Magnasanti is the biggest and most terrible city of SimCity
It looks like a set of multi-colored squares without meaning and purpose? In fact, behind this picture - an evil genius and a lot of formulas.
It is a view of Magnasanti - a metropolis, whose creator tried to reach the limit of the population in the game SimCity.
Let's take a closer look:
Vincent Oscala, a 22-year-old student from the Philippines and a future architect, tried for many years to find the formula for success in the game Sim City 3000.
An insane, seemingly, venture but thanks to the tremendous efforts invested in "fighting" with SimCity, interesting questions were raised about the urban landscapes in which we live, and about the horror they can turn into.
After scrupulous planning and a lot of trial and error, Vincent managed to build a city with a population of more than six million people.
Moreover, the city turned out to be surprisingly stable, there were no abandoned buildings and unused space. There was no road, only public transport. The omniscient police destroyed all the crime in the city. The needs for water and energy Magnasanti provided by neighboring cities - it allows you to remove a significant part of the relevant infrastructure.
Kojjaaniskatsi ", Or" Life out of balance, "directed by Godfrey Reggio with the music of Philip Glass.
Using only music and a visual series, Kojjaaniskatsi examines and studies contrasts between shapes and pace of movement in nature and modern human life. In fact, the film confronts us with the fact that the life of our species is balanced out of balance with nature - whether good or bad.
This is a great film - be sure to check it out. Here is his teaser:
Now you can ask, what can the old version of SimCity teach us in reality, if we talk about "life out of balance"?
Magnasanti - is primarily a study to win in SimCity with the condition of maximum population.
However, it seems to me that this research raises other interesting questions.
"This film showed me the world as I had never seen it before - and fascinated me. Such cases encourage me to physically express the development of my thoughts - which I did by building these cities in SimCity 3000. Perhaps something similar - an incredible regulation of life and the cruelty of society - could be portrayed by drawing a series of paintings on canvas or by making repulsive architectural model.
But it would not be exactly the same as in the game: I wanted to develop the incredibly perverted aspirations of narcissistic political dictators, ruling elites and utterly insane architects, town planners and applied sociologists. "
- comments Oskal
In an Australian blog about the architecture of Super Colossal are discussed. Some of the issues raised by Magnasanti (see here ):
This is my favorite form of "architectural porn" - urbanization within the game space, used to its fullest extent to its extreme manifestations. Is it possible to "conquer" urbanization? Is it urbanization in general? If not, can the approach be used to teach us something? The most important thing in this city is the complete absence of cars and the use of the metro as the main means of transportation. I suspect that this made it possible to use a place for real estate that otherwise would have been occupied by roads - as a result, the population density increased. And it is this strategy that is seriously considered by many cities, including Sydney. Down with cars - long live public transport. And this seems like a sensible thought.
It is interesting to look at the world in which the absence of cars is coupled with a lack of freedom - and the first may even be the symptom of the second. Oscala built such a "stable" system that citizens were actually chained to urban areas: they can get to other parts of the city by public transport, but they do not need this because life-support in typical neighborhoods is mercilessly effective.
Maybe - okay, most likely - such a development is effective because of the imperfections of the game engine. In the Super Colossal blog the following conclusion is drawn: "Ultimately, Magnasanti has little to do with town planning - this city uses game mechanics to get the maximum award."
However, I can not dismiss the idea that Magnasanthy is the half-real "dark side" of centralized urban planning: as if the tools of modern construction and planning cities would fall into the hands of a crazy despot who would want to increase the population at any cost. The creative approach, dynamism and nature itself are discarded, all forces are given to efficiency increase, and the decisive factor is religion and science.
And, of course, there is nowhere to get away from the ubiquitous police, in case there's a riot.
In an interview with Viceland, Oskala explained that Magnasanthi is a "cage" that contains six million "economic slaves". As a symbolic commentary on his creation, he used the form of the Buddhist Wheel of Being.
"From a technical point of view, no one leaves the city and does not come to the city. The population growth stopped. Sims do not need to travel long distances: their jobs are within walking distance of the house. They, in fact, do not even need to leave the quarter, because wherever they went - everywhere the same.
Behind the illusion of order and greatness, the city hides many different problems: extremely polluted air, high unemployment, lack of fire stations, schools and hospitals, a regulated way of life - this price is paid for living in the city with the highest population. Seeking to live in such a city is a perverted goal.
It's funny that the Magnasanti sims endure all this: they do not raise uprisings, do not make revolutions and create social chaos. An ultra-efficient police state holds back the population, and therefore no one wants to confront the system with physical means. They have disgusting health, they are all duped and enslaved, their minds are controlled well enough for this system to exist for thousands of years. To be exact - ??? years. They are all prisoners in space and time. "
- says Oskala
Blog Mammoth calls Magnasanti "deliberately inhuman vision, which uses the internal logic of the game as a means of expression."
Oskala adds: "if we decide at any cost to increase profits, we can not take into account social and environmental consequences."
At least, this is a good food for thought to future urban architects and fans of simulation games.
About the translator
Translation of the article is made in Alconost.
Alconost deals with localization of games , applications and sites in 68 languages. Translators-native speakers, linguistic testing, cloud platform with API, continuous localization, project managers 24/? any formats of string resources.
We also do advertising and educational videos - for sites that sell, image, advertising, training, teasers, exporters, trailers for Google Play and the App Store.
It may be interesting
detectives informáticos madrid
Original Aire Bra in Pakistan