These Great Urbanist Games: New Babylon and Second Life

Thomas M. Malaby
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引用次数: 6

Abstract

Constant Nieuwenhuys (aka Constant), 20th-century painter and architect and founding member of the Situationist International, is perhaps best known for his ambitious project of unitary urbanism, New Babylon, on which he worked from 1958 until 1973. This proposed city (which would, theoretically, cover the globe) was intended to prompt all people to express their creativity through their constant reconfiguration of its open and malleable living space. Explicitly designed for homo ludens, in it social life was to be constituted by architectural play. But, as Mark Wigley has noted, "play was the whole point of New Babylon but not its mode of production." As designer of this universalizing and revolutionary play-space, Constant's role entailed the contrivance of open-endedness, and thus implicitly relied upon the very artistic authority that the Situationists had rejected (Constant left the Situationists in 1960). Today, fifty years after he began his project, we can witness similar ideals and contradictions in the virtual world Second Life, an architected social space which also claims to be an infinitely malleable forum for creative expression. In this article I trace to what extent the ideological foundations of both of these projects can be linked to postwar attitudes toward technology and authority on both sides of the Atlantic, and explore how they each draw upon notions of play in distinctive ways. Arriving at the same ideals and contradictions via separate but related paths, New Babylon and Second Life reflect two responses to the challenges of design and post-bureaucratic hopes for the productivity of play.
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这些伟大的城市规划游戏:新巴比伦和第二人生
Constant Nieuwenhuys(又名Constant)是20世纪的画家和建筑师,也是情景主义国际的创始成员,他最出名的可能是他雄心勃勃的单一城市主义项目,新巴比伦,他从1958年到1973年一直在工作。这个拟议中的城市(理论上将覆盖全球)旨在促使所有人通过不断重新配置其开放和可延展的生活空间来表达他们的创造力。明确地为人类设计,在这里,社会生活将由建筑游戏构成。但是,正如Mark Wigley所指出的,“游戏是新巴比伦的全部意义,而不是它的生产方式。”作为这种普遍化和革命性游戏空间的设计者,康斯坦特的角色包含了开放性的设计,因此隐含地依赖于情境主义者所拒绝的艺术权威(康斯坦特在1960年离开了情境主义者)。今天,在他开始这个项目五十年后,我们可以在虚拟世界“第二人生”中看到类似的理想和矛盾,这是一个结构化的社会空间,也声称是一个无限可塑性的创造性表达论坛。在这篇文章中,我追溯了这两个项目的意识形态基础在多大程度上可以与大西洋两岸战后对技术和权威的态度联系起来,并探讨了它们如何以独特的方式借鉴了游戏的概念。《New Babylon》和《Second Life》通过不同但相关的路径达到了相同的理想和矛盾,反映了对设计挑战和后官僚主义对游戏生产力的希望的两种反应。
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