But I was thinking: I would have happily sat at that bar longer if it had been a touch-screen Tetris.
 
BLDGBLOG: I can easily see games being embedded in different social environments—even instead of hold music, when you call the bank, you get a short text game.
 
Rossignol: Or a sound-based game. There are apparently a number of games which are based just on sound response, for blind people—sound-structure games. There’s no reason you couldn’t play a pure audio game while you’re just holding on the phone, by responding to sound cues.
 
BLDGBLOG: Something else you mention in the book, and that has been getting more and more attention in popular media, is the idea that games aren’t just a frivolous way to waste time; they’re almost a form of job training. You can learn to be a better brain surgeon and so on. Do you think games are a kind of pedagogical device like that, or even an emerging neurological frontier?
 
Rossignol: The U.S. military did, I think, say gamers were ideal helicopter pilots, due to the spatial awareness and coordination required. But games have other roles: like that Tactical Iraqi thing—that was actually a role-playing game: you go into a village, and you have a bunch of text trees, and you explore how you should approach the situation, and how you should talk to the locals. I thought that was interesting because the immediate thought is always the helicopter fighter-pilot angle—the classic “games make you have better reactions” angle—but games as social teaching devices I think is quite interesting. Perhaps crucial, from a military angle.
 
One of the things about games journalism, though, is that it’s dominated by business, and by products and product marketing, so a lot of the writing is preview/review cycle stuff. The other end of the scale is very academic material that tends to be theory-based. But there’s not a lot of practical study of the fundamentals of gaming, which I find very interesting.
It’s also one of those areas where I almost don’t want to make too much comment, because I feel like all I really want to say is, “For God’s sake, scientists! Spend some time with the subject and really use your methodology to see how people react to games. Do that kind of deep research that’s been done on so many other subjects.” It increasingly comes up. Just the other week there was an article called “Your Brain on Games,” where researchers had used an MRI scanner to look at someone’s brain while they were gaming, and talked about the effects and so on—but that still seems like a trivial treatment of the subject.
 
I think the University of Rochester in NY is doing some research on this, and I hope they continue to. One of the things they’re looking at is, as you were saying, the effect on the brain long-term. Which is a completely new frontier for neuroscience research. What they have shown is that visual processing is increased—so that gamers are much better at figuring out what’s happening in a particularly busy visual field—and it’s a very quick change, as well. People only have to play games for a few hours to see a distinct difference. What I think is interesting about that is that we don’t yet have any real handle on what’s going to happen to an entire generation of people who have spent years and years increasing their visual processing. Will we have this sort of super-visual human whose abilities to pick things out and understand things on a visual basis are going to be massively accelerated beyond what we’ve had in the past? I can’t even really see what sort of ramifications that would have—other than that we might be short-sighted as well, from being sat looking at the screen for so long. [laughs]
 
I read in a recent story about texting—I think it was in New Scientist—that texting actually improves your general literacy. That was the headline. I think the actual content of the article was that people who were more literate were better at texting, and better at reducing words down to a shorter form. There are graphical forms finding their way into text—obviously, the smileys and emoticons—and people have started doing other ones, like an o with a slash—a little man waving hello—and stuff like that. That kind of pictorial thing—this truncation that you’re getting from text-speak—is rapid visual processing.
 
BLDGBLOG: That reminds me of something else about your book—it has no images. However, I think that actually helps to demonstrate what your book is talking about—which is that you can have a literate, intelligent, and articulate approach to gaming, and it doesn’t require pyrotechnic visuals for people to be interested.
 
Rossignol: Yeah, we quickly dismissed the idea of using pictures at all. I wanted to make it pure text, which I’m quite pleased with. Even if we’d had color plates, I think that would have distracted from the themes I was talking about. I think a lot of the material isn’t easily illustratable—you can’t really illustrate interactions or game development, or indeed a lot of the cultural or theoretical stuff I was going to talk about. Having a picture of Mario would have been redundant.
 
Something I wanted to ask you about was how being speculative seems to be rewarded in architecture writing—which is almost the opposite condition that we have with games. Critics and writers are heavily dissuaded from being speculative when talking about games, and I think this is because there’s a tendency for gamers to be backseat designers. There’s a strong tendency for people to dismiss journalists who write speculatively about games or who talk about games’ futures or the possibilities of game design the way that you do with architecture. I wonder if that’s different with architecture because there are so few backseat architects, so to speak.
 
[Image: From Pixel City by Shamus Young].

BLDGBLOG: That’s interesting. I’d say that one of the ways that blogging is doing this—leading to more speculation in today’s architecture writing—is that blogging has tapped into a massive class of unprofessional writers who, nonetheless, have strong opinions about the built environment. After all, they’re surrounded by it at all times. It’s not just Harvard graduates now who have the microphone, so to speak; even some kid in the suburbs—playing videogames—can offer an opinion about architecture, and it almost definitely will not involve references to Mies van der Rohe. It will be about shopping malls, or the suburbs themselves, or the ruined cities you see in movies like Terminator Salvation. It will be about the architecture of videogame worlds.
 
In any case, I think as people start to realize that they can have an opinion about architecture, in the same way that they can have an opinion about the food they order in a restaurant, or an opinion about a book they’ve just read, then they will also realize that they can ask questions about the buildings they see all around them. You know: why am I surrounded by buildings that look like this? Or: why on earth is there a road in the middle of that children’s park downtown? Or why can’t the world look like this—or this, or this? Very soon, you start speculating about how the world could really be.
 
But I’d also say that one of the reasons this is the case—why I can speculate freely about a Rem Koolhaas building, or about the future of London in an era of rising sea levels—is that there’s almost no risk that someone is going to take my ideas and realize them in built form. No one’s going to build an alternative version of London, with 80-foot seawalls, because they read about it on BLDGBLOG! But if I outline an amazing idea for a new videogame, then there’s every chance in the world that someone might take that idea and run with it.
 
I think I even saw something like this on Warren Ellis’s blog, where he says that, if you email him, don’t mention any new ideas for future stories or comics—because, at least in my interpretation of that, if he then puts that idea into a comic strip five years later, he’s probably going to be sued. It’s unlikely, on the other hand, that Zaha Hadid will read on my blog about some great new room she should design someday—and then actually go and add that exact thing to a new museum of hers in Potsdam.

In other words, there’s quite a large barrier to entry to becoming an architect. The idea that I would actually build the next Olympic Stadium is absurd, whereas—and I don’t mean to make it sound easier than it is—I think I could presumably become a games designer much faster than I could design the next Los Angeles airport. You’re less of a competitor as an architecture critic than you would be as a video game critic.
 
Rossignol: At the last game developers conference in San Francisco, one of my colleagues said to me that perhaps what was most interesting were all the ideas that were walking around inside the heads of the developers—the ideas that they wouldn’t talk about, or stuff they kept secret because it was too good and too commercially important for their companies. It did make me wonder whether the fact that games are so commercial stunts their futurology—after all, if game developers were given free rein to be pure creatives, I think there would be a massive exchange of ideas. This kind of accelerated avalanche of development could come out of there being no limits on sharing ideas. It makes it very difficult for game designers to get the ideas they need to make games better—because they’re going to be protected, or hidden, or otherwise held back by commercial concern.
 
BLDGBLOG: In a way, though, this brings us back to EVE Online—to the idea that there is a feedback loop between the players and developers. You do seem to be able to influence the future structure of a game, and it’s precisely through playing it in a certain way or demonstrating a certain behavior. That sort of thing doesn’t happen very often in architecture—it’s way too expensive to redesign buildings every two years based on how people have actually been using the space.

Or—actually, here’s a random example. When I lived in London seven or eight years ago, I worked at Norman Foster’s office in Battersea. I’m not an architect; I was just an admin person. One day, though, my task was to go through this huge cupboard full of old VHS tapes, many of which were unlabeled. I actually had to put them into the VCR, watch them for a few minutes, take notes, and figure out what they were—then label them and stick them back in the cupboard, in an organized way, based on chronology.
 
At one point, I found a bunch of tapes that were nothing but surveillance footage taken inside Wembley Stadium. It was unlabeled, black and white footage of people milling about outside the bathrooms, near the ticket gate, and so on—and my initial thought was actually that some sort of crime must have taken place. There had been a stabbing, or a riot—and, I thought, maybe even someone here at Foster & Partners had been involved. That’s why we had the tapes. Then again, that’s how it always is with surveillance tapes: you’re always waiting for something to happen on them. All CCTV footage of road traffic, for instance, looks like CCTV footage taken right before an accident.
 
In any case, nothing happened: there was no crime. What those tapes were actually used for was a kind of spatial research project: the office had pulled a bunch of surveillance tapes from the stadium so that they could watch how people actually used the space: where they congregated, what needed to be better designed, how things really, on a social level, worked. They could then figure out how to design the next Wembley Stadium.
 
My point is that that was an example of user-research coming to influence the spatial future of a building project—but it’s very rare, I think. Most people just design buildings based on whether or not it fits into their own stylistic development, regardless of whether anyone else will like what results. They just put up a new building—and you have to adapt to it, not the other way around.
 
Having said all that, I’m wondering if you could talk about how, in the specific case of EVE Online, the players’ interaction with the game affects how that game might be developed in the future.
 
[Images: Scenes from EVE Online, taken from Robin Burkinshaw‘s EVE Online Flickr set].

Rossignol: The thing about EVE, which is distinct from other online games, is that it’s a single galaxy—a single space. Most games aren’t like that. Even massively multiplayer games, like World of Warcraft, are broken up into “shards”—so that, if you’re playing Warcraft, you’ll be on a shard with maybe two or three thousand other people. In EVE, everyone is in the same galaxy together. It’s never been switched off or restarted, although there’s a brief downtime everyday, so there’s been this continuous etching-in of detail since the game was first launched.
 
To create the actual structure of the galaxy, they used some crystal-forming algorithms—the maths that explain how crystals grow—and then a bunch of random generation to architect the solar systems (which creates some weird anomalies in places). It’s the system that they’ve laid down on top of that, and the detail that’s gone in subsequently, that often reflects how the players started using the world itself.
 
The two best examples of this occurred quite early on. One was this phenomenon called “can mining.” It may even have been in the beta version, but certainly in the early weeks of the game, when players realized that the asteroid belts could be mined for resources, and that that was the best way of making money. That’s no longer true, but it was true when it started. The logistical problem of getting minerals back to the space station hadn’t really been considered. There was no model for it, although there were these industrial hauler ships that could take large amounts.
 
What players realized early on is that they could eject a cargo container from their ship, a container which had vastly more cargo space than a mining ship, and they developed this process where they would mine into their own cargo hold and then move the minerals over to a canister; the industrial ships would hurry back and forth over to the can to take minerals back to the space station, where they could then be used to build stuff. I don’t think that CCP initially thought that their economic system would definitely work from the ground up like that, or that they would have people wanting to put together the most basic resources in the game; but once players discovered this cargo canister loophole, mining became very important to them. Subsequently there’s a huge section of the game, and the updates that followed, just based around mining. That perhaps goes counter to the designers’ expectations, because designers come in looking at gamers wanting to shoot things, wanting to blow things up, wanting to do combat and exciting stuff like that.
 
Another, bigger, example is the alliance system. Quite early on in the game, CCP introduced the alliance management systems. They expected players to band together in alliances to fight each other, but they didn’t quite know how it was going to work. They wanted players to be able to capture space, and very early on, pretty much from day one, players banded together in these sort of feudal tribes to do that. Initially it was done purely by the players saying, “Right, anyone in this corporation or in this small group of corporations which are all friendly with each other can use this space. Anyone else that comes in, we’ll just blow them up.” CCP waited to see what tools players would need to make this work before they implemented them.
 
But this created a kind of “piled up” evolution of game structures. The Something Awful GoonSwarm war against Band of Brothers—those are the two main alliances within the game as it is now—demonstrated how CCP had laid down layer after layer of game functionality in a sort of house of cards manner. They pulled down one part of that and the system collapsed drastically. Vital defensive systems were based on the alliance tools—not in any logical way, just in a kind of design legacy way—so when a Goon Swarm defector shut down the Band Of Brothers alliance, many of their entrenched defensive systems shut down, too. It handed the keys to the fortress over to the enemy—and it was a loophole created by the evolving design of this single galaxy.
 
That kind of ongoing development is pretty much unique to EVE. It’s come about because CCP’s philosophy is essentially that the game needs to be purely about human interaction. There is non-player interaction in the game, and there are non-player ships that populate various areas—and you can go blow them up, and you can do missions against them and so on. But the crucial step for CCP has been the idea that what fuels the game is interactions by players with each other, and that interaction is either through combat or through trade.
 
The economics of it are really interesting. I’ve had people say, “I can just stay in my space station and trade, or just play on the stock market, and not really interact with any other players”—but, of course, when it’s a purely player-based in economy, when players are mining to get the minerals that produce the materials that are sold in the market, any economic interaction is still interaction with other people. That in itself is unique within EVE. There are elements of it within lots of other games—Second Life, for example—but I think EVE’s game-like structure is what makes it so interesting.
 
Although it might not always be to its advantage: I’ve recently written an article about whether this dependence on interaction could actually be the downfall of EVE, because there is always the danger that the game will run into an evolutionary dead end—that the way the players behave within the systems that these people have created simply won’t continue functioning. A lot of people are speculating now, after this recent Band of Brothers/GoonSwarm conflict, that the big game—the alliance game—will be over, because everyone will be essentially allied with each other, and there won’t be enough war to make it worth playing. This would bring the whole game grinding to a halt, because once there isn’t any war and there aren’t any losses, then there’s no reason for a massive economy to turn out spaceships to get destroyed.
 
BLDGBLOG: It’s funny, though: listening to that as an outsider, or as a non-player, it sounds a lot like the end of the Cold War, when people like Francis Fukuyama were predicting that we were now at the “end of history.” If there was no more USSR vs. the USA—if there was no more good vs. evil—then everything would come to a halt and we could all go shopping. That would be the end of history. But, as we’ve seen, all it takes is these much smaller minor conflicts, and maybe one or two ambitious groups, like an Al-Qaeda—or, for that matter, an internal economic collapse—to step on stage and kick-start the engines of history again. If part of EVE is watching for these emergent, unexpected, angular behaviors, then there’s no telling what might happen next.
 
Rossignol: Absolutely.
 
BLDGBLOG: To go back to can mining briefly: your description made me wonder whether you might ever be playing a game that requires a certain behavior to win, but that behavior has absolutely no interest for you. It’s boring. But what if that game is Chinese, say, and the winning behavior for that game is something highly valued in Chinese culture—even though it leaves you basically wondering when the shooting begins. It’s incomprehensible that someone would actually want to do this. So it’s a kind of anthropological exchange through the embedded goals of gaming.
 
Rossignol: There is an element of that. Korean MMOs are seen as what’s called “grind-heavy,” in that they tend just to be about killing 50 floating eyeballs—and then you go off and kill 200 more, and then you move on to bats, or evil horses or something. It’s deeply repetitious, and there’s very little story. Some Korean MMOs—I think RF Online and ArchLord are probably the best examples—have stumped Western audiences, who have said, “Why are they so grind-heavy? Why are they so repetitious?”
 
I think there’s just a different philosophy for Korean developers. They want to create those games because they know that the players will spend time doing that. The high-end castle sieges and stuff have been invested in very heavily, long-term, by Korean players—it comes out of what Lineage did: huge castle sieges where you’d get hundreds of people, all fighting. I wonder whether that’s born out of their different gaming culture, where all 40 people who were fighting online in the castle siege would probably have been together in the same internet café. Whereas, in the West, it’s a much more solitary, single-player experience—like what you find in World of Warcraft, where it’s much more about the solo player’s experience.
 
[Image: A scene from Love by Eskil Steenberg].

BLDGBLOG: So if the sorts of user-generated structures you were describing are unique, at least for now, to EVE Online, do you think it’s something other people might start incorporating into their own games?
 
Rossignol: It’s a tough one. I think one of the main problems—and one of the reasons I’ve written so much about EVE—is that a lot of game designers who are making these games haven’t played EVE and they don’t understand the systems. It’s that traffic of ideas thing again: I think most people just don’t get it. They don’t understand why it works. It’s much easier to copy, say, World of Warcraft, which has quite a prescribed level structure—sort of “go and kill X number of monsters for X reward in money or experience points to continue to the next level up.” Game designers understand that a lot better.
 
EVE has been such an esoteric project anyway. The EVE computer cluster is one of the world’s supercomputers, and they’ve had to build this up over time to cope with the sheer number of people who are logging into a single world. The single galaxy model is such a big deal for them. I don’t think anything other than Second Life does the same thing. Any big commercial launch that tried to do the same thing would need to aim higher for more people to try to make more money, and, right now, that’s just not happening. I think where it’s most likely to come from is, in fact, going to be someone independent, starting very small like CCP did, and then slowly building it up over time.
 
There’s one developer operating at the moment who just programs things on his own—this guy called Eskil Steenberg. He’s sort of a graphical programming savant who used to be a tools programmer, and he’s now building his own tools to make his own world. He takes some similar ideas from EVE—it’s not quite the same, but his concept is basically city-building. It has a similar ethos, in that he wants players to build a lot of the content. They’ll be creating the architecture, creating the game world by being able to interact physically with the terrain. So he’s going to procedurally generate the landscapes, and then the players will have to build cities into them and then go out on quests to find stuff in the world, and bring that back to furnish the cities that they’ve built. It has a similar reliance on player productivity to make the game function.
 
I think that realizing that players want to work and want to invest in these things, and that they will put a lot of effort in over time, is probably the lesson that EVE has given to other game designers.
 
Have you seen LittleBigPlanet on the Playstation 3? The idea behind that is essentially that players can build their own levels. There are very simple tools—it allows you to cut-and-paste a world, and to import assets such as photos and so on. They’re relying on player creativity there to create game content.
 
[Image: Plug-In City by Archigram; meanwhile, check out The BLDGBLOG Book for an interesting, and previously unpublished, interview with Archigram’s Sir Peter Cook].

BLDGBLOG: One of the things I was doing while reading your book was trying to read the word “building” wherever you wrote “game.” In other words, every time you referred to user-generated content for a game, I was trying to imagine: could you do the same thing for a building? Could a building also have a built-in quest or goal? Could you have player-generated rooms and levels?
 
What’s interesting, though, is that once you start asking those questions you’ve basically just rediscovered the avant-gardes of the 1960s and 70s—where you had people like Archigram proposing plug-in architecture. You know, you’d show up in London with your own room and you would just plug it into an existing anchorage point on a building core near the Thames—it’d be a kind of user-generated utopia of temporary levels and rooms. That was the Archigramian vision of the city: I could bring my building, level, or room anywhere in the world and just plug it in to everyone else’s before eventually moving on. But what if I wanted to add a floor to the Empire State Building?
 
Anyway, what would user-generated content be in architecture? The most immediate thing that comes to mind is when you do things like geo-tagging, or immersive gaming, like cellphone gaming, where you chase someone through the Louvre based on cellphone signals—things like that. It seems, though, that user-generated content for architecture only exists through the digital world: you can have a temporary Google Maps mash-up that allows you to see who else is in Trafalgar Square with you—but that’s about as deep as it gets. Compare that, for instance, to showing up in London with your own Trafalgar Square. What might be called a gamer’s approach to architecture still has unrealized structural possibilities that might even allow that sort of thing to happen.
 
Rossignol: I think that’s born of the extent that architecture is often about preservation in urban environments. Isn’t that sort of the great frustration of architecture—that you can only ever put down small layers and make small changes? There can’t be a blank canvas—unless you’re building in the middle of the desert, on billions of dollars of oil money.
 
BLDGBLOG: That’s definitely part of the imaginative allure of cities like Dubai, Shanghai, and Beijing, even after the bust. There was, and perhaps still is, a real jealousy amongst architects, in the sense that China gets to do this but “we” don’t. You know, why is all this happening in Dubai and not Berlin?
 
Rossignol: That’s always been an interesting aspect to living in the UK, particularly where I live—Bath—which has an incredibly strict architectural theme. It’s all sandstone. Even modern buildings—they’re building a huge new shopping complex in the center of town—are built with sandstone in the Georgian style. Preservation lends a weird sort of museum air to a lot of the UK. Even where I live, outside of Bath, there are no new buildings—it’s all stone cottages and so on. But it can be quite complex: I love the fact that Bath is like that, and it’s very beautiful—but I’m also such a neophile. I like to see new buildings. I find the obsession towards heritage, and sustaining this mummified England, quite terrifying.
 
I can’t think whether it was an essay or a short story by the writer Will Self, but Self wrote about England as controlled by the National Trust. The National Trust is our core heritage organization that looks after stately homes and parks and so on. Self reimagines the UK as this fascist state where brown-shirted Heritage Police—the National Trust uniform is a brown shirt—are controlling the UK and not allowing any kind of change. I think that’s a splendid satirical image, and very telling about what it’s like to live here.
 
It’s also one reason why I love modern videogames: they are really heavy on architectural fantasies. They’re probably the best place to feel out a lot of that stuff. Sim City is obviously an amazing example of that.
 
BLDGBLOG: Yeah—there’s a funny gap between what people actually enjoy and what they feel is theoretically appropriate for their output as a designer. I’m referring to architects when I say that. I think that many students today, in order to be rigorous to the legacy of Le Corbusier, or to be rigorous to algorithmic design philosophies as laid down through a rereading of Gilles Deleuze in the mid-1990s, feel like they have to produce a certain kind of design—but then they go home and play a videogame, or watch a movie, or even read a fantasy novel or whatever, and they see these vast tree-cities, or old castles on cliffs, or Japanese pagodas the size of whole planets, or derelict mining spaceships, and they actually like that kind of architecture. But it’s exactly what they do not design in the studio. Of course, part of that is the fact that the physical realization of those sorts of ideas very quickly crosses over into kitsch, into the realm of the theme park: that’s Euro Disney or Busch Gardens. Or, for that matter, it’s Dubai.
 
But I do wonder about this. At the same time that it’d be ridiculous if San Francisco was rebuilt as a mock European village, I also wonder why I think that. Is there not a way to adapt fantasy architectures to the real-world without taking on the air of a kind of Walt Disney postmodernism?
 
There seems to be a very real sense that you have to design certain things, in a certain style, in order to demonstrate your seriousness as an architect—to the point that it might actually be that you’re out of touch with what you, yourself, desire and what you would actually want to build. I often wonder: do architects really enjoy these sprawling, biomorphic, 21st-century algorithmic buildings that look like huge webs of kudzu—or would they rather, just for kicks, design Dracula’s castle? It’s a question that doesn’t seem to be asked very often in architecture school.

dracula[Image: A geological rethinking of Dracula’s castle, by a designer named Audit; from a recent Environment of the Week thread on ConceptArt.org].
 
Rossignol: I’d love to see figures for trained architects going into the videogame industry. I wonder how many of them actually are building castles and cities and so on.
 
BLDGBLOG: I’d love to see that number, too.
 
However, I’d like to reverse what I just said. Instead of asking: “Why aren’t architecture students designing the real world to look like a videogame?” It might be interesting if videogames started to use what are precisely not fantasy environments. For instance, at what point might architects stop putting out $100 coffee-table books that are only bought by libraries, and instead commission someone to design a game environment that features all of their buildings? It’d be a new kind of monograph. You buy the new Grand Theft Auto—but all the buildings are designed by Richard Rogers. It seems like you’ve got incredibly imaginative and very passionate people playing those games, so why not present your buildings to that audience? It seems like a missed opportunity.
 
Rossignol: I don’t know if you’ve seen Mirror’s Edge? That’s the one game recently that really made me think: wow, that’s a studio that’s paying attention and trying to use a specific architectural theme. The game is this perfect, controlled utopia, with whole cities full of pure white concrete skyscrapers. You also have these beautiful monochrome interiors, where everything is green or everything is orange. It’s a unique visual theme.
 
I’m hoping that kind of experimentation might push designers to create something that is more wholesale environment design, rather than lifting stuff either from the real world—or just trying to do Aliens again.

[Image: The architecture of Mirror’s Edge by Digital Illusions Creative Entertainment (DICE), from an article by Charlotte West published last month in Varoom. “What distances Mirror’s Edge from the murky visuals often associated with gaming is its sharper, more intricate imagery,” West suggests].

• • •

Thanks again to Jim Rossignol for taking part in the conversation!
For more, check out Rossignol’s This Gaming Life: Travels in Three Cities; his ongoing reviews at Rock, Paper, Shotgun are also always worth a look.
Thanks, as well, to Nicola Twilley for transcribing this interview.

Tectonic Real Estate

[Image: The epicenter: 3300 W. 112th Street].

…and another earthquake has shaken Los Angeles, at very nearly the same spot as Sunday night’s temblor. This one was epicentered at 3300 W. 112th Street, beneath this lovely, detached, single-family house in Inglewood.
See this earlier post for more thoughts on urban tectonic events in an era of Google Street View (and don’t worry: I won’t post about every single earthquake that strikes L.A.).

Bed, Bath, and Beyond

I’m in the final hours of an unexpectedly complex move, so it could easily be another 36 hours before I can post again. Which is too bad, because there is an incredible amount of interesting news to report, from unexpected terrestrial rearrangements in Alaska to the agricultural world’s “fledgling movement to grow food crops in closed, sustainable environments,” by way of 3D printers outputting artificial sandstone, a two-year old story about archaeological playing cards for U.S. soldiers in Iraq, storms of airborne cocaine blowing through Spanish cities, the next chapter in large-scale California real estate, and The $50 and Up Underground House Book.
But I’ve got a whole kitchen to pack…

The House of Memory and Automata

[Image: The Château de Breteuil in the Île de France].

For a variety of reasons, I’ve been thinking about a business trip to Paris that my wife and I took back in July 2006.
At one point we visited a château in the Île de France, northwest of the city, arriving by bus in the early afternoon for a private home tour with the palace’s long-time family owners. It was the Château de Breteuil.
The de Breteuil family history included one Louis de Breteuil, a minister for Louis XIV, the Sun King, and, according to the château’s own website, “a contemporary of Charles Perrault.”
Perrault, who otherwise had no biological or genetic connection to the family, as far as I can tell, was the author of several now famous children’s stories, fairy tales featuring characters from Puss in Boots and Tom Thumb to Little Red Riding Hood.
However, my wife and I were both stunned and slightly amused to discover that those fictional creations have now “taken up residence in the Château de Breteuil,” as the website explains. “They enliven the stables, the fruit storeroom, the washhouse and all the other places which still illustrate the daily life of times gone by.”
What this means on a practical level is that the building is full of facially realistic wax statues and animatronic stand-ins, representational surrogates that now and forever act out scenes both from Perrault’s fictional tales and from the de Breteuil’s own family history.

[Image: The wax stand-ins of Château de Breteuil; in the upper left corner is Marcel Proust].

As the de Breteuils themselves explain, you will “learn a lot of things about the life of our ancestors” through your encounter with these family doubles – and, perhaps best of all, “you will see a bathroom such as you have never seen before.”
I want to add very quickly that our hosts were both personable and gracious, and this perhaps explains why I didn’t post about the experience at the time; but it has also grown no less surreal with age. It also seems possible now to highlight the utter strangeness of this place, and its very particular mnemonic agenda, without belittling the residents.
But it was very strange.

[Image: Puss in Boots stands before the Château de Breteuil].

For instance, in a detail that would sound made up under any other circumstances, Henri de Breteuil, a late 19th-century scion of the blood line, personally “provided the inspiration for French writer Marcel Proust’s character Hannibal Breaute who bears the same initials ‘HB’.”
There is thus a wax statue of Marcel Proust – that arch-memorist whose entire literary career was an act of recollection, bringing radiant history back to the murky surface of the present – reclining on a day bed, preserved in one of the home’s many sunlit chambers.
If you go back two images in this post, Proust is the mustachioed man in the upper left corner. He lies there everyday, representing himself.
There are so many layers of memory, inheritance, and psychoanalytic attachment going on here that it seems almost impossible to articulate. What would Jonah Lehrer make of such a place, I wonder – or, for that matter, Sigmund Freud?
This strange hybridizing of family history with characters from classical fairy tales seems like a deliberate “use of enchantment,” as Bruno Bettelheim might say – mythologizing one’s own genetic lineage even as it makes explicit the narrative and psychoanalytic power of those increasingly distant ancestors.
You live in a mansion full of animated statuary – where those statues are the people who created you.
In some ways, though, I also had the distinct feeling that I had stepped into a variant screenplay for Blade Runner, as directed by Stanley Kubrick: Blade Runner‘s wounded maker of surrogates incorrectly edited into the penultimate scene from 2001, in which astronaut Dave Bowman awakens to a bedroom full of Louis XVI furnishings, with all of his friends and family transformed into mythic wax figures and talking machines.

Earthquakes on Street View

[Image: A 5.0 earthquake his Los Angeles less than an hour ago – and the epicenter can be seen on Google Street View].

A 5.0 4.7 earthquake hit Los Angeles less than an hour ago – and, aside from the fact that it was remarkably close to my old neighborhood and I hope no one was injured, it seems to be the first earthquake I know of where you can see the epicenter on Google Street View.

[Image: The semi-suburban origins of a seismic event].

The U.S. Geological Service gives us a Google Maps option for viewing tonight’s earthquake reports, but what’s extraordinary is that you can zoom all the way down to the urban surface to see that this earthquake actually had an address: it was epicentered at 3706 W. 106th Street.
Perhaps you could even send it postcards.
Imagine, though, owning the building centered directly over the earthquake that destroys your whole city… And imagine the weird derived value such a property might hold in the future for disaster enthusiasts.
You go to purchase a small house at 3706 W. 106th Street in Los Angeles – only to find that you’ve been outbid, by several orders of magnitude, approaching $50 million, by an earthquake enthusiast in Japan. He or she has gone around the world purchasing epicenters, strange plots of land in the middle of nowhere that have no apparent use or distinction other than that they figure into the unfolding seismic history of our planet’s surface.
It’s an otherwise unknown subculture that has remained camouflaged within the international property market.

The Enemy by Design

[Image: The Berlin Reich Chancellery, designed by Albert Speer].

Jim Rossignol’s recent guest post about the architecture of “evil lairs” reminded me of a brilliant vignette from Deyan Sudjic’s 2005 book The Edifice Complex.
In a chapter called “The Long March to the Leader’s Desk” – a virtuoso example of architectural writing, and easily the best chapter in the book – Sudjic describes how Emil Hácha, Prime Minister of what was then Czechoslovakia, came to visit Adolf Hitler in his Albert Speer-designed Reich Chancellery in Berlin.
The Chancellery – Hitler’s “evil lair,” if you will – proved so psychologically overpowering that Hácha, “a short man in his late sixties with thinning and receding hair,” according to Sudjic, suffered a heart attack and very nearly died after walking through it.

[Image: Hitler’s office in the Chancellery].

Quoting Sudjic at length:

Hácha was white faced, anxious, and dizzy as he made his way across the entrance lobby, completed just eight weeks earlier. He was exactly the kind of visitor the Chancellery was designed for. If ever architecture had been intended for use as a weapon of war, it was here. The grandeur of the Chancellery was an essential part of Hitler’s campaign to browbeat Hácha into surrender. Beyond the courtyard, itself a kind of summation of the Nazi state, was an elaborate sequence of spaces inside the Chancellery, carefully orchestrated to deliver official visitors to Hitler’s presence in a suitably intimidated frame of mind. After a quarter-mile walk, visitors were left in no doubt of the power of the new Germany.

Indeed, Sudjic suggests that Hácha experienced the building “like a spelunker, moving from one giant underground cavern to another, never sure exactly where he would find himself, or what he would have to confront next, as an intimidating and bewildering sequence of spaces unfolded in front of him.”

Past the chancellery guards and out of the way of the floodlights, [Hácha was led] across the porch and into a windowless hall beyond, its wall inlaid with the pagan imagery of mosaic eagles grasping burning torches garlanded with oak leaves, its floors slippery with marble. There was no furniture, nor even a trace of carpet to soften the severity of the hall. (…) Under the hovering glass and the massive marble walls, the bronze doors at the far end of the hall shimmered and beckoned and threatened. Visitors were propelled down its length as if being whirled through a wind tunnel. As Hácha walked, he was aware of his heart accelerating in rapid fluctuating beats.

At this point, Hitler’s Chancellery begins to sound like the boss level of a particularly unnerving video game:

The hall that they walked through was thirty feet high. On the left a parade of windows looked out over Voss Strasse, and on the right were five giant doorways, each seventeen feet high. They stopped at the central pair of double doors, guarded by two more SS men in steel helmets. On a bronze scroll above the door case were the initials AH.

Even here, at the very door to Hitler’s study, Speer’s spatial theatrics weren’t finished.
Passing through those gigantic doors, Hácha found himself standing at one end of a 4000-square-foot room, surrounded by “blood-red marble walls.” At the other end, in front of a fireplace, was “a sofa as big as a lifeboat, occupied by Joseph Goebbels and Hermann Göring” – and nearby was Hitler, seated at his desk.
Incredibly, “To walk from the door to the desk took a nerve-wracking full minute.”
By that point, though, Czechoslovakia’s fate was sealed: Hácha’s will collapsed as soon as Göring began to describe the Nazis’ military capabilities, and he suffered a heart attack.
Not before signing his country over to Hitler, of course – “a humiliation that he had ample time to reflect on,” Sudjic writes, “during his endless walk back through the marble and mosaic halls of the Chancellery.”

Evil Lair: On the Architecture of the Enemy in Videogame Worlds

[Note: This is a guest post by Jim Rossignol].

Game developers are unconstrained in their designs for the enemy. Such designers will be punished with poor sales, not death in the gulag, if their designs for the overlord are unpopular. They could go anywhere with the homes of evildoers: halls of electric fluorescence, palaces carved from corduroy, suburban back yards.

And yet, in spite of this freedom, most videogame designers choose to make a definite connection to familiar – or real-world – architecture. Perhaps they think that the evil lair must emanate evil. There’s surely no room for ambiguity with videogame evildoers: the gamer needs to know that it’s okay to aim for hi-score vengeance.

[Image: From World of Warcraft].

Conveniently, evil already has a visual language. Put another way: I have seen the face of evil, and it is a caricature of gothic construction. There’s barely a necromancer in existence whose dark citadel doesn’t in some way reflect real-world Romanian landmarks, such as Hunyad or Bran Castle. The visual theme of these games is so heavily dependent on previously pillaged artistic ideas from Dungeons & Dragons and Tolkien that evil ambiance is delivered by shorthand. (Of course, World of Warcraft‘s Lich King gets a Stone UFO to fly around in – but it’s still the same old prefab pseudo-Medieval schtick inside). Where the enemy is extra-terrestrial, HR Giger‘s influence is probably going to be felt instead.

[Images: (top) Bran Castle, (bottom) Hunyad Castle, all via Wikipedia].

But, I suspect, these signposts – or the ways in which game designers architecturally represent evil – are becoming too much a part of our everyday imaginative discourse to remain affecting. They’ve begun to lose their danger. The connection with the inhumanity that makes the enemy so thrilling has started to fade via over-familiarity.

Where the evil lair becomes a little more interesting is when its nature is ambiguous – but nevertheless disturbing. Half-Life 2‘s Citadel is an example of this. The brutal gunmetal skyscraper that looms over a nameless Eastern European city, below, appears deeply threatening. But, like everything else in the Half-Life 2 universe, it is unexplained. It does not seem inherently evil. The structure moves and groans; it is a machine of some kind. It is something constructed and mechanical, rather than the clear manifestation or emanation of an evil force. The Citadel is not a fire-rimmed portal to hell, nor a windswept ruin. Nor is it a volcano base. It could even be somehow utilitarian. In fact, it’s reminiscent of the real Moscow’s own television tower.

It is, perhaps, even incidental to the scourge that Half-Life‘s denizens face: alien infrastructure. It is only later, as the plot uncoils the inner architecture of the Citadel, that you come to realise that it is the enemy: the lair of an alien force that must, ultimately, be destroyed.

[Image: From Half-Life 2].

Where the lair is itself the enemy, games are able to excel.

This is the case in both System Shock and System Shock 2, the finest of SF horror games. Both are set aboard spacecraft, but these spacecraft are also the “bodies” of the enemy: SHODAN, a malevolent Artificial Intelligence that controls each vessel.

In a provocative climax of virtuality-within-virtuality, the final act of System Shock 2 is to enter into the cyberspace realm of the AI and defeat SHODAN inside the graphical representation of her own programming. The evil lair is within the mind of the enemy – a motif repeated even more literally in Psychonauts, a game about exploring the physically manifested psyches of various bizarre characters.

[Image: From System Shock 2].

More interesting visually, and far more ambiguous in its delivery of the evil lair, is the underwater city of Rapture, in Bioshock. The designers of this game (some of whom also worked on the System Shock series) poured the early part of the twentieth century into their designs, creating opulent, decaying, Art Deco corridors down which the genetically-enhanced super-human player goes thundering, searching for the enemy.

The ostentation of the city’s innards suggests that the city’s objectivist overseer, Andrew Ryan, must be the enemy we seek. He has, after all, created himself an entire city with a single, over-arching theme: a trademark act of the all-powerful videogame nemesis. Yet, as the story unfolds, it becomes clear that, although you will inevitably kill Ryan, his architecture tells you nothing about the nature of the enemy you face. Indeed, the true enemy has nothing to do with the stylised nature of this lair at all.

[Image: Channeling Ayn Rand, Andrew Ryan’s city banner announces “No Gods or Kings. Only Man.” From Bioshock].

But perhaps the most extraordinary and unearthly of evil videogame architectures are the wandering colossi of Shadow of the Colossus. Great, living structures, lonely behemoths, that stride magnificently across the game world. These sad, shaggy giants of stone and moss must be climbed and slain by the hero, often via use of the surrounding environment of ancient ruins and meticulously designed geological formations. Lairs within lairs.

[Image: From Shadow of the Colossus].

Of course, monsters are presumably evil, but the reality of the colossi remains ambiguous for much of the game. When the game is up, the player-character suffers a terrible price for destroying these strange, animate monuments. It is one of the few videogames in which the protagonist dies – horribly and permanently – when the game is over. It is a game where destroying the evil lair might well have been the wrong thing to do. And yet it is all you can do.

Such is the inexorable, linear fate of the videogame avatar.

[Jim Rossignol is a games critic for Offworld, an editor at Rock, Paper, Shotgun, and the author of the fantastic This Gaming Life: Travels in Three Cities. A full-length interview with Rossignol will appear on BLDGBLOG next week].

Infantospatialism, or: adventures in crib design

A new installation at MASS MoCA brings experimental architecture, avant-garde spatiality, and oddly structured dream narratives to kids.

[Image: CRIBS by Matt Bua, as photographed by Kevin Kennefick for MASS MoCA].

CRIBS by Matt Bua is a “Kidpspace exhibition” at this sprawling, industrial-warehouse-turned-modern-art-museum in northwestern Massachusetts.
While CRIBS itself features “an overloaded crib complete with hanging mobiles, recorded ‘lullabies,’ and the bars that keep the infant safe,” the exhibition’s second part, …To CRIBBAGE, is a kind of spatial escape act: the crib has come alive and is climbing out a nearby window: “To escape the chaos of the cluttered future that encroaches on it, the crib must breech the gallery walls, pouring itself down on the museum’s entrance below.”
Child-sized visitors can, in turn, crawl inside it: “This piece of crib can be entered outside the museum to experience the collaborative ‘building game’ Bua calls Architectural Cribbage, a game in which he encourages others to start constructing their own small-scale visionary spaces.”
The dinosaur spine-like spaces created by this apparently sentient crib-structure – it’s Lebbeus Woods meets Lincoln Logs by way of vertebrate biology – would seem rather nightmarish from a child’s perspective, I’d imagine, but there’s also a spatial honesty to that. After all, one of the earliest architectural spaces that a modern human being experiences is a small, enclosed space, locked behind bars – so cribs aren’t necessarily reassuringly womb-like environments.
In fact, I don’t mean to show up 100 years late to the child-rearing game here, but surely there has been some architectural writing about the formative psychological influence that such cribs might have?
At the very least, this sounds like an amazing article for Volume magazine: Jeffrey Inaba and Benedict Clouette visit the world’s largest crib designers and manufacturers – in Holland, the States, Canada, Japan – and, amidst on-the-spot New Yorker-style reportage direct from the factory floors (the milling machines, the workers, the design team and their tables full of Macs), they show multiple photographs of different crib spaces. Dimension, color, material choice, layout. It’s the crib as primordial space research.
Pair this, then, with a series of short interviews with development psychologists – and even neurophysicians who have taken research into spatial perception and the infant brain into uncharted realms – and you’re talking National Magazine Award, baby! Damn. I’d read that.
Matt Bua’s CRIBS is on display at MASS MoCA till September 7, 2009.

Books Received

[Image: The “renovation of an old barn into a library and studio” by MOS architects].

BLDGBLOG’s home office here is awash in books. Accordingly, I’ve started a new and more or less regular series of posts called “Books Received.” These will be short descriptions of, and links to, interesting – but not necessarily new – books that have crossed my desk.
Note that these lists will include books I have not read in full – but they will never include books that don’t deserve the attention.
Note, as well, that if you have a book you’d like to see on BLDGBLOG, get in touch – send us a copy, and, if it fits the site, we’ll mention your title in a future Books Received.
Note, finally, that even this list is barely the tip of the iceberg; if you’ve sent me a book recently, please wait till the next list before wondering if I’ll be covering your work. Thanks!

1) The Antarctic: From the Circle to the Pole by Stuart D. Klipper et al. (Chronicle Books) — Horizontally oriented – that is, you read it like a centerfold – The Antarctic is a genuinely beautiful collection of panoramic photographs taken of, on, and approaching the ice-locked continent. From clouds to empty stretches of black sea water to glacial abstractions – to penguins – Stuart Klipper’s work is a superb document of this frozen landscape. It’s 0º in widescreen. Includes a notable essay by William L. Fox.

2) Wildwood: A Journey Through Trees by Roger Deakin (Penguin) — The UK paperback edition has a wonderfully textured feel, as if the cover was printed on watercolor paper; that the paper itself, sourced from Forest Stewardship trees, has a distinct materiality to it, fits this book perfectly. The late Roger Deakin travels through the forests of Eurasia and Australia, from the willows of Cambridgeshire, past ruined churches in the Bieszczady Woods, to the towering walnut groves of Kazakhstan. The book had me hooked from page one, where Deakin writes that “the rise and fall of the sap that proclaims the seasons is nothing less than a tide, and no less influenced by the moon.” Deakin was an amazing writer. At one point he describes “the iceberg depths of the wood’s root-world,” just one mind-bending moment in a book so full of interesting sub-stories that I could post about it all month. Don’t miss the Deer Removal Act of 1851, the surreal Jaguar Lount Wood (a landscape sponsored by the automotive firm), the chainsaw-resistant oaks of the Bialowieza Forest – their trunks sparkling with shrapnel from WWII – and the unforgettable closing chapters about harvesting apples and walnuts in the giant forests of Kazakhstan and Kyrgyzstan.

3) The Wild Places by Robert Macfarlane (Penguin) — Robert Macfarlane was close friends with Roger Deakin, and Deakin’s presence is often cited throughout The Wild Places. Macfarlane’s frustratingly good book focuses on the natural landscapes of Britain, describing the author’s quest for sites of true wildness in today’s UK. Macfarlane is also a fantastic writer; this is another book that could easily be unspun into a whole month’s worth of blog posts. As but one example, Macfarlane finds himself exploring holloways, those deeply incised, sunken roads produced over decades by the passage of people, carts, and horses. Each holloway is “a route that centuries of use has eroded down into the bedrock,” Macfarlane explains, “so that it is recessed beneath the level of the surrounding landscape.” He continues, writing that “the holloways have come to constitute a sunken labyrinth of wildness in the heart of arable England. Most have thrown up their own defences, becoming so overgrown by nettles and briars that they are unwalkable, and have gone unexplored for decades.”

4) Dry Storeroom No. 1: The Secret Life of the Natural History Museum by Richard Fortey (Knopf) — Richard Fortey is one of my favorite authors; his Earth: An Intimate History should be required reading for anyone with even a passing interest in the planetary sciences. Here, Fortey takes us behind the scenes at the institution from which he has only recently retired: London’s Natural History Museum. His descriptions of the museum itself are worth quoting at length. “There seemed to be no end to it,” he writes, referring to the building’s sprawling rooms and corridors:

Even now, after more than thirty years of exploration, there are corners I have never visited. It was a place like Mervyn Peake’s rambling palace of Gormenghast, labyrinthine and almost endless, where some forgotten specialist might be secreted in a room so hard to find that his very existence might be called into question. I felt that somebody might go quietly mad in a distant compartment and never be called to account. I was to discover that this was no less than the truth.

Further:

Even to find one’s ways to the towers is an exercise in map reading. The visitor has to go through one door after another apparently leading nowhere. Then there are thin flights of steep stairs that go upwards from floor to floor; I am reminded of a medieval keep, where one floor was for feasting and the next one for brewing up boiling oil. I discovered part of one tower that could only be accessed by a ladder stretched over a roof. Nowadays, the towers do not have permanent staff housed there – something to do with them lacking fire escapes and not complying with some detail of the Health and Safety at Work Act of 1974. Instead there are empty rooms, or ones holding stacks of neglected stuff. A hermit could hide here, undiscovered.

As a way to slip behind the Staff Only doors at a major world museum, the book is unsurpassed.

5) Victory Gardens 2007+ by Amy Franceschini (Gallery 16 Editions) — For the most part, a photo-documentation of the “victory gardens” of Amy Franceschini, scattered amongst the various microclimates of San Francisco, this hardcover guide to urban gardening will make almost anyone want to go out and plant rows of buttercrunch lettuce. Locavores, guerilla gardeners, and revolutionary horticulturalists take note.

6) Eating the Sun: How Plants Power the Planet (Harper) — Of course, all these trees and gardens require sunlight – and the chemically transformative inner workings of photosynthesis are the subject of Oliver Morton’s newest book, Eating the Sun. Morton, a Features Editor at Nature, is also the author of the excellent Mapping Mars: Science, Imagination, and the Birth of a World.

7) Atacama Lab by Chris Taylor et al. (Incubo) and Land Arts of the American West by Chris Taylor and Bill Gilbert (University of Texas Press) — Two awesome books of landscape design, history, art, and theory, both involving the formidable talents of Chris Taylor. According to Taylor’s own introduction, Atacama Lab – which is bilingually printed in both Spanish and English, contrary to Amazon’s indications – documents “the interpretive frame and working methods of Land Arts of the American West in Chile to broaden our understanding of earthworks and open a dialog between arid lands along the north-south axis of the Americas. The book includes a wide variety of student landscape projects, as well as an essay by the ubiquitous William L. Fox. If you’re wondering what exactly Land Arts of the American West is, you’re in luck: this massive, textbook-like, quasi-monographic guide to the eponymous research institute is an explosive catalog of the terrestrial work of Bill Gilbert, the group’s founder, here in collaboration with Taylor. They write:

Land Arts of the American West is a field program designed to explore the large array of human responses to a specific landscape over an extended period of time… Moving between the land and studio, our inquiry extends from the geologic forces that shape the ground itself to the cultural actions that define place. Within this context, land art includes everything from pictographs and petroglyphs to the construction of roads, dwellings, and monuments as well as traces of those actions.

It’s immersive landscape theory, armed with duffel bags and tents. Sign me up.

8) Terraforming: The Creating of Habitable Worlds by Martin Beech (Springer) — Hampered only an appalling choice of paper and by its factory-preset graphic design, Martin Beech’s Terraforming is otherwise a refreshingly quantitative approach to how whole planets can be made habitable for human beings. “The ultimate aim of terraforming,” Beech writes, “is to alter a hostile planetary environment into one that is Earth-like, and eventually walk upon the surface of the new and vibrant world that you or I could walk freely about and explore.” Usually the realm of science fiction and/or moral speculation – indeed, even this book opens with a fictional scenario set in the year 2100 – the controversial idea of terraforming here takes on a numeric, chemical, and even topographic specificity.

9) Xenophon’s Retreat: Greece, Persia, and the End of the Golden Age (Harvard University Press) — Having been oddly obsessed with Xenophon’s Persian Expedition ever since learning that it was one of the inspirations for Sol Yurick’s novel The Warriors – check out BLDGBLOG’s interview with Yurick for more – I was excited to find Robin Waterfield’s micro-history of “Xenophon’s retreat.” The basic question: what do you do when you’re a highly trained mercenary fighting on the losing side in an unparalleled example of fratricidal desert warfare, and you now have to fight your way back home, on foot, temporarily living in caves, engaging in numerous minor skirmishes, followed by spies, passing from what would now be the suburbs of Baghdad to the western shores of Turkey? That’s exactly what Xenophon did – and he went on to a distinguished career as a writer and historian. In other words, it’s an absolutely incredible story. Waterfield’s descriptions of the physical reality of phalanx-based warfare are also awesomely intense.

10) After the City, This (Is How We Live) by Tom Marble (LA Forum) — At some point, architect Tom Marble had the ingenious idea of writing a book about the mysterious subcultures of real estate development and zoning in greater Los Angeles – but to write it as a screenplay. The results are both charming and readable. At times perhaps a bit too didactic to be put on screen by Steven Spielberg, as an experiment in mixing genres this is altogether brilliant, full of voice-over narratives and cuts from scene to scene and even color photographs. But to write this as a screenplay… I’m jealous.

EXT. REUNION — NIGHT
Nat walks up to the front door of a large Colonial house in Pasadena. He is about to knock when the door swings open, revealing a crowd of about twenty people.

Or:

EXT. SOFT ROCK CAFE — DAY
Nat and Jack sit at a restaurant table overlooking a koi pond. Consumer Jazz rises out of rock-shaped speakers. Nat can’t help notice beautiful twenty-something mothers swarm the bridges and banks of the pond, chatting with one another or chasing their kids.

As Nat bites into his sandwich, Jack smiles.

This is what I imagine might happen if Brand Avenue were to move to Hollywood and get a film deal. Again, genius.

11) Subterranean Twin Cities by Greg Brick (University of Minnesota Press) — I associate the underworlds of Minneapolis–St. Paul almost entirely with “Rinker’s Revenge,” an ailment peculiar to urban explorers mentioned by Michael Cook in his interview with BLDGBLOG. Rinker’s Revenge also makes an appearance in Greg Brick’s book-length journey through the city’s substructures, passing waterfalls, tunnels, wine cellars, and drains. “Let’s take an imaginary journey downward through the geological layers of Minnesota by way of a sewer,” Brick begins – before donning waterproof boots and making the descent himself.

12) McMafia: A Journey Through the Global Criminal Underworld by Misha Glenny (Vintage) — A different kind of underworld comes to us in this book that I found absolutely impossible to put down. Wildly undersold by reviews on Amazon, I can’t recommend this book enough. A look at the global counter-economies of sex trafficking, drugs, illegitimate construction, counterfeit goods, and light weaponry, the otherwise somewhat embarrassingly titled McMafia shows us a planet riddled with labyrinthine networks of unregistered transactions, untraceable people, and even illegal building sites. Author Misha Glenny also has a wonderfully sober take on the U.S. War on Drugs, suggesting that is the War on Drugs itself that has allowed the hyper-explosive growth of narcotic black markets – which, in turn, fund wars, rape, violence, and kidnapping across dozens of other economic sectors, worldwide. Toward the end of the book, Glenny even implies that, if the U.S. were to change its approach to drugs, the knock-on effects would be instantly catastrophic for organized crime everywhere. Ignore the title; this is one of the most interesting books I’ve read all year.

13) The Atomic Bazaar: Dispatches from the Underground World of Nuclear Trafficking by William Langewiesche (Farrar, Straus and Giroux) — Continuing this Final Four of crime, war, and violence, William Langewiesche’s The Atomic Bazaar could be described as a very long Atlantic article about the growing threat of nuclear trafficking. In the U.S. paperback copy, pages 6-10 are a seering, microsecond-by-microsecond description of what actually happens when a nuclear bomb explodes in a city; if nothing else, go to your local bookstore and read those pages. The rest of the book, however, present a fascinating look at the nightmarish world of post-Soviet nuclear arms storage facilities (and what Langewiesche suggests are the strategically self-defeating U.S. efforts to fund their protection), and an over-long (but fascinating) introduction to the life of A.Q. Khan, the Dutch-trained metallurgist who went on to give Pakistan its first nuclear bomb (and subsequently to market those nuclear secrets to North Korea, Iran, Iraq, and beyond).

14) Gomorrah: A Personal Journey into the Violent International Empire of Naples’ Organized Crime System by Roberto Saviano (Picador) — The perfect accompaniment to Misha Glenn’s McMafia, Gomorrah by Roberto Saviano – the writing of which resulted in the author having to disappear into police protection – is an often horrific look at the counter-state of organized private crime in and around Naples, Italy. Stomach-turning descriptions of torture – including a spiked baseball bat and decapitation by metal grinder – punctuate what is otherwise a remarkably thoughtful guide to the administrative reality of urban gangsterism. This is what happens to cities when a) there is no state and b) there are lots of machine guns. I hope to post about this book – now also a film – in more detail later, so I will leave my description at that. Suffice it to say, though, it’s worth the read.

15) Cities Under Siege: The New Military Urbanism by Stephen Graham (Verso) — Stephen Graham’s Cities Under Siege has not even been released yet, so I don’t know if it’s good – but I can’t wait to read it. “Drawing on a wealth of original research,” the publishers write, “Stephen Graham shows how Western and Israeli militaries and security forces now perceive all urban terrain as a real or imagined conflict zone inhabited by lurking, shadow enemies, and urban inhabitants as targets that need to be continually tracked, scanned, controlled and targeted.” Release date in July 2009.

* * *

All Books Received: August 2015, September 2013, December 2012, June 2012, December 2010 (“Climate Futures List”), May 2010, May 2009, and March 2009.

Landscape Deflation Exercises

[Image: A stunning and very nearly unbelievable glimpse of land subsidence in California’s agricultural heartland; image courtesy of the U.S. Geological Service. “Signs show approximate land levels over the years,” we read at the New York Times. “Groundwater pumping has caused some areas to sink 50 feet.” Now do this as a landscape design exercise: selective deflation of the earth’s surface. Create domes and valleys, sunken gardens that dimple the earth from below.].

Simulant Youth

[Image: Youth storm a building; photo by Todd Krainin for the New York Times. The rest of Krainin’s slideshow should not be missed].

The Boy Scouts of America apparently have a youth anti-terrorism training program here in California, partially dedicated to simulated border patrol exercises.
“The Explorers program,” as it’s called, “a coeducational affiliate of the Boy Scouts of America that began 60 years ago, is training thousands of young people in skills used to confront terrorism, illegal immigration and escalating border violence – an intense ratcheting up of one of the group’s longtime missions to prepare youths for more traditional jobs as police officers and firefighters.”
This training, we read courtesy of The New York Times, “can involve chasing down illegal border crossers as well as more dangerous situations that include facing down terrorists and taking out ‘active shooters,’ like those who bring gunfire and death to college campuses.” The kids, toting compressed air guns styled to look like heavy weaponry, even once “raided” a simulated marijuana-growing operation. “I like shooting them,” a 16-year old Scout named Cathy Noriega said, referring to said guns. “I like the sound they make. It gets me excited.”
These and other replicant crime scenes spill out across private backyards temporarily donated for the purpose of youth-officer training. This deliberately militarized new spatial order of well-run simulations – including “building[s] rigged with tripwire, alarms and ‘poison’ gas” – seems to fall somewhere between immersive game, after-school program, sports training, and indoctrination exercise.
The slideshow is worth a view.