Tom Hagen
Jeffrey Ray
ART381
22 February, 2017
Gamer
Theory Essay
In
his short but informative work Gamer
Theory McKenzie Wark denotes the connections between various stimuli and
the game most representative of this. In one particular case, he compares the
allegorical implications of the widely popular simulation game known as “The
Sims” and how various aspects of its features can be compared to how the player
is as a human being. We ourselves are very much like the Sims that we create,
often using them as a link to try and attempt various means and various
scenarios on our lives. When someone first plays the Sims, they attempt to make
the closest replica of themselves and their friends, as they are able to within
the confines of the game’s abilities. Then we exercise various possible
scenarios, be it flirting with your childhood friend, exercising vigorously
every day, or perhaps becoming more and more creative. Through this we can
attempt to witness what would happen if we pursued these avenues in real life,
and whether or not they would be beneficial or hopelessly pointless.
In
a way, you could compare the allegorical undertones to how we construct our
cities. Someone with a very orderly thought process will choose a city design
that is very straightforward, organized, and in most cases as symmetrical as
you can manage. Take for example, my city Lagan, which is very organized,
orderly, and could be considered a dystopian utopia. On the surface, this city
is more than ideal, with clean streets, low crime rates, and most everyone is
well off in terms of financial and social wealth. However, beneath the surface
there are lots of shady and overall frightening methods used to achieve these
goals. Any and all criminals are tried in a kangaroo court, and upon being
found guilty they are sentenced to forced labor until death. Every night, these
former criminals are dragged out and required to sweep the streets clean, pick
up every piece of trash they find, and then haul all of this waste away to be
recycled. I could compare this city to the infamous phrase from George Orwell’s
Animal Farm: “All animals are equal,
but some animals are more equal than others.” Essentially, in this society
everyone starts off equal, but upon being found to be a criminal you are
demoted to effectively scum on earth. Overall, San Francisco, Gothic
Architecture, Timber framing, Mont Saint-Michel and just a dash of medieval
German architecture inspired the design of this city and its buildings. I
wanted to make a city that was both old and somewhat new at the same time.
There is a fairly good chance that I will incorporate the overall hilly layout
of San Francisco and the infamous Cable Car system as a primary method for
ascending and descending the hill.
I
find the idea of creating a part modern and part futuristic city to be quite
revolting, as when most places choose to make a new structure it involves the
violation of another structure that could be 500 years old. Above that, I don’t
believe this city of mine takes too kindly to public art displays, so it is in
the best interests of the people to not have these displays in any way shape or
form, lest they suffer consequences. On top of that, I find public art displays
to be rather idiotic, as you open your displays up to the wills of man,
especially in today’s age when everyone above the age of 18 has access to spray
paint. In this mindset, we find a city that expresses itself not through
directly public displays of art, but through the sequential painting of houses
and such. On one side of this main street, I plan to have a row of houses that
are color coordinated and color-softened to make a ROY-G-BIV stance, possibly
reflecting homosexuality or perhaps just an aesthetic choice so that each house
more or less stands out.
To
sum it all up, the city I intend to create will have a layout more or less
based on Mont Saint-Michel, with the cathedral at the top so that no man rests
higher than the House of God, and the houses lining a cable-car laden street
that leads up to said cathedral. It is my hope that you begin your journey at
the cathedral, slowly make your way down the street on a cable-car, and at the
bottom is the house you are able to explore, before you depart this little
island set aloft in a great river to a small cabin over a bridge that may or
may not resemble the Brooklyn Bridge, where you meet your endgame. In terms of
a holdout house, I think the house that you visit in the endgame will be under
the bridge, fulfilling both the cabin set away from the city and a holdout
house at the same time. They had to build over the cabin because the original
owner refused to relocate, so they effectively cut off his source of light.
Works Cited:
Wark, McKenzie.
"GAMER THEORY 2.0." GAMER THEORY 20 RSS. Future of the Book,
n.d. Web. 17 Feb. 2017.
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