Kneel, you middlebrow old philistine you!Pedro Gadanho reflects upon the rise of the
middlebrow as a representative symptom of the digital age. The digital landscape of social networks and blogs provided new grounds for the ascension of unaccredited participations in the realm of specific, once closed, fields of knowledge. It would be wise, however, to consider the differences between the cult of the amateur and a wider notion of
open source culture, and its likely implications to a new paradigm of architectural criticism.
One of the first questions to be asked is whether the internet is a platform for accreditation of what is to be considered a relevant form of practice. To that regard, one could say that what makes digital media so effective is also what afflicts it the most. The most successful blogs are aggregators of information, aspiring to provide their readers with the latest eye-candy available. If you follow some of them on your regular feed reader you’ll realize it takes only minutes until the latest press release gets published in a competition to see who’s first. That said, most of these blogs are not really aiming to contribute to a critical debate about architecture.
On the other hand you’ll find many blogs out there trying to do just that. And although most of them have much less visitors, they probably reach an audience that’s actually interested in reading what they have to say, instead of merely browsing through the visual gimmick of the day.
In the chaotic sea of web information, the user becomes the editor and the critic. It’s up to the reader to establish its own criteria of what is relevant. Subjectivity becomes the key, as one cannot be a neutral recording machine of the infinite stream of information. So even though subjectivity establishes a problem of knowledge, it’s our own personal filter that allows one not to sink in irrelevant details and observations, establishing a sense of what is in fact relevant and important.
What needs to be questioned then is not the role of these digital tools as «platforms aiming to reveal yet another potential claim to stardom», but what established circles of architectural knowledge are doing to provide an alternate kind of critical judgement. The real drama is not the ascension of the middlebrow but the fall of the highbrow in our current world of academic inflation. Many academies – particularly in our own southern European scene – have become contributors to a general culture of intellectual acknowledgment: something is considered respectable for the mere fact that it is recognizable within the codes, languages and typologies of its own mentors.
Since traditional printed media has customarily been closer to academic sources of knowledge, they’ve often become supporters to a narrow view of what is relevant, with an antagonistic but just as shallow approach to what is considered middlebrow architecture. And so you’ll find established architecture critics despising Bjarke Ingels as they reveal the utmost indulgence towards the latest whimsies of Zaha Hadid. The highbrow despises the star-system but, just as much, acknowledges the architect over the architecture.
This is so evident that you can pretty much guess what the establishment will say about any design from a reputable figure. When was the last time we read something original about Álvaro Siza, Souto Moura, Paulo Mendes da Rocha, just to name a few?
Highbrow critics will need to muster the bravery to go beyond the obvious if they want to reclaim their significance in the new landscape of information overload. The problem is that once you journey off the beaten track of thinking, chances are you’ll not be making many friends in the establishment. Thinking outside the box comes at a price not many are willing to pay. And if that’s the case, well then, I rather stick with blogs instead.
10: Halo.
The original Halo introduced the player to an artificial planet of unknown alien origin, a gigantic space arc with an external living ecosystem and a complex web of underground tunnels. Later games in the Halo franchise would also introduce the setting of New Mombasa, a mega-city located on Mombasa Island in Kenya, the World’s busiest sea port of the 24th century and Earth’s first Space Elevator city.
9: Tomb Raider.
Tomb Raider revolutionized the 3D genre, becoming one of the most successful gaming franchises of all time. From the lost tombs of Qualopec in Peru to the City of Khamoon in Egypt, the original title of the series presented some of the most memorable built environments ever seen in a videogame.
8: The Elder Scrolls IV: Oblivion.
The fantastic province of Cyrodiil is one of the largest virtual environments created for a game, allowing the player to travel freely in over 40 km2 of open landscape and marvel at the extensive views of distant towns and mountain ranges.
7: Mirror’s Edge.
Mirror’s Edge is set in a futuristic dystopian city dominated by a totalitarian regime. It’s gleaming, clean environment is hampered by the presence of invasive surveillance, tracking all forms of electronic communication in order to reduce crime to nearly nonexistent levels.
6: Modern Warfare (Prypiat/Chernobyl).
The city of Prypiat was founded in 1970 to house the Chernobyl Nuclear Power Plant workers. It was abandoned in 1986, following the events of the Chernobyl disaster. The ghost city is portrayed in the game Modern Warfare as a gloomy, dark, lonely and scary place with gray skies and long, unkempt grass.
5: Fallout 3 (Washington D.C.).
Fallout 3 takes place in the year 2277, 200 years after a nuclear war. The game is set in a post-apocalyptic version of Washington D.C., taking the player on a journey through an area known as the Capital Wasteland.
4: Half Life 2 (City 17).
City 17 is a metropolitan area in Eastern Europe that forms the primary setting for Half-Life 2. The city features a variety of architecture types, from mostly Eastern European architecture dating from pre-World War II neoclassicism, to post-war revival of classical designs, Soviet Union modernism, and post-Soviet contemporary designs, as well as alien structures. The city is quite large, consisting of a railway station, a dilapidated canal system, underground road tunnels, and multiple communal living quarters and buildings.
3: GTA IV (Liberty City).
Liberty City is a fictional city portrayed as a generic version of the metropolitan area of New York. The city’s geography and alignment of districts features two major mainlands with a Manhattan-like central island (which contains a large park at the center, a reference to Central Park), and several smaller islands connected primarily by road bridges. Train services with lines running in the city are also present, providing GTA IV with one of the most convincing, living urban environments ever created for a video game.
2: Assassin’s Creed II (Florence, Venice).
Assassin's Creed II takes place in an open world with nonlinear gameplay, allowing the player to roam freely within several regions throughout late 15th century Italy such as Venice, Florence, and the Tuscan countryside. With its focus on real-world locales like The Duomo in Florence or Piazza San Marco in Venice and historical figures like Lorenzo di Medici and Leonardo da Vinci, this game offers an evocative setting filled with visual details that infuse the world with life and elegance.
1. Bioshock (Rapture).
Rapture is a massive underwater city that lies at the bottom of the Atlantic Ocean. Created by a fictional business magnate called Andrew Ryan, it is a utopian metropolis of Art Deco-styled buildings connected by a network of glass tunnels and a Bathysphere system. The city is completely self-sustaining, and all of its electricity, food, water and air purification are powered by the volcanic vents originated from the bottom of the sea. Rapture is intentionally isolated from the world, and the only way to access it seems to be bathyspheres taken down from the lighthouse perched on an island above. Bioshock presents a fantastically speculative world that is both a shining example of science-fiction and a brilliantly drawn architectural world.
Interesting links:
Sightseeing in Liberty City: Liberty City vs. New York City, A photoset showing the similarities between Grand Theft Auto 4 and real life, Flickr.
Game / Space, an interview with Daniel Dociu, BLDGBLOG.
Evil Lair: on the architecture of the enemy in videogame worlds, BLDGBLOG.
Los Angeles: Grand Theft Reality, City of Sound.
Visualizing Geographic Environments: City 17, Digital Urban.
Cities in Games: Chernobyl in Call of Duty 4, Digital Urban.
The Role of Architecture in Video Games, Gamasutra.
Videogames and architecture, Polygon Web.