Code 46

On Monday, November 24, I’ll be hosting a live interview at the Barbican in London with director Michael Winterbottom, for a special screening of his film Code 46. You can read a bit more about the event – as well as buy tickets – here.
This is part of an ongoing series called Architecture on Film, curated by the Architecture Foundation.

[Image: From Michael Winterbottom’s Code 46, courtesy of United Artists].

The purpose of the event is to talk about film and architecture – or, in this case, cities, urban design, memory, science fiction, landscape, globalization, and the built environment. As you can see from the list of locations used for the film’s production, Code 46 is very well-traveled, stitching together urban – and exurban – environments from London, Shanghai, Dubai, Hong Kong, and even the deserts of Rajasthan.
That the film achieves the feel of science fiction simply through a well-edited depiction of existing landscapes says as much about the film as it does about the nature of city-building today; perhaps one might only half-jokingly suggest that people build cities today in order to live inside science fiction films.

[Image: Shanghai, from Code 46, directed by Michael Winterbottom, courtesy of United Artists].

As BLDGBLOG explored the other week in a long post, “cities today are well known for popping up in the middle of nowhere, history-less and incomprehensible.”

That’s what cities now do. If these cities are here today, they weren’t five years ago; if they’re not here now, they will be soon. Today’s cities are made up, viral, fungal, unexpected. Like well-lit film sets in the distance, staged amidst mudflats, reflecting themselves in the still waters of inland reservoirs, today’s cities simply arrive, without reservations; they are not so much invited as they are impossible to turn away. Cities now erupt and linger; they are both too early and far too late. Cities move in, take root and expand, whole neighborhoods throwing themselves together in convulsions of glass and steel.

What does it mean, then, to set a film inside a mix of such spaces? And as more and more instant cities appear in the world, built from zero in less than a decade, how can cinema capitalize on the lack of recognition these historically too-new and culturally all but anonymous environments inspire?
What does it mean, as well, that the depiction of the future in Code 46 – a depiction of the future through architecture – involves no U.S. cities at all and only very brief glimpses of urban infrastructure in Europe?

[Image: Shanghai, from Code 46, directed by Michael Winterbottom, courtesy of United Artists].

This brings up one of the more interesting aspects of the film – something not internal to it, but created by the current state of global urbanization. The film makes it deliberately unclear, in other words, that it was shot in multiple locations at all; the opening sequence blurs together landscapes, buildings, and infrastructures from very different cities – yet this unfamiliar new place to which we’re being introduced might very well exist.
For all many viewers know, perhaps Shanghai really is in the middle of a desert; perhaps Dubai really does look exactly like Hong Kong.
This confusion only seems possible, however, within a very narrow window of historical time. As the skylines and iconic hotel interiors of Dubai, Shanghai, Hong Kong, and elsewhere become visually familiar to many more people, it will become much harder to do what Code 46 has done – which is to edit them all up into a convincing pastiche. They are a spatial collage, an urban cut-up – William S. Burroughs as architectural director.
In ten years, then, would this be akin to cutting from a shot of the Empire State Building to a shot of the Eiffel Tower and pretending that these landmarks are in the same city – only to find that almost no one has been genuinely tricked?
In a funny but negative Amazon review of the film, a disappointed viewer actually mocks this very aspect: “If I have to keep seeing these movies with the I haven’t a clue which Metro I’m in look I’m going to scream.”
But what does it mean that Asian cities – cinematically depicted as a kind of monolithic urban Other – are, for the time being, so visually unfamiliar to Western audiences that they can be edited into a seamless Global Metropolis, a vast agglomeration of spatial alterity that we can cut-and-paste together on film?
Where might Code 46 have been made if it had been produced fifteen years from now? What explosive urban outgrowths between now and then will be sufficiently unfamiliar to literally hundreds of thousands of filmgoers that they could be combined into one convincing location?
Will the sci-fi films of tomorrow be set in Lagos, Delhi, Rabat, or Shenzhen? All of the above?
It’s the future science fiction of global third-tier urbanism.
For instance, one of the most striking aspects of the urban environment in The Matrix came simply from the fact that many – though not all – of the outdoor scenes were shot in Sydney, a city with which most American viewers are not visually familiar. The urban world of the Matrix thus took on an uncanny sense of near-resemblance, looking an awful lot like a city everyone has seen before – is that Houston? Tampa Bay? Fresno? – but not enough like any single one of them to be clear.
The film Primer, shot in Dallas, is an amazing example of this: the whole time you’re watching it you have no idea where you are… though absolutely everything about it looks familiar.
The effect, particularly in Code 46, is almost literally uncanny.

[Image: The Shanghai skyline, from Code 46, directed by Michael Winterbottom, courtesy of United Artists].

Briefly, I’m also reminded here of Tativille, the massive film-set city built by Jacques Tati to produce his own film Playtime. Constructed solely for the purpose of hosting camera crews – and later disassembled – Tativille was a city of the image, its design shaped only by how it would look on screen. With Tativille in mind, what might future audiences think if, say, Dubai really does run out of money in the global economic downturn, its towers abandoned and eroding back to sand? It will be visible in films like Code 46 – but nowhere else. It will have ceased to exist.
It will have been a kind of Tativille of the Emirates, built only to host film crews and car commercials.
In any case, the film’s visions of desert poverty – scenes in Rajasthan – and desert opulence – scenes in Dubai – bring up the topic of uneven development. If, as William Gibson‘s oft-quoted line goes, the future is already here, it’s just unevenly distributed, then this also appears to be true in the context of architectural form and urban landscapes.
But which one is the future: the nationless desert of rights-deprived exiles or the golf course-filled desert of the stateless business class?
Or are these perhaps one and the same, requiring each other as the flipsides of their own formation?

[Image: The opening titles of Michael Winterbottom’s Code 46, courtesy of United Artists].

None of these questions are new, of course, going back in some form or another to Sergei Eisenstein, Fredric Jameson, and many, many others; but the opportunity to discuss all this with Michael Winterbottom himself in reference to a specific – and, as it happens, visually stunning – film, in a monumental and legendary architectural complex like the Barbican, is something of which I’m genuinely excited to be a part.
So if you’re in London on Monday, November 24, consider stopping by. Tickets can be purchased directly through the Barbican’s website, and you can learn a bit more about the film here.

Zones of Exclusion

[Image: The charismatic boundaries of an earlier worldview – here, the Hereford Mappa Mundi].

Note: This is a guest post by Nicola Twilley.

Another question for the topic of whether or not a “dense assortment of buildings” can ever be a real city: What is London for an eighteen-year old whose entire urban experience is confined to 200-square meters and who has never seen the Thames?

Researchers at the University of Glasgow, sponsored by the Joseph Rowntree Foundation, have spent the past two years asking young residents of Bradford, Peterborough, London, Glasgow, Sunderland, and Bristol to draw maps of their own individual urban experience in order to explore micro-territoriality as both a cause and a symptom of social exclusion. You can read the full PDF of their report here.

“In Glasgow, Sunderland and Bradford,” they found, “a recognizable territory might be as small as a 200-meter block or segment.” In Tower Hamlets, London, fifteen and sixteen-year old boys mapped their world into three streets, a football pitch, a barber shop, mosque, Indian restaurant, and – just beyond the clearly marked “Front Line” – an off-license, or liquor store.

[Image: From the Joseph Rowntree Foundation report, “Young people and territoriality in British cities” (download the PDF)].

Some of the sketches even remind me of medieval maps: the known world is an island of familiarity, simultaneously shown much larger than scale but made tiny and precious by the monsters of “Terra Incognita” that surround it. In the case of a 15-year-old girl from Bradford, today’s dragons are “moshers,” “chavs,” “Asians,” and “posh people” – all “Enemys.” The researchers found that teenage boys display an even more complete ignorance of the world beyond their perceived boundaries: these two maps of the same area in Glasgow were drawn by young men in the same class at the same school, who live on different sides of the same road.

[Images: From the Joseph Rowntree Foundation report, “Young people and territoriality in British cities” (download the PDF)].

The report’s authors examined the causes, nature, and impact of micro-territorialization. Their research uncovered Bristol’s “postcode wars,” where gangs spray-paint their postcode in rival areas as a form of aggression, as well as descriptions of the maneuvers involved in going to school in one part of Bradford that match the Schlieffen Plan in strategic complexity. “In some places,” they note with reference to Glasgow and Sunderland, “territoriality was a leisure activity, a form of ‘recreational violence.’” In other words, bored and economically deprived teenagers are transforming 1960s council estates and Victorian terraces into a real-world, multiplayer World of Warcraft.

Of course, excessive loyalty to the local, and the resulting lack of mobility, has a significant and negative impact on access to education, services, and job opportunities. In the words of one interviewee from Glasgow:

If your horizons are limited to three streets, what is the point of you working really hard at school? What is the point of passing subjects that will allow you to go to college or university if you cannot travel beyond these streets? What’s the point of dreaming about being an artist, a doctor, etc., if you cannot get on a bus to get out of the area in which you live?

The report points out an interesting irony here: current policies in urban regeneration are dominated by strategies to increase “place attachment” as a means “to reinforce social networks and maintain the quality of an area through pride.” However, the areas that actually generate such loyalties are, in the authors’ words “often ones that have little that conventionally invokes pride.”

It was difficult to say which was more depressing – the relentless defense of a featureless piece of open space on the fringes of a Glasgow housing scheme where there is nothing whatsoever by way of amenities, or the confinement to a socially isolated but densely populated and built-up quarter-square-mile of London of young men for whom the culture and wealth of one of the world’s great cities might as well be on another continent.

The report goes on to identify 244 anti-territorial projects (ATPs) currently in progress across the UK. Most use sports or other “hook” activities to encourage association and to teach networking skills. Disappointingly, none tackle the issue in terms of the design of physical space.

So what does the anti-territorial city look like? Some things to consider: unsurprisingly, the report found that most conflicts “occurred on boundaries between residential areas, which were typically defined by roads, railways, vacant land or other physical features.” The city center also becomes a venue for bigger showdowns: a youth worker in Peterborough explains that “the flashpoints are in the city center, the ‘big stage,’ the one place they all, you know, congregate on a Saturday.” Finally, the researchers found that micro-territorialization took place across the spectrum of low-income housing stock, from “high-density, flatted, inner-city estates; traditional, pre-1914 areas of terraced housing; and suburban, often council-built environments.”

As the authors rightly point out, lack of jobs and economic hardship are key structural forces contributing to “problematic territoriality.” But what role does urban planning, landscape design and the built environment have to play?

Can the design of the city itself generate – or mitigate against – territoriality?

(Note: Read the Guardian‘s take on the Joseph Rowntree Foundation report here and here).

Tactical Landscaping and Terrain Deformation

[Image: A screenshot from Fracture by LucasArts. Via Wired].

Over on Wired this weekend I read about a game called Fracture, by LucasArts, which features “terrain deformation” as a central factor in gameplay.

Fracture is “a game centered on the wanton reformation of land masses,” Wired reports; the author then goes on to introduce us to the game’s “terrain deformation mechanics.”

“Every player is equipped with a tool called an Entrencher,” we read. The Entrencher “gives them the ability to raise or lower most surfaces at will,” including the surface of the earth itself:

Gone are the days of studying a level, and simply memorizing sniper positions and the fastest routes. Resourceful players will be digging trenches, raising their own cover and manipulating level elements to fortify their positions… fundamentally altering the way levels are played.

Which means what, exactly?

Can’t find a way across that slime pit? Raise the ground underneath it. You can also terrain-jump by leaping as you raise the ground beneath your feet, launching yourself into the air.

“The rule of thumb,” the article adds, “is that if you can walk on it, you can probably alter it.”

Using weapons like the Tectonic Grenade, you can reshape the planet. Quoting from the official Fracture website:

The ER23-N Tectonic Grenade sets off localized shockwaves when detonated, causing small, concentrated earthquakes that raise the immediate terrain around the point of impact. The weapon is extremely useful for shaping the terrain and providing cover.

There’s also a Spike Grenade. As LucasArts explains, “Tectonic scientists discovered that lava tubes lying dormant deep below the surface of the earth could be stimulated to eject a pyroclastic column.” These columns can “be used as a ‘natural elevator’ of sorts, allowing a soldier to access hard to reach high elevation areas.”

[Image: A screenshot from Fracture, by LucasArts, showing a pyroclastic elevator at work].

There are even Subterranean Torpedoes that burrow into the planet and create landforms on the surface far away.

[Image: A screenshot from Fracture by LucasArts].

Of course, the idea that an instantaneous and semi-magmatic reshaping of the earth’s surface might have military implications is an interesting one – and probably not far from technological realization. I’ve written about the weaponization of the earth’s surface before, but Fracture seems to illustrate the concept in a refreshingly accessible way.

However, there are many historical precedents for the idea of politicized terrain creation, and these deserve at least a passing mention here.

I’m thinking, in particular, of David Blackbourn’s recent book The Conquest of Nature: Water, Landscape, and the Making of Modern Germany. The “making” in Blackbourn’s subtitle is meant literally, as the book looks at coastal reshaping, bog- and marsh-draining, and other projects of imperial hydrology; these were the activities through which the territory of Germany itself was physically shaped.

It was terrain deformation: a militarized reshaping of the earth’s surface under orders from Frederick the Great. Frederick sought to transform the lands of northern Germany – then called Prussia – in order to create more space to rule.

In his book, Blackbourn describes what these imperial “hydro-technicians” actually did:

The task of filling in the squares on Frederick’s grids remained. That meant ditching and diking the future fields, constructing sluices, uprooting the old vegetation and planting willows by the new drainage canals, preparing the still heavy, intractable soil, building paths and bridges, houses, farms, and schools, all the while maintaining the new defenses against the water.

These “new defenses” have since been so naturalized that we mistake them for a pre-existing terrain upon which modern Germany was founded – but they were and are constructed landforms, a “brave new world of dikes, ditches, windmills, fields, and meadows.”

These were lands created through military intervention in order to host a particular form of political governance.

In this context, then, Fracture would seem to be simply an accelerated – or what Sanford Kwinter might call an “adrenalated” – version of this tactical landscaping.

[Image: Celestial Impact].

Meanwhile, a commenter over on Wired points out that there are conceptual similarities between Fracture and another game called Celestial Impact.

In Celestial Impact, “the landscape is fully deformable in all directions.”

“Build and dig your way around the landscape in various strategic ways,” we read, ways that are “not limited to destruction”:

[T]he players also have the ability to add terrain to the landscape in the middle of combat using a special tool called Dirtgun. With the Dirtgun, players can add or remove terrain during combat as they see fit, simply by aiming and firing the dirtgun. Depending on the chosen action, this will either add or remove a chunk of dirt from the landscape. So as the teams are battling, the landscape receives vast changes opening up for various tactical approaches each team can use.

When your weapons are set on build-mode, the game’s creators explain, “the Dirtgun adds terrain in the form of a pre-selected shape in front of the player. The shapes could be a simple cube, a part of a bridge or even a defensive wall.”

In many ways, this sounds like a weaponized version of Behrokh Khoshnevis‘s building-printer – subject of one of the earliest posts on BLDGBLOG – here remade as a kind of propulsive instant-concrete mixer retrofit for imperial military campaigns.

As Discover described Khoshnevis’s machine back in 2005, “a robotically controlled nozzle squeezes a ribbon of concrete onto a wooden plank. Every two minutes and 14 seconds, the nozzle completes a circuit, topping the previous ribbon with a fresh one. Thus a five-foot-long wall rises – a wall built without human intervention.”

Now make an accelerated, portable, and fully weaponized version of this thing, put it in a videogame, and you’ve got something a bit like Celestial Impact.

Here are some screenshots.

[Image: From The re-naturalization of territory by Vicente Guallart].

Finally, I couldn’t help but think here of architect Vicente Guallart. Guallart’s work consistently seeks to introduce new geological forms into the built infrastructure of the city – artificial mountains, for instance, and “new topographies” through which a city might expand.

[Image: From The re-naturalization of territory by Vicente Guallart].

I suppose one question here might be: what would a videogame look like as designed by Vicente Guallart? Would it look like Fracture? If Vicente Guallart and Behrokh Khoshnevis teamed up, would they have created Celestial Impact?

But a more interesting, and wide-ranging, question is whether designing videogame environments is not something of a missed opportunity for today’s architecture studios.

After all, how might architects relay complex ideas about space, landscape, and the design of new terrains if they were to stop using academic essays and even project renderings and turn instead to video games?

It seems like you can take your ideas about terrain deformation and instant landscapes and nomadic geology and you can license it to LucasArts, knowing that tens of thousands of people will soon be interacting with your ideas all over the world; or you can just pin some images up on the wall of an architecture class, make no money at all, and be forced to get a job rendering buildings for Frank Gehry.

So would more people understand Rem Koolhaas’s thoughts on cities if he stopped writing 1000-page books and started designing videogames – games set in some strange quasi-Asiatic desert world of Koolhaasian urbanism?

Or do all of these questions simply mistake popularity for engaged comprehension?

The larger issue, though, is whether or not architecture, increasingly popular as a kind of Dubai-inspired freakshow (rotating skyscrapers! solar-powered floating hotels!), is nonetheless not reaching the audience it needs.

[Image: From The re-naturalization of territory by Vicente Guallart].

If architects and architecture writers continue to use outmoded forms of publication, such as $25/copy university-sponsored magazines and huge books purchased by no one but college librarians, then surely they can expect only people currently enrolled in academic programs even to be aware of what they’re talking about, let alone to be enthusiastic about it or appreciative of the implications.

$100 hardcover books do absolutely nothing to increase architecture’s audience.

So what would happen if architects tried videogames?

[Image: The constructed geologies of Vicente Guallart, from How To Make a Mountain].

In any case, terrain deformation, dirtguns set on build-mode, and other forms of militarized landscape creation – these seem like good enough reasons to me to add gaming consoles to a design syllabus near you.

Mayan Muons and Unmapped Rooms

[Image: “Guatemala Tikal D8006” by youngrobv].

Easily one of the most interesting things I’ve read in quite a while is how a team of particle physicists from UT-Austin plan on using repurposed muon detectors to see inside Mayan archaeological ruins.
In the new issue of Archaeology, Samir S. Patel describes how “an almost featureless aluminum cylinder 5 feet in diameter” that spends its time “silently counting cosmic flotsam called muons” – “ghost particles” that ceaselessly rain down from space – will be installed in the jungles of Belize.
There, these machines will map the otherwise unexplored internal spaces of what the scientists call a “jungle-covered mound.”
In other words, an ancient building that now appears simply to be part of the natural landscape – a constructed terrain – will be opened up to viewing for the first time since it was reclaimed by rain forest.
It’s non-invasive archaeology by way of deep space.

[Images: The muon detector, courtesy of the UT-Austin Maya Muon Group].

From the UT-Austin Maya Muon Group website:

The first major experiment of the Maya Muon Group will bridge the disciplines of physics and archeology. The particle detectors and related systems are designed specifically to explore ruins of a Maya pyramid in collaboration with colleagues at the UT Mesoamerican Archaeological Laboratory. The Maya Muon Group will travel to La Milpa in northwest Belize to make discoveries about “Structure 1” – a jungle-covered mound covering an unexplored Maya ruin.

Pointing out that dense materials block more muons, Patel explains that a muon detector can actually detect rooms, spaces, and caves inside what seems to be solid:

A detector next to a Maya pyramid, for example, will see fewer particles coming from the direction of the structure than from other angles: a muon “shadow.” And if a part of that pyramid is less dense than expected – containing an open space for, say, a royal burial – it will have less of a shadow. Count enough muons that have passed through the pyramid over the course of several months, and they will form an image of its internal structure, just like light makes an image on film. Then combine the images from three or four devices and a 3-D reconstruction of the pyramid’s guts will take shape.

Referring to a muon detector already at work on the campus of UT-Austin, Patel writes: “The detector sees in every direction, so it also records muon shadows from the adjacent university buildings, and can even identify empty corridors. Silently, with little tending, it takes a monumental x-ray of the world around it.”
“The resulting image,” he adds, “will be almost directly analogous to a medical CAT-scan.”

[Image: The muon detector, courtesy of the UT-Austin Maya Muon Group].

Install one of these things in New York City and see what you find: moving blurs of elevators and passing trucks amidst the strange, skeletal frameworks of skyscrapers that stand behind it all in a labyrinthine mesh.

[Image: A diagram of how it all works; from this PDF by Roy Schwitters].

Patel goes on to relate the surreal story of physicist Luis Alvarez, who used muons “to scan the inside of an ancient structure” – in this case, Khafre’s pyramid at Giza. “Working with Egyptian scientists in the late 1960s,” we read, “he gained access to the Belzoni chamber, a humid vault deep under the pyramid.”
Like something out of an H.P. Lovecraft story, “Alvarez’s team set up a muon detector called a spark chamber, which included 30 tons of of iron sheeting, in the underground room.”
Foreign physicists building iron rooms beneath the pyramids! To search for secret chambers based on the evidence of cosmic particles.

[Image: An illustrated depiction of Luis Alvarez’s feat; view larger!].

Indeed, we read:

Suspicion of the research team ran high – here was a group of Americans with high-tech electronics beneath one of Egypt’s most cherished monuments. “We had flashing lights behind panels – it looked like a sci-fi thing from Star Trek,” says Lauren Yazolino, the engineer who designed the detector’s electronics.

Alvarez’s iron room beneath the monolithic geometry of the pyramid – it’s like a project by Lebbeus Woods, by way of Boullée – apparently took one year to perform its muon-detection work.
One day, then, the team took a long look at the data – wherein Yazolino “spotted an anomaly, a region of the pyramid that stopped fewer muons than expected, suggesting a void.”
There were still undiscovered rooms inside the structure.

[Image: Wiring up the muon detector, courtesy of the UT-Austin Maya Muon Group].

Excitingly, when Roy Schwitters sets up his muon detector next to the tree-covered mounds of the Mayan city of La Milpa, he should get his results back in less than six months. Sitting there like a strange battery, the detector’s ultra-long-term abstract photography of the jungle hillsides vaguely reminds me of the technically avant-garde photographic work of Aaron Rose.
Rose has pioneered all sorts of strange lenses and unexpected chemical developers as he takes long-term exposures of Manhattan.
New York becomes less a city than a kind of impenetrable wall of built space.

[Images: Four photographs by Aaron Rose. View slightly larger].

Again, then, I’m curious what it’d be like to install one of these muon detectors in Manhattan: the shivering hives of space it might detect, as delivery trucks shake the bridges and elevators move up and down inside distant high-rises. What would someone like Aaron Rose be able to do with a muon detector?
Are muon detectors the future of urban art photography?
Perhaps it could even be a strange new piece of public art: a dozen muon detectors are installed in Union Square for six months. They’re behind fences, and look sinister; conspiratorialists leave long comments on architecture blogs suggesting that the muon detectors might not really be what they seem…
But the resulting images, after six months of Manhattan muon detection, are turned over as a gift to the city; they are hung in massive prints inside the Metropolitan Museum of Art, near the Egyptian wing, and Neil deGrasse Tyson delivers the keynote address.
Or perhaps a muon detector could be installed atop London’s fourth plinth:

The Fourth Plinth is in the north-west of Trafalgar Square, in central London. Built in 1841, it was originally intended for an equestrian statue but was empty for many years. It is now the location for specially commissioned art works.

For six months, a shadowy muon detector will stand there, above the heads of passing tourists, detecting strange and labyrinthine hollows beneath government buildings where sprawling complexes from WWII spiral out of sight below ground.
Or perhaps muon detectors could even be installed along the European coast to discover things like the buried neolithic village of Skara Brae or those infamous Nazi bunkers “that lay hidden for more than 50 years” before being uncovered by the sea. As the Daily Mail reported earlier this month:

Three Nazi bunkers on a beach have been uncovered by violent storms off the Danish coast, providing a store of material for history buffs and military archaeologists.

The bunkers were found in practically the same condition as they were on the day the last Nazi soldiers left them, down to the tobacco in one trooper’s pipe and a half-finished bottle of schnapps.

So what else might be down there under the soil and the sands…?
I’m imagining mobile teams of archaeologists sleeping in unnamed instant cities in the jungles and far deserts of the world, with storms swirling over their heads, running tests on gigantic black cylinders – muon detectors, all – that stand there like Kubrickian monoliths, recording invisible flashes of energy from space to find ancient burial sites and old buildings underground.

[Images: Tikal, photographed by n8agrin: top/bottom].

Perhaps all the forests and deserts of the world should be peppered with muon detectors – revealing archaeological anomalies and unexpected spaces in the ground all around us.
Architecture students could be involved: installing muon detectors outside Dubai high-rises and then competing to see who can most accurately interpret the floorplan data.

[Images: “Sobrevolando Tikal, Guatemala,” photographed by Eddie von der Becke].

Till one day, ten years from now, an astronaut crazed with emotional loneliness, riding through space with his muon detector, begins misinterpreting all of the data. He concludes – in a live radio transmission broadcast home to stunned mission control supervisors – that his space station has secret rooms – undiscovered rooms – that keep popping up somehow in the shadows…
More to the point, meanwhile, you can read a few more things about Roy Schwitters over at MSNBC – and, of course, at the UT-Austin Maya Muon Group homepage.

Deep in the basement of an ancient tenement on Second Avenue in the heart of midtown New York City, I was fishing

Last summer, on the extremely short-lived blog Urbablurb – which only managed five posts before dying, yet still remains interesting today – we read about the little-known phenomenon of people fishing in the basements of Manhattan.

[Image: A map of the lost rivers of Manhattan, via Urbablurb].

Urbablurb quotes from The New York Times:

We had a lantern to pierce the cellar darkness and fifteen feet below I clearly saw the stream bubbling and pushing about, five feet wide and upon its either side, dark green mossed rocks. This lively riverlet was revealed to us exactly as it must have appeared to a Manhattan Indian many years ago.
With plum-bob and line, I cast in and found the stream to be over six feet deep. The spray splashed upwards from time to time and standing on the basement floor, I felt its tingling coolness.
One day I was curious enough to try my hand at fishing. I had an old-fashioned dropline and baited a hook with a piece of sperm-candle. I jiggled the hook for about five minutes and then felt a teasing nibble. Deep in the basement of an ancient tenement on Second Avenue in the heart of midtown New York City, I was fishing.

The lost rivers of Manhattan are real; hundreds of streams and whole wetlands were paved over and filled so that the roots of buildings could safely grow. But whether or not you could ever fish in them – and this whole thing sounds like Dr. Seuss to me – is the subject of a post on the also now defunct blog, Empire Zone. There, a commenter informs us that fishing for eyeless carp in the underground cisterns of Istanbul is something of a national past-time.

Alas, we also learn that, as to the question of “whether any carp could be found swimming under Manhattan today,” the answer, sadly, is no.

But how much would I love to find myself in New York City for a weekend, perhaps sent there by work to cover a story – when the phone rings in my hotel room. It’s 11pm. I’m tired, but I answer. An old man is on the other end, and he clears his throat and he says: “I think this is something you’d like to see.” I doubt, I delay, I debate with myself – but I soon take a cab, and, as the clock strikes 12am, I’m led down into the basement of a red brick tenement building on E. 13th Street.

I step into a large room, that smells vaguely of water – and six men are sitting around an opening in the floor, holding fishing poles in the darkness.

(Also on Urbablurb: Who is Jack Gasnick?).

Game/Space: An Interview with Daniel Dociu

[Image: Daniel Dociu. View larger! This and all images below are Guild Wars content and materials, and are trademarks and/or copyrights of ArenaNet, Inc. and/or NCsoft Corporation, and are used with permission; all rights reserved].

Seattle-based concept artist Daniel Dociu is Chief Art Director for ArenaNet, the North American wing of NCSoft, an online game developer with headquarters in Seoul. Most notably, Dociu heads up the production of game environments for Guild Wars – to which GameSpot gave 9.2 out of 10, specifically citing the game’s “gorgeous graphics” and its “richly detailed and shockingly gigantic” world.

Dociu has previously worked with Electronic Arts; he has an M.A. in industrial design; and he won both Gold and Silver medals for Concept Art at this year’s Spectrum awards

To date, BLDGBLOG has spoken with novelists, film editors, musicians, architects, photographers, historians, and urban theorists, among others, to see how architecture and the built environment have been used, understood, or completely reimagined from within those disciplines – but coverage of game design is something in which this site has fallen woefully short.

[Image: Daniel Dociu; view larger!].

So when I first saw Daniel Dociu’s work I decided to get in touch with him, and to ask him some questions about architecture, landscape design, and the creation of detailed online environments for games.

For instance, are there specific architects, historical eras, or urban designers who have inspired Dociu’s work? What about vice versa: could Dociu’s own beautifully rendered take on the built environment, however fantastical it might be, have something to teach today’s architecture schools? How does the game design process differ from – or perhaps resemble – that of producing “real” cities and buildings?

Of course, there are many types of games, and many types of game environments. The present interview focuses quite clearly on fantasy – and it does so not from the perspective of game play or of programming but from the visual perspective of architectural design.

After all, if Dociu’s buildings and landscapes are spaces that tens of thousands of people have experienced – far more than will ever experience whatever new home is featured in starchitects’ renderings cut and pasted from blog to blog this week – then surely they, too, should be subject to architectural discussion?

[Image: Daniel Dociu; view larger!].

Further, at what point in the design process do architects themselves begin to consider action and narrative development – and would games be a viable way for them to explore the social use of their own later spaces?

What would a game environment designed by Rem Koolhaas, or Zaha Hadid, or FAT really look like – and could video games be an interesting next step for professional architectural portfolios? You want to see someone’s buildings – but you don’t look at a book, or at a PDF, or at a Flickr set of JPGs: you instead enter an entire game world, stocked only with spaces those architects have created.

Richard Rogers is hired to design Grand Theft Auto: South London.

Of course, these questions go far beyond the scope of this interview – but such a discussion would be well worth having.

[Image: Daniel Dociu; view larger!].

What appears below is an edited transcript of a conversation I had with Daniel Dociu about his work, and about the architecture of game design.

• • •

[Image: Daniel Dociu; view larger!].

BLDGBLOG: First, I’d love to hear where you look for inspiration or ideas when you sit down to work on a project. Do you look at different eras of architecture, or at specific buildings, or books, or paintings – even other video games?

Daniel Dociu: Anything but video games! [laughs] I don’t want to copy anybody else.

Architecture has always made a strong impression on me – though I can’t think of one particular style or era or architect where I would say: “This is it. This is the one and only influence that I’ll let seep into my work.” Rather, I just sort of store in my memory everything that has ever made an impression on me, and I let it simmer there and blend with everything else. Eventually some things will resurface and come back, depending on the particular assignment I’m working on.

But I look back all the way to the dawn of mankind: to ruins, and Greek architecture, and Mycenean architecture, all the way up to the architecture of the Crusades, and castles in North Africa, and the Romanesque and Gothic and Baroque and Rococo – even to neo-Classical and art deco and Bauhaus and Modernist. I mean, there are bits and pieces here and there that make a strong impression on me, and I blend them – but that’s the beauty of games. You don’t have to be stylistically pure, or even coherent. You can afford a certain eclecticism to your work. It’s a more forgiving medium. I can blend elements from the Potala Palace in Tibet with, say, La Sagrada Família, Antoni Gaudí’s cathedral. I really take a lot of liberties with whatever I can use, wherever I can find it.

[Images: Daniel Dociu; view larger: top, middle, and bottom].

BLDGBLOG: Of course, if you were an architecture student and you started to design buildings that looked like Gothic cathedrals crossed with the Bauhaus, everybody outside of architecture school might love it, but inside your studio –

Dociu: You’d be crucified! [laughs]

[Image: Daniel Dociu; larger!].

BLDGBLOG: No one would take you seriously. It’d be considered unimaginative – even kitsch.

Dociu: Absolutely. That’s probably why I chose to work in this field. There’s just so much creative freedom. I mean, sure, you do compromise and you do tailor your ideas, and the scope of your design, to the needs of the product – but, still, there’s a lot of room to push.

[Images: Daniel Dociu; view larger: top and bottom].

BLDGBLOG: So how much description are you actually given? When someone comes to you and says, “I need a mine, or a mountain, or a medieval city” – how much detail do they really give before you have to start designing?

Dociu: That’s about the amount of information I get.

Game designers lay things out according to approximate locations – this tribe goes here, this tribe goes there, we need a village here, we need an extra reason for a conflict along this line, or a natural barrier here, whether it’s a river or a mountain, or we need an artificial barrier or a bridge. That’s pretty much the level at which I prefer for them to give me input, and I take it from there. Most of my work recently has been focusing around environments and unique spaces that fulfill whatever the game play requires – providing a memorable background for that experience.

[Image: Daniel Dociu; view larger!].

BLDGBLOG: So somebody just says, “we need a castle,” and you go design it?

Dociu: Usually I don’t put pen to paper, figuratively speaking, until I have an idea. I don’t believe in just doodling and hoping for things to happen. More often than not, I think about a sentiment or an emotion that I’m trying to capture with an environment – and then I go back in my mind through images or places that have made a strong impression on me, and I see if anything resonates. I then start doing research along those lines. Only once did I have a pretty strong formal solution – an actual design or spatial relationship, an architectural arrangement of the elements – before that emotion crystallized.

But do I want something to be awe-inspiring, daunting, unnerving? That’s what I work on first – to have that sentiment clarify itself. I don’t start just playing with shapes to see what might result. Most of my work is pretty simple, so clarity and simplicity is important to me; my ideas aren’t very sophisticated, as far as requiring complex technical solutions. They’re pretty simple. I try to achieve emotional impact through rather simple means.

[Images: Daniel Dociu; view larger: one, two, three, four, five, and six].

BLDGBLOG: Do you ever find that you’ve designed something where the architecture itself sort of has its own logic – but the logic of the game calls for something else? So you have to design against your own sense of the design for the sake of game play?

Dociu: Oh, absolutely – more often than not.

To make an environment work for a game, you have to redesign your work – and I do sometimes feel bad about the missed opportunities. These may not be ideas that would necessarily make great architecture in real life, but these ideas often take a more uncompromising form – a more pure form – before you have to change them. When these environments need to be adapted to the game, they lose some of that impact.

[Image: Daniel Dociu; view larger!].

BLDGBLOG: I’d love to focus on a few specific images now, to hear what went into them – both conceptually and technically. For instance, the image I’m looking at here is called Skybridge. Could you tell me a little bit more about that?

Dociu: Sure. The request there was for a tribe that’s been trying to isolate itself from the conflict, and the tensions, and the political unrest of the world around it. So they find this canyon in the mountains – and I was picturing the mountains kind of like the Andes: really steep and shard-like. They pick one of these canyons and they build a structure that’s floating above the valley below – to physically remove themselves from the world. That was the premise.

I wanted a structure that looked light and airy, as if it’s trying to float, and I chose the shapes you see for their wing-like quality. Everything is very thin, supported by a rather minimalist structure of cables. It’s supposed to be the habitat for an entire tribe that chooses to detach themselves from society, as much as they can.

[Image: Daniel Dociu; view larger!].

BLDGBLOG: You’ve designed a lot of structures in the sky, like airborne utopias – for instance, the Floating Mosque and the Floating Temple. Was there a similar concept behind those images?

Dociu: Well, yes and no. The reasons behind those examples were quite different. First, floating mosques were my attempt to deal with what is a rather obnoxious cliché in games – which is floating castles. Every game has a floating castle. You know, I really hate that!

[Image: Daniel Dociu; view larger!].

BLDGBLOG: [laughs] So these are actually your way of dealing with a game design cliché?

Dociu: I was trying to find a somewhat elegant and satisfying solution to an uninteresting request.

[Image: Daniel Dociu; view larger!].

BLDGBLOG: And what about Pagodas?

Dociu: The story there was that this was a city for the elite. It was built in a pool of water and it was surrounded by desert. Water is in really high demand in this world, but these guys are kind of controlling the water supply. The real estate on these rock formations is limited, though, so they were forced to build vertically and use every inch of rock to anchor their structures. So it’s about people over-building, and about clinging onto resources, and about greed.

That doesn’t touch on the game in its entirety – but that’s the story behind the image.

[Image: Daniel Dociu; view larger!].

BLDGBLOG: Finally, what about the Petrified Tree?

Dociu: That was part of another chapter in our game. We thought that there should be some kind of cataclysm – or an event, a curse – that turns the oceans into jade and the forests into stone. We had nomads traveling the jade sea in these big contraptions, like machines.

So the petrified forest was a gigantic forest that got turned into stone, and the people who were happily inhabiting that forest had to find ways to carve dwellings into the trees: different ways of shaping the natural stone formations and giving them some kind of functionality – arches, bridges, dwellings, and so on and so forth. It was a blend of organic and manmade structures.

At that particular point in time, quite a few of my pieces were the result of my fascination with the Walled City of Kowloon. I was really sad to see that demolished, and this was kind of my desperate attempt to hold onto it! I was incorporating that sensibility into a lot of my pieces, knowing it was going to be gone for good.

[Images: Daniel Dociu; view larger: top and bottom].

• • •

Thanks again to Daniel Dociu for taking the time to have this conversation. Meanwhile, many, many more images are available on his website – and in this Flickr set.

[Image: Daniel Dociu; view larger!].

(Daniel Dociu’s work originally spotted on io9).

Aerial Terrains

It what sounds like the coolest job description going, the BBC reports that “scientists have been sailing across the Atlantic in a bid to track down sand from the Sahara Desert.” They are chasing an aerial landform while plying currents through the sea.

Terrestrial stability is nowhere in sight.

[Image: Photo by Thomas J. Abercrombie].

Tracking that desert in the sky, the scientists have already “encountered two large sand storms during their cruise and recorded footage of their dust-drenched experience for the BBC News website.”

It’s airborne geology, of a different kind.

Of course, the Sahara is always popping up in unexpected places. A few quick links away from the BBC and we find that Saharan sand even peppered the ground in Wales last month; and that desert often blooms northward to cover parts of France, Italy, and Mediterranean Europe more generally, going as far north as England. It’s like some shapeless, living landmass from Greek myth – or from the tales of Scheherazade. (Leading me to wonder aloud: are the world’s religious texts an untapped resource of ideas for avant-garde landscape design?)

[Image: The Libyan Sahara; photo ©Jacques Herman].

So here’s a landscape design project for your next summer school studio: go around Europe tracking down the Sahara. Map these sites of territorial spread. Find where airborne terrains stratigraphically settle onto fields and cities elsewhere. Photograph zones of undisturbed deposition – small pockets of sand in a gully in eastern Spain – where it’s already compressing to form stone.

Then you hear rumors of a particularly violent storm that blew grains as far as Japan… and so off you go in your personal jetliner, sponsored by SCI-Arc.

In any case, the future geology of Europe will come down to it from the air, a distant lamination of the Sahara. Landscape at a distance.

If we stop sweeping the streets, what new sedimentary rocks would be forming here?

Perhaps that famous graffiti from Paris in May 1968 got it all wrong. Instead of: “Beneath the paving stones – the beach!” It should have read: “Above these roofs – the desert!”

Sailing across the Atlantic, scanning for nomadic side-storms of the Sahara, seems like a good place to start.

Planet Battery

A few months back, Nature published an article stating that the “Earth beneath our feet might act as a gigantic circuit built by microbes to power their metabolic systems.”

It’s not a planet at all, then, but a bio-electrical deposit rotating in space. A living battery.
And while that obviously sounds far-fetched, we actually read that these microbes function as a “geological battery,” and that this battery is made from “networks of tiny wires linking individual bacterial cells into a web-like electrical circuit.” These circuits could extend for miles – hundreds of miles – whole continents and island chains, linked by reefs.
Who knows?
The article also describes these things as “sediment batteries” – so I have a hard time not imagining some old river in the Andes coming down out of its mountain chain, weathering through and eroding the outer soils and bedrock, exposing elemental belts of copper, silver, zinc, and gold, then depositing those fragments in vast, glittering deltaic arrays downstream.
Over the years, microbes move in; the sediments, hundreds of feet deep now and miles wide, begin fluttering with an undetectably faint electrical trace; finally, that remote riverbed, with its weird subsurface nets of energy, and its scattered metals, and its rare microbes, begins generating power… Birds flock toward it, their migration routes scrambled. Nearby compasses go akimbo.
Over the hills, there is a valley of light. You walk toward it.
The Earth is shining.
Religions develop. Their adherents worship geological deposits.
The person in charge of researching all this is called a geobiologist. One such researcher quips that he’s been studying “microbe-driven sediment batteries.”
Someday you’ll just take a power cord – and plug it into the Earth.

(You can read the original article in this PDF. See also BLDGBLOG’s look at the wire garden – and, of course, Merry Christmas! May your day be free of desolation and abandonment. And thanks, Steve, for originally pointing this story out to me).

Comparative Planetology: An Interview with Kim Stanley Robinson

[Image: The face of Nicholson Crater, Mars, courtesy of the ESA].

According to The New York Times Book Review, the novels of Nebula and Hugo Award-winning author Kim Stanley Robinson “constitute one of the most impressive bodies of work in modern science fiction.” I might argue, however, that Robinson is fundamentally a landscape writer.
That is, Robinson’s books are not only filled with descriptions of landscapes – whole planets, in fact, noted, sensed, and textured down to the chemistry of their soils and the currents in their seas – but his novels are often about nothing other than vast landscape processes, in the midst of which a few humans stumble along. “Politics,” in these novels, is as much a question of social justice as it is shorthand for learning to live in specific environments.

In his most recent trilogy – Forty Signs of Rain, Fifty Degrees Below, and Sixty Days and Counting – we see the earth becoming radically unlike itself through climate change. Floods drown the U.S. capital; fierce winter ice storms leave suburban families powerless, in every sense of the word; and the glaciers of concrete and glass that we have mistaken for civilization begin to reveal their inner weaknesses.
The stand-alone novel Antarctica documents the cuts, bruises, and theoretical breakthroughs of environmental researchers as they hike, snowshoe, sledge, belay, and fly via helicopter over the fractured canyons and crevasses of the southern continent. They wander across “shear zones” and find rooms buried in the ice, natural caves linked together like a “shattered cathedral, made of titanic columns of driftglass.”
Meanwhile, in Robinson’s legendary Mars TrilogyRed Mars, Blue Mars, and Green Mars – the bulk of the narrative is, again, complete planetary transformation, this time on Mars. The Red Planet, colonized by scientists, is deliberately remade – or terraformed – to be climatically, hydrologically, and agriculturally suited for human life. Yet this is a different kind of human life – it, too, has been transformed: politically and psychologically.
In his recent book Archaeologies of the Future: The Desire Called Utopia and Other Science Fictions, Fredric Jameson devotes an entire chapter to Robinson’s Mars Trilogy. Jameson writes that “utopia as a form is not the representation of radical alternatives; it is rather simply the imperative to imagine them.”
Across all his books, Robinson is never afraid to imagine these radical alternatives. Indeed, in the interview posted below he explains that “I’ve been working all my career to try to redefine utopia in more positive terms – in more dynamic terms.”

In the following interview, then, Kim Stanley Robinson talks to BLDGBLOG about climate change, from Hurricane Katrina to J.G. Ballard; about the influence of Greek island villages on his descriptions of Martian base camps; about life as a 21st century primate in the 24/7 “techno-surround”; how we must rethink utopia as we approach an age without oil; whether “sustainability” is really the proper thing to be striving for; and what a future archaeology of the space age might find.
This interview also includes previously unpublished photos by Robinson himself, taken in Greece and Antarctica.

• • •

BLDGBLOG: I’m interested in the possibility that literary genres might have to be redefined in light of climate change. In other words, a novel where two feet of snow falls on Los Angeles, or sand dunes creep through the suburbs of Rome, would be considered a work of science fiction, even surrealism, today; but that same book, in fifty years’ time, could very well be a work of climate realism, so to speak. So if climate change is making the world surreal, then what it means to write a “realistic” novel will have to change. As a science fiction novelist, does that affect how you approach your work?

Kim Stanley Robinson: Well, I’ve been saying this for a number of years: that now we’re all living in a science fiction novel together, a book that we co-write. A lot of what we’re experiencing now is unsurprising because we’ve been prepped for it by science fiction. But I don’t think surrealism is the right way to put it. Surrealism is so often a matter of dreamscapes, of things becoming more than real – and, as a result, more sublime. You think, maybe, of J.G. Ballard’s The Drowned World, and the way that he sees these giant catastrophes as a release from our current social set-up: catastrophe and disaster are aestheticized and looked at as a miraculous salvation from our present reality. But it wouldn’t really be like that.

I started writing about Earth’s climate change in the Mars books. I needed something to happen on Earth that was shocking enough to allow a kind of historical gap in which my Martians could realistically establish independence. I had already been working with Antarctic scientists who were talking about the West Antarctic Ice Sheet, and how unstable it might be – so I used that, and in Blue Mars I showed a flooded London. But after you get past the initial dislocations and disasters, what you’ve got is another landscape to be inhabited – another situation that would have its own architecture, its own problems, and its own solutions.

To a certain extent, later, in my climate change books, I was following in that mold with the flood of Washington DC. I wrote that scene before Katrina. After Katrina hit, my flood didn’t look the same. I think it has to be acknowledged that the use of catastrophe as a literary device is not actually adequate to talk about something which, in the real world, is often so much worse – and which comes down to a great deal of human suffering.

So there may have been surreal images coming out of the New Orleans flood, but that’s not really what we take away from it.

[Image: Refugees gather outside the Superdome, New Orleans, post-Katrina].

BLDGBLOG: Aestheticizing these sorts of disasters can also have the effect of making climate change sound like an adventure. In Fifty Degrees Below, for instance, you wrote: “People are already fond of the flood… It was an adventure. It got people out of their ruts.” The implication is that people might actually be excited about climate change. Is there a risk that all these reports about flooded cities and lost archipelagoes and new coastlines might actually make climate change sound like some sort of survivalist adventure?

Robinson: It’s a failure of imagination to think that climate change is going to be an escape from jail – and it’s a failure in a couple of ways.

For one thing, modern civilization, with six billion people on the planet, lives on the tip of a gigantic complex of prosthetic devices – and all those devices have to work. The crash scenario that people think of, in this case, as an escape to freedom would actually be so damaging that it wouldn’t be fun. It wouldn’t be an adventure. It would merely be a struggle for food and security, and a permanent high risk of being robbed, beaten, or killed; your ability to feel confident about your own – and your family’s and your children’s – safety would be gone. People who fail to realize that… I’d say their imaginations haven’t fully gotten into this scenario.

It’s easy to imagine people who are bored in the modern techno-surround, as I call it, and they’re bored because they have not fully comprehended that they’re still primates, that their brains grew over a million-year period doing a certain suite of activities, and those activities are still available. Anyone can do them; they’re simple. They have to do with basic life support and basic social activities unboosted by technological means.

And there’s an addictive side to this. People try to do stupid technological replacements for natural primate actions, but it doesn’t quite give them the buzz that they hoped it would. Even though it looks quite magical, the sense of accomplishment is not there. So they do it again, hoping that the activity, like a drug, will somehow satisfy the urge that it’s supposedly meant to satisfy. But it doesn’t. So they do it more and more – and they fall down a rabbit hole, pursuing a destructive and high carbon-burn activity, when they could just go out for a walk, or plant a garden, or sit down at a table with a friend and drink some coffee and talk for an hour. All of these unboosted, straight-forward primate activities are actually intensely satisfying to the totality of the mind-body that we are.

So a little bit of analysis of what we are as primates – how we got here evolutionarily, and what can satisfy us in this world – would help us to imagine activities that are much lower impact on the planet and much more satisfying to the individual at the same time. In general, I’ve been thinking: let’s rate our technologies for how much they help us as primates, rather than how they can put us further into this dream of being powerful gods who stalk around on a planet that doesn’t really matter to us.

Because a lot of these supposed pleasures are really expensive. You pay with your life. You pay with your health. And they don’t satisfy you anyway! You end up taking various kinds of prescription or non-prescription drugs to compensate for your unhappiness and your unhealthiness – and the whole thing comes out of a kind of spiral: if only you could consume more, you’d be happier. But it isn’t true.

I’m advocating a kind of alteration of our imagined relationship to the planet. I think it’d be more fun – and also more sustainable. We’re always thinking that we’re much more powerful than we are, because we’re boosted by technological powers that exert a really, really high cost on the environment – a cost that isn’t calculated and that isn’t put into the price of things. It’s exteriorized from our fake economy. And it’s very profitable for certain elements in our society for us to continue to wander around in this dream-state and be upset about everything.

The hope that, “Oh, if only civilization were to collapse, then I could be happy” – it’s ridiculous. You can simply walk out your front door and get what you want out of that particular fantasy.

[Image: New Orleans under water, post-Katrina; photographer unknown].

BLDGBLOG: Mars has a long history as a kind of utopian destination – and, in that, your Mars trilogy is no exception. What is it about Mars that brings out this particular kind of speculation?

Robinson: Well, it brings up an unusual modern event that can happen in our mental landscapes, which is comparative planetology. That wasn’t really available to us before the modern era – really, until Viking.

One thing about Mars is that it’s a radically impoverished landscape. You start with nothing – the bare rock, the volatile chemicals that are needed for life, some water, and an empty landscape. That makes it a kind of gigantic metaphor, or modeling exercise, and it gives you a way to imagine the fundamentals of what we’re doing here on Earth. I find it is a very good thing to begin thinking that we are terraforming Earth – because we are, and we’ve been doing it for quite some time. We’ve been doing it by accident, and mostly by damaging things. In some ways, there have been improvements, in terms of human support systems, but there’s still so much damage, damage that’s gone unacknowledged or ignored, even when all along we knew it was happening. People kind of shrug and think: a) there’s nothing we can do about it, or b) maybe the next generation will be clever enough to figure it out. So on we go.

[Images: Mars, courtesy of NASA].

Mars is an interesting platform where we can model these things. But I don’t know that we’ll get there for another fifty years or so – and once we do get there, I think that for many, many years, maybe many decades, it will function like Antarctica does now: it will be an interesting scientific base that teaches us things and is beautiful and charismatic, but not important in the larger scheme of human history on Earth. It’s just an interesting place to study, that we can learn things from. Actually, for many years, Mars will be even less important to us than Antarctica, because the Antarctic is at least part of our ecosphere.

But if you think of yourself as terraforming Earth, and if you think about sustainability, then you can start thinking about permaculture and what permaculture really means. It’s not just sustainable agriculture, but a name for a certain type of history. Because the word sustainability is now code for: let’s make capitalism work over the long haul, without ever getting rid of the hierarchy between rich and poor and without establishing social justice.

Sustainable development, as well: that’s a term that’s been contaminated. It doesn’t even mean sustainable anymore. It means: let us continue to do what we’re doing, but somehow get away with it. By some magic waving of the hands, or some techno silver bullet, suddenly we can make it all right to continue in all our current habits. And yet it’s not just that our habits are destructive, they’re not even satisfying to the people who get to play in them. So there’s a stupidity involved, at the cultural level.

BLDGBLOG: In other words, your lifestyle may now be carbon neutral – but was it really any good in the first place?

Robinson: Right. Especially if it’s been encoding, or essentially legitimizing, a grotesque hierarchy of social injustice of the most damaging kind. And the tendency for capitalism to want to overlook that – to wave its hands and say: well, it’s a system in which eventually everyone gets to prosper, you know, the rising tide floats all boats, blah blah – well, this is just not true.

We should take the political and aesthetic baggage out of the term utopia. I’ve been working all my career to try to redefine utopia in more positive terms – in more dynamic terms. People tend to think of utopia as a perfect end-stage, which is, by definition, impossible and maybe even bad for us. And so maybe it’s better to use a word like permaculture, which not only includes permanent but also permutation. Permaculture suggests a certain kind of obvious human goal, which is that future generations will have at least as good a place to live as what we have now.

It’s almost as if a science fiction writer’s job is to represent the unborn humanity that will inherit this place – you’re speaking from the future and for the future. And you try to speak for them by envisioning scenarios that show them either doing things better or doing things worse – but you’re also alerting the generations alive right now that these people have a voice in history.

The future needs to be taken into account by the current system, which regularly steals from it in order to pad our ridiculous current lifestyle.

[Images: (top) Michael Reynolds, architect. Turbine House, Taos, New Mexico. Photograph © Michael Reynolds, 2007. (bottom) Steve Baer, designer. House of Steve Baer, Corrales, New Mexico, 1971. Photography © Jon Naar, 1975/2007. Courtesy of the Canadian Centre for Architecture, from their excellent, and uncannily well-timed, exhibition 1973: Sorry, Out of Gas].

BLDGBLOG: When it actually comes to designing the future, what will permaculture look like? Where will its structures and ideas come from?

Robinson: Well, at the end of the 1960s and through the 70s, what we thought – and this is particularly true in architecture and design terms – was: OK, given these new possibilities for new and different ways of being, how do we design it? What happens in architecture? What happens in urban design?

As a result of these questions there came into being a big body of utopian design literature that’s now mostly obsolete and out of print, which had no notion that the Reagan-Thatcher counter-revolution was going to hit. Books like Progress As If Survival Mattered, Small Is Beautiful, Muddling Toward Frugality, The Integral Urban House, Design for the Real World, A Pattern Language, and so on. I had a whole shelf of those books. Their tech is now mostly obsolete, superceded by more sophisticated tech, but the ideas behind them, and the idea of appropriate technology and alternative design: that needs to come back big time. And I think it is.

[Image: American President Jimmy Carter dedicates the White House solar panels, 20 June 1979. Photograph © Jimmy Carter Library. Courtesy of the Canadian Centre for Architecture].

This is one of the reasons I’ve been talking about climate change, and the possibility of abrupt climate change, as potentially a good thing – in that it forces us to confront problems that we were going to sweep under the carpet for hundreds of years. Now, suddenly, these problems are in our face and we have to deal. And part of dealing is going to be design.

I don’t think people fully comprehend what a gigantic difference their infrastructure makes, or what it feels like to live in a city with public transport, like Paris, compared to one of the big autopias like southern California. The feel of existence is completely different. And of course the carbon burn is also different – and the sense that everybody’s in the same boat together. This partly accounts for the difference between urban voters and rural voters: rural voters – or out-in-the-country voters – can imagine that they’re somehow independent, and that they don’t rely on other people. Meanwhile, their entire tech is built elsewhere. It’s a fantasy, and a bad one as it leads to a false assessment of the real situation.

The Mars books were where I focused on these design questions the most. I had to describe fifteen or twenty invented towns or social structures based around their architecture. Everything from little settlements to crater towns to gigantic cities, to all sorts of individual homes in the outback – how do you occupy the outback? how do you live? – and it was a great pleasure. I think, actually, that one of the main reasons people enjoyed those Mars books was in seeing these alternative design possibilities envisioned and being able to walk around in them, imaginatively.

BLDGBLOG: Were there specific architectural examples, or specific landscapes, that you based your descriptions on?

Robinson: Sure. They had to do with things that I’d seen or read about. And, you know, reading Science News week in and week out, I was always attentive to what the latest in building materials or house design was.

Also, I seized on anything that seemed human-scale and aesthetically pleasing and good for a community. I thought of Greek villages in Crete, and also the spectacular stuff on Santorini. One of the things I learned, wandering around Greek archaeological sites – I’m very interested in archaeology – is that they clearly chose some of their town sites not just for practical concerns but also for aesthetic pleasure. They would put their towns in places where it would look good to live – where you would get a permanent sense that the town was a work of art, as well as a practical solution to economic and geographical problems. That was something I wanted to do on Mars over and over again.

[Image: Photos of Greece, inspiration for life on Mars, taken by Kim Stanley Robinson].

Mondragon, Spain, was also a constant reference point, and Kerala, in southern India. I was looking at cooperative, or leftist, places. Bologna, Italy. The Italian city-states of the Renaissance, in a different kind of way. Also, cities where public transport on a human scale could be kept in mind. That’s mostly northern Europe.

So those were some of the reference points that I remember – but I was also trying to think about how humans might inhabit the unusual Martian features: the cliffsides, the hidden cities that I postulated might be necessary. I was attracted to anything that had to do with circularity, because of the stupendous number of craters on Mars. The Paul Sattelmeier indoor/outdoor house, which is round and easy to build, was something I noticed in Science News as a result of this fixation.

There was a real wide net I could cast there – and it was fun. If you give yourself a whole world to play with, you don’t have to choose just one solution – you can describe any number of solutions – and I think that was politically true as well as architecturally true with my Mars books. They weren’t proposing one master solution, as in the old utopias, but showing that there are a variety of possible solutions, with different advantages and disadvantages.

[Image: A photograph of Santorini taken by Kim Stanley Robinson].

BLDGBLOG: Speaking of archaeology, one of the most interesting things I’ve read recently was that some archaeologists are now speculating that sites like the Apollo moon landing, or the final resting spot of the Mars rovers, will someday be like Egypt’s Valley of the Kings: they’ll be excavated and studied and preserved and mapped.

Robinson: Yes, and places like Baikonur, in Kazakhstan, will be quite beautiful. They’ll work as great statuary – like megaliths. They’ll have that charismatic quality and, in their ruin, they should be quite beautiful. As you know, that was one great attraction of the Romantic era – to ruins, to the suggestion of age – and there will be something nicely contradictory about something as futuristic as space artifacts suggesting ruins and the ancient past. That’s sure to come.

The interesting problem on Mars, and Chris McKay has talked about this, is that if we conclude that there’s the possibility of bacterial life on Mars, then it becomes really, really important for us not to contaminate the planet with earthly bacteria. But it’s almost impossible to sterilize a spaceship completely. There were probably 100,000 bacteria even on the sterilized spacecraft that we sent to Mars, living on their inner surfaces. It isn’t even certain that a gigantic crash-landing and explosion would kill all that bacteria.

So Chris McKay has been suggesting that a site like the Beagle or polar lander crash site actually needs to be excavated and fully sterilized – the stuff may even have to be taken off-planet – if we really want to keep Mars uncontaminated. In other words, we’ve contaminated it already; if we find native, alien bacterial life on Mars, and we don’t want it mixed up with Terran life, then we might have to do something a lot more radical than an archaeological saving of the site. We might have to do something like a Superfund clean-up.

Of course, that’s all really hard to do without getting down there with yet more bacteria-infested things.

[Image: Two painted views of a human future on Mars, courtesy of NASA].

BLDGBLOG: That’s the same situation as with these lakes in Antarctica buried beneath the ice: to study them, we have to drill down into them, but by drilling down into them, we might immediately introduce microbes and bacteria and even chemicals into the water – which will mean that there’s not much left for us to study.

Robinson: They’re already having that problem with Lake Vostok. The Russians have got an ice drill that’s already maybe too close to the lake, and in the sphere of influence of the trapped bacteria. And now people are calculating that the water in Lake Vostok might be very heavily pressurized, and like seltzer water, so that breaking through might cause a gusher on the surface that could last six months. The water might just fly out onto the surface – where it would freeze and create a little mountain up there, of fresh water. Who knows? I mean, at that point, whatever was going on, in bacterial terms, with that lake in particular – that’s ruined. There are many other lakes beneath the Antarctic surface, so it isn’t as if we don’t have more places we could save or study, but that one is already a problem.

[Image: Architecture in Antarctica, photographed by Kim Stanley Robinson].

Also, I do like the archaeological sites in Antarctica from the classic era. Those are worth comparing to the space program. Going to Antarctica in 1900 was like us going into space today: as Oliver Morton has put it, it was the hardest thing that technology allowed humans to do at the time. So you could imagine those guys as being in space suits and doing space station-type stuff – but, of course, from our angle, it looks like Boy Scout equipment. It’s amazing that they got away with it at all. Those are the most beautiful spaces – the Shackleton/Scott sites – even the little cairns that Amundsen left behind, or the crashed airplanes from the 1920s: they all become vividly important reminders of our past and of our technological progress. They deserve to be protected fully and kind of revered, almost as religious sites, if you’re a humanist.

[Image: Shackleton’s hut, Antarctica, photographed by Kim Stanley Robinson].

So archaeology in space? Who knows? It’s hard enough to think about what’s going to go on up there. But on earth it’s very neat to think of Cape Canaveral or Baikonur becoming like Shackleton’s hut.

Thinking along this line causes me to wonder about the Stalinist industrial cities in the Urals – you know, like Chelyabinsk-65. These horribly utilitarian extraction economy-type places, incredibly brutal and destructive – once they’re abandoned, and they begin to rust away, they take on a strange kind of aesthetic. As long as you wouldn’t get actively poisoned when you visit them –

BLDGBLOG: [laughs]

Robinson: – I would be really interested to see some of these places. Just don’t step in the sludge, or scratch your arm – the toxicity levels are supposed to be alarming. But, in archaeological terms, I bet they’d be beautiful.

• • •

BLDGBLOG owes a huge and genuine thanks to Kim Stanley Robinson, not only for his ongoing output as a writer but for his patience while this interview was edited and assembled. Thanks, as well, to William L. Fox for putting Robinson and I in touch in the first place.
Meanwhile, the recently published catalog for the exhibition 1973: Sorry, Out of Gas offers a great look at the “big body of utopian design literature that’s now mostly obsolete and out of print” that Robinson mentions in the above interview. If you see a copy, I’d definitely recommend settling in for a long read.

Farmadelphia

[Image: Front Studio. “Sunflowers aid in the bio-cleansing of land in preparation for crop farming”].

Last month, Front Studio architects gave a talk at the University of Pennsylvania Department of City & Regional Planning. There they outlined “Farmadelphia,” their now widely known proposal for the transformation of Philadelphia, in which that city’s vacant and abandoned lots are turned into a thriving agricultural zone – complete with crops grown for local consumption and soil remediation, and with an eye toward future tourism, including surreal petting zoos, hay rides, and even corn mazes.

[Image: Front Studio].

Philadelphia would become “an ‘edible landscape’,” we read, “with vast crop fields, and free roaming farm animals.”

[Images: Front Studio. “Free roaming city cows graze on locally owned pasture” (top); chickens hang out amidst lettuce (bottom)].

The project would also address – or is intended to address – “the rehabilitation of the existing city fabric by proposing ideas for vacant buildings that would allow the present-day character to remain while creating new uses.”

[Images: Front Studio].

From the project description:

For example, an abandoned building could have its walls and ground lined with a non-permeable membrane to prevent soil contamination for new plantings. Then layers of a weed barrier, soil bed, loam and mulch are added on top. The nurseries would provide: year-round job opportunities, high profit yields from selling flowers and the adaptive reuse of abandoned buildings.

Whole sections of the city would thus be deliberately cultivated. Or, from a slightly different perspective, it’s the controlled re-wilding of the city.

[Image: Front Studio. Philadelphia’s “urban voids interwoven with agricultural patchwork”].

This urban re-wilding would also include “the rehabilitation of abandoned buildings into stables to house animals.”

[Images: Front Studio].

“Looking into Philadelphia’s past,” Front Studio writes, one finds “a green legacy dating back to William Penn’s pastoral vision of a ‘green countrie towne’.”
But what about Philadelphia’s green future – not its past or some distant legacy it’s passively inherited?
How might Philadelphia actively re-green itself for the future?
Some appropriate crops for the proposed agricultural stabilization of the city might include the following, the architects suggest:

—start with low maintenance, easy to grow, and profiting crops; consider perennial crops such as asparagus, shallots, garlic and herb varieties
—other crops include shade tolerant, easy to grow kale, sweet potatoes, lettuce
—other crops that do well in Philadelphia climate: collard greens, broccoli, mustard greens, corn, raspberry bushes

Those plants, in particular, would form a biosystem that could help push the city onto a seven year agricultural plan – after which this newly implanted ecosystem would level off, forming something like a cultivated permaculture.

[Images: Front Studio‘s seven year plan for agricultural stabilization].

More about the project can be found on Front Studio’s own website (under “Work” and then “Competition”).

(See also Roof-farming southeast London, earlier on BLDGBLOG, as well as Going Agro.)

N.A.W.A.P.A.

With drought on my mind, it was interesting to come across two new articles in The New York Times today, both about the United States of waterlessness.

The less interesting of the two tells us that “[w]ater levels in the Great Lakes are falling; Lake Ontario, for example, is about seven inches below where it was a year ago” – and, “for every inch of water that the lakes lose, the ships that ferry bulk materials across them must lighten their loads… or risk running aground.”

[Image: The Great Lakes are draining; photo by James Rajotte for The New York Times].

What’s causing this? “Most environmental researchers,” we read, “say that low precipitation, mild winters and high evaporation, due largely to a lack of heavy ice covers to shield cold lake waters from the warmer air above, are depleting the lakes.”

I’m reminded of something Alex Trevi sent me several weeks ago, in which writer and comedian Garrison Keillor speculates as to what might happen if the state of Minnesota sold all the water in Lake Superior.

Keillor describes a fantastical project called Excelsior, in which the Governor of Minnesota “will stand on a platform in Duluth and pull a golden lanyard, opening the gates of the Superior Diversion Canal, a concrete waterway the size of the Suez. Water from Lake Superior will flood into the canal at a rate of 50 billion gal. per hour and go south.”

It will flow into the St. Croix River, to the Mississippi, south to an aqueduct at Keokuk, Iowa, and from there west to the Colorado River and into the Grand Canyon and many other southwestern canyons, filling them up to the rims – enough water to supply the parched Southwest from Los Angeles to Santa Fe for more than 50 years.

The drained landscape left behind will be renamed the Superior Canyon – and the Superior Canyon, Keillor says, will put the Grand Canyon to shame. “It’s bigger, for one thing,” he writes, “plus it has islands and sites of famous shipwrecks. You’ll have a monorail tour of the sites with crumpled hulls of ships. Very respectful.”

By 2006, Keillor speculated (he was writing from the Hootie & the Blowfish-filled year of 1995):

Lake Superior will be gone, and its islands will be wooded buttes rising above the fertile coulees of the basin. A river will run through it, the Riviera River, and great glittering casinos like the Corn Palace, the Voyageur, the Big Kawishiwi, the Tamarack Sands, the Clair de Loon, the Sileaux, the Garage Mahal, the Glacial Sands, the Temple of Denture, the Golden Mukooda will lie across the basin like diamonds in a dish. Family-style casinos, with theme parks and sensational water rides on the rivers cascading over the north rim, plus high-rise hotels and time-share condominiums. Currently there are no building restrictions in Lake Superior; developers will be free to create high-rises in the shape of grain elevators, casinos shaped like casserole dishes, accordions, automatic washers. Celebrities will flock to the canyon. You’ll see guys on the Letterman show who, when Dave asks, “Where you going next month, pal?” will say, “I’ll be in Minnesota, Dave, playing four weeks at the Pokegama.” Tourism will jump 1,000%. Guys on the red-eye from L.A. to New York will look out and see a blaze of light off the left wing and ask the flight attendant, “What’s that?” And she’ll say, “Minnesota, of course.”

All of which actually reminds of Lebbeus Woods, and his vision of a drained Manhattan.

[Image: Lebbeus Woods, Lower Manhattan; view larger].

But perhaps such a willfully fictive reference overlooks the reality of the drought(s) now creeping up on the United States.

In a massive new article published this weekend in The New York Times, we’re given a long and rather alarming look at the lack of water in the American west, focusing on the decline of the Colorado River.

A catastrophic reduction in the flow of the Colorado River – which mostly consists of snowmelt from the Rocky Mountains – has always served as a kind of thought experiment for water engineers, a risk situation from the outer edge of their practical imaginations. Some 30 million people depend on that water. A greatly reduced river would wreak chaos in seven states: Colorado, Utah, Wyoming, New Mexico, Arizona, Nevada and California. An almost unfathomable legal morass might well result, with farmers suing the federal government; cities suing cities; states suing states; Indian nations suing state officials; and foreign nations (by treaty, Mexico has a small claim on the river) bringing international law to bear on the United States government.

And it will happen; this “unfathomable” situation will someday occur. The American West will run out of water.

[Image: Simon Norfolk, a photographer previously interviewed by BLDGBLOG, taken for The New York Times].

Or will it?

At one point in his genuinely brilliant book Cadillac Desert, Marc Reisner describes something called N.A.W.A.P.A.: the North American Water and Power Alliance. N.A.W.A.P.A. is nothing less than the gonzo hydrological fantasy project of a particular group of U.S. water engineers. N.A.W.A.P.A., Reisner tells us, would “solve at one stroke all the West’s problems with water” – but it would also take “a $6-trillion economy” to pay for it, and “it might require taking Canada by force.”

He quips that British Columbia “is to water what Russia is to land,” and so N.A.W.A.P.A., if realized, would tap those unexploited natural waterways and bring them down south to fill the cups of Uncle Sam. Canadians, we read, “have viewed all of this with a mixture of horror, amusement, and avarice” – but what exactly is “all of this”?

Reisner:

Visualize, then, a series of towering dams in the deep river canyons of British Columbia – dams that are 800, 1,500, even 1,700 feet high. Visualize reservoirs backing up behind them for hundreds of miles – reservoirs among which Lake Mead would be merely regulation-size. Visualize the flow of the Susitna River, the Copper, the Tanana, and the upper Yukon running in reverse, pushed through the Saint Elias Mountains by million-horsepower pumps, then dumped into nature’s second-largest natural reservoir, the Rocky Mountain Trench. Humbled only by the Great Rift Valley of Africa, the trench would serve as the continent’s hydrologic switching yard, storing 400 million acre-feet of water in a reservoir 500 miles long.

And that’s barely half the project!

The project would ultimately make “the Mojave Desert green,” we read, diverting Canada’s fresh water south to the faucets of greater Los Angeles – thus destroying almost every salmon fishery between Anchorage and Vancouver, and even “rais[ing] the level of all five [Great Lakes],” in the process.

After all, N.A.W.A.P.A. also means that the Great Lakes would be connected to the center of the North American continent by something called the Canadian–Great Lakes Waterway.

But N.A.W.A.P.A. is an old plan; it’s been gathering dust since the 1980s. No one now is seriously considering building it. It’s literally history.

But who knows – perhaps 2008 is the year N.A.W.A.P.A. makes a comeback. Or, perhaps, in January 2010, after another dry winter, Los Angeles voters will start to get thirsty. Perhaps some well-positioned Senators, in 2011, might even start making phonecalls north. Perhaps, in 2012, some recent graduates from water management programs at state-funded universities in Illinois or Utah might catch the itch of moral rebellion; they might then start redrawing their personal maps of the continent, going to bed at night with visions of massive dams in their heads, writing position papers for peer-reviewed hydrological engineering magazines.

Perhaps, in 2017, ten years from now, BLDGBLOG – if it’s still around – will even be reporting from the rims of these gigantic structures, thrown up overnight in the remote and untrafficked darkness of riverine western Canada. Long, perfectly calibrated concrete sluices and pumps will bring water thousands of miles south through redwood forests to the open basins of California’s reservoirs, and photographs of their incomprehensibly expensive and exactly poured geometry will elicit whistles of embarrassed awe from readers on the streets of Weehawken.

[Image: A fish-cleaning station in Las Vegas Bay, now abandoned by the West’s sinking waters; taken by Simon Norfolk for The New York Times].

Or perhaps it won’t be N.A.W.A.P.A. after all, but some titanic new project identical in all but name.

Will California wait for the coming drought to destroy it – or will the state take drastic measures?