New Babylon: An Essay

Part 2 of critic Owen Hatherley’s essay on the socio-architectural implications of turning cities into theme parks and cultural experiences into “adult playgrounds.”  Read Part 1 here.

Like a lot of Bourriaud’s ideas—like a lot of the more questionable influential ideas of the avant-garde in the last forty years more generally—this emerges at a remove or two from the critiques of “spectacular” art, culture, and politics mounted by the Situationist International at the turn of the 1960s. In what they called “administered” society, everything was experienced at a distance, through screens, provided for a passive audience through mass media and through the various cultural organizations set up after the Second World War, from the institutions of Gaullist France to the Arts Council or the board of governors of a municipal art gallery. In resistance to this contemplation, which they linked perhaps questionably to an equally distanced approach to politics, in which technocratic rule proceeds without democratic contestation, they posited brief, unrepeatable “Situations.” One of the things they considered missing from art was a sense of play, the open-endedness and enjoyment of children’s games; the “Situations” they tried to “construct” were like Hegelian, theoretical versions of these. The more putative, would-be-permanent of these environments were the architectural model of “New Babylon” constructed by Constant Niewenhuys, where all work is done by a robotic labor force leaving the city as an endless labyrinth devoted solely to play, or the “Formulary for a New Urbanism” of Ivan Chtcheglov, where the city is zoned like a theme park, devoted to particular pleasures.

Public art museums have become multimedia interactive extravaganzas: one part factory, one part theme park, one part mall.

The more muted echo of this in Britain centered on the Fun Palace, a cult unbuilt project devised by the architect Cedric Price and the Communist theatre director Joan Littlewood, which would be essentially a giant distribution shed of interactive culture, that would shift and morph and move to the demands of its—totally engaged, totally active—users. Like a lot of radical ideas of that era, it was realized in a form that its authors couldn’t possibly have envisaged, in a neoliberal culture where public art museums have continued, and continued to be publicly funded, but in order to continue attracting visitors and hence continue attracting advertising and sponsorship revenue, they’ve become multimedia interactive extravaganzas: one part factory, one part theme park, one part mall, one part New Babylon, and one part, to use J. G. Ballard’s words describing Tate Modern, “middle class disco.” Some places deal with this better than others—London’s South Bank Centre, for instance, has devolved into an assemblage of toys, street food markets, pop-ups, slides, boats, and gewgaws to the point where any moment of rest or repose or thought is rendered absolutely impossible. And, of course, in that it has had enormous success—it isn’t just the difference in the kind of cities that we’re dealing with that explains how the City Art Gallery is usually almost empty, with two or three people haunting its airy rooms, and the South Bank always teeming with visitors. It’s their totally different conception of art and its role.

In his critiques of interactivity, Mark Fisher would write of a resistance in neoliberal culture to the idea of paternalism, of artistic provision, as being symbolized by the notion that culture was “spoon-fed” to a passive population, and he questioned the idea that this was disempowering for working class audiences not habitually exposed to elite culture. The post-war “paternalist” culture was indeed almost wholly undemocratic, bar perhaps for the distant role that Labour parties and trade unions played in setting it up. It played at being for everyone, but the manner in which it was set up—without explanation, without “outreach”—meant that in practice, it was enjoyed only by those who already knew about it. There is much truth in this critique, of course, but oddly it comes seldom from working class users or from working class experiences.

The sense of quiet and hush, the sense of distance and space, of being somewhere “different” made it more exciting.

My own enjoyment of City Art Gallery as a teenager, long before I had any idea who the artists and art movements showcased were, or what their significance was, suggests that alienation and distance are not a one-way street. In fact, the sense of quiet and hush, the sense of distance and space, of being somewhere “different” where commodity logic didn’t feature, was absent, where the entire atmosphere appeared to be something apart—all this made it more exciting, not less.

And this is precisely where the “playfulness” that so marks the art created in the last twenty years leaves me uncomfortable. The belief today is that in making something that one can engage in, a game that you can play, in laying out a multitude of attractions, of offering different activities, you are in fact being less condescending than the paternalist artistic culture of the post-war welfare state, when a discrete cultural object was created by an elite bureaucratic institution (from your taxes!) and then offered up for contemplation. But which of the two approaches can we really say treated us like children? ♦

(Image credit: courtesy Michael Pickard via Flickr.)

Games Adults Play: A Comic Series

Comic Josh Gondelman and artist Molly Roth share a list of just a few of their favorite games that adults play. The name of this week’s game? Call me!

DODGE CALL

Number of players: 2

Description of gameplay: One player (the Caller) attempts to force the other player (the Dodger) into responding to their pervasive phone calls and texts. The occasion for this correspondence is not important: Maybe the two players have already made plans, maybe one is an old friend who is really going through it while the other can’t with this right now. Gameplay is the same regardless.

Game ends when…: The Caller wins if the Dodger responds at any point in the future. The Dodger wins if he/she can avoid responding until the two see each other in person next. Bonus points are applied if they successfully pretend not to have received the Caller’s correspondence in the first place.

 

Look for the next installment of Games Adults Play in the coming weeks. Missed the last one? Check it out here.

Power Fantasy: An Interview

“When I think about play, it’s that pulling back the curtain, just these tiny little moments when you get to embody something else and kind of see another way of being.”

Game developer Jane Friedhoff talks about her game Slam City Oracles and reimagining the concept of power fantasy in video games. What makes you feel powerful when playing?

Read the transcript.

Lost Wage Rampage: A Game

Game developer Jane Friedhoff—known for her inclusiveness and female-forward games—has designed a new game exclusively for PlayTime. Two mall shopgirls find out they’ve been stiffed wages that the men in their department haven’t. Can you help them make up the difference? Welcome to Lost Wage Rampage!

Lost Wage Rampage is a fast-paced riot grrrl driving game: Grand Theft Auto crossed with Thelma & Louise. Designed for teen and mature audiences, the goal of the game is to steal as many valuable objects from the mall as possible, in order to get the money that should have been the girls’ in the first place. Drift, skid, and rocket your car through the mall, crashing into and collecting valuable loot to add to their payback. Get your score as close as you can to the money they should have made while navigating infinite and constantly changing mall layouts. And look out: an ever-growing presence of mall cops is intent on stopping your heist.

Lost Wage Rampage is a cheeky take on the gender pay gap, a satircal game based on the all-too-common female experience of discovering you’re being underpaid and wanting to do something about it.

Ready to play? Download the Lost Wage Rampage app for Mac or Windows here. This work contains strong language and comic mischief that may be unsuitable for younger players. Please use your discretion.

(Team credits: Game design and code by Jane Friedhoff. Art and animation by Marlowe Dobbe. Procedural level gen engine by Andy Wallace. Music credits: “Twisted” by Kevin MacLeod and “Blood Robot” by Streepthroat.)

Curious about Lara Favaretto’s whirling Coppie Semplici/Simple Couples? Learn more about the artists and their works on view in PlayTime on site at @peabodyessex or online. Presented on touchscreens in the gallery and on playtime.pem.org, the PlayTime artist pages feature the who, what, and why along with audio from curator Trevor Smith (@presenttense99) and video with the artists. Link in bio. #pemplaytime #larafavaretto #peabodyessexmuseum

Interpretation planner Liz Gardner captured some of the latest messages shared as part of Watchword by PlayTime artist Rivane Neuenschwander (@rivaneneuenschwander). Pick a label and pin to the board or take it with you. What phrase did you find in your experience of this work? Repost @avant_elgardner ・・・ More fun in @pemplaytime this weekend. @peabodyessex Rivane Neuenschwander, “Watchword.” #pemplaytime #peabodyessex #respect #humanity #together

Play Digest: Worlds Collide

The PlayTime exhibition opened with a lively PEM After Dark event in partnership with Anime Boston. For this week’s link pack, we check out the latest in anime culture.

The universes of gaming, play, and anime are intrinsically linked for many fans. Cosplay and many video games draw directly from anime and manga series, of course, but there is much more to the kinship between the forms than we can see in costumes and on-screen. From the evergreen Streetfighter franchise to Monster Rancher there is a sub-category for every fan.

Robin Brenner has written at length about anime and manga and the gamer-fan connection, and as a librarian, is primed to note that, “A new kind of literacy is necessary for both: active participation in creating the story and the translation of visual, auditory, and textual clues into a complete tale are a few of the intersecting skills. Gamers arc predisposed to enjoy and immediately understand manga and anime’s visual language given the practice they’ve had over years of playing games.”

The explosive popularity of both genres has spurred new avenues of research around the cultural and visual influence of anime on western entertainment culture and literary theory. Some analysts also see the huge inroads anime culture is making in Hollywood and on the style of more conventional superhero movies. The list of games based on anime is lengthy, but the number of anime based on games might be even longer (and getting longer). The intertwined history and origins of video games in Japan is fascinating and illustrates how early on the potential of the genres was tapped and exploited; in the US things took a little longer, but penetrated an unexpected (and perhaps unsuspecting!) new audience.

The impact on our culture that the intermingling of anime, play, and gaming goes far deeper than many non-fans can imagine, but it has made significant contributions to our visual and literary cultures and is undoubtedly here to stay.

Check in next week for a new roundup of the latest play news and stories.

(Image credit: Streetfighter still courtesy Danny Pena via Flickr.)

PlayTime is open! Tell us: what is play to you? Nicky, thanks for sharing your experience with Martin Creed’s No. 329. All the smiles! #Repost @nickylibs ・・・ Started the weekend off by diving into a room filled with pink balloons! Martin Creed’s “Work No. 329” filled exactly half the air in this room with balloons to make us think about space and air. . . . . #areyouareyouawesome #pemafterdark #pemplaytime #peabodyessexmuseum #art #contemporaryart #martincreed #workno329 #balloons #thatsdarling #darlingweekend #artofvisuals #flashesofdelight #chasinglight #lovelysquares #thehappynow #makemoments #mytinyatlas #pursuepretty #livecolorfully #salem #acolorstory #mac #ladydanger # by @cwardian

Games Adults Play: A Comic Series

Pin the Blame on the Colleague, Recapture the Flag, Telephone (Your Parents Once in a While)—comic Josh Gondelman and artist Molly Roth share a list of just a few of their favorite games that adults play.

Children play all the time. They play by instinct or according to organized rules. They play until they are told to stop playing, it’s getting dark outside. The conventional wisdom is that adults lose the ability or interest in play. But that’s just not true. Adults engage in play as well. It’s just that the games themselves change.

 

PIN THE BLAME ON THE COLLEAGUE

Number of players: 2+

Description of gameplay: Colleagues attempt to deflect responsibility for a project gone wrong onto one another. Techniques may range from passive aggressive emails to outright trash talking during closed door meetings. Players may attempt to assign blame whether or not they are “It” (the player currently considered responsible) at the time.

Game ends when…: The game officially ends when blame is assigned by a referee (boss), but previous game results may be challenged for as long as any single original player remains at the same place of employment.

 

Look for the next installment of Games Adults Play in the coming weeks.

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