Accessories Activism Alpha Complex avatar battle blooper Blunderbuss Cannon castle age Character class Conspiracy Conspiracy theory Control Systems Creativity defense democracy diagram of effects drafting game Economic Economics game design game history game idea Games Guild Battle guild wars Guns Handgun images leadership Massive Multiplayer Online mindset Money monster noob offense oligarchy organisational patterns Paranoia (role-playing game) pirates Players prisoner's dilemma propaganda Psychology quality without a name Religion resources roleplaying scouting Single-shot social city social network Social Sciences systems thinking timeless tribal wars Virginia Satir West End Games zero sum game
Roleplaying! As if the world weren't full of enough history without inventing more …
Timeless way of building a Social City
Christopher Alexander’s Timeless Way of Building was first published in 1979, and is IMHO one of the most important treatises in the discourse on ecology and sustainability in architecture. It has had a huge influence on creative thinking, especially in the areas of architecture and software design. Alexander introduced the concept of the “quality without a name“, and argues that we should seek to include this nameless quality.
One of the reasons that this codex is still mostly dormant may be because of its holistic language. Each and every concept in the book is both explained in detailed paragraphs, and also summarised in short sentences. But the concepts are framed in almost spiritual terminology while most peeps in Western cultures are focused on material gain, bottom lines and imposing “being at the effect of time” on others. The alpha realm has gone underground on a disc world carried by four elephants on A’Tuin’s back, swimming through the vast expanse.
- Recognise and abstract a physical feature of a building (city) that instinctually, not intellectually, “just feels right”
- Define the problem that this feature solves
- Define the contexts in which this feature is appropriate
- Name and draw the pattern, so it can be explained to, and shared with, others.
I added that when playing Sim City and that made the game horribly addictive for me, even with the limitations of the game. I realised that studying my own addiction patterns might be interesting too. Now that goes nowhere fast, believe me. I found the “cosmos”, and now I can’t seem to stop thinking about bananas.
Anyway, I got an invitation to social city on facebook. And I thought, “Oh, that might be fun” and “for old times’ sake”, and “Let’s see how much it is like …”. There’s always some sneaky snake hidden behind those inner voices. I know I should have yelled “Pretender voices, Be Gone” and “Vade Retro” …
TOO LATE !!! MUhahahahahahhhahhahaaaaaa!!
The Plan: First build my own Social City, then re-cognise it in cities of neighbours that have inclinations towards aesthetics, then the entire Earth. We will impose “nameless quality” on the other planets later.
Blogarticles on specific patterns and timeless ways in social city can safely be expected to appear in this blog. And if you like including “quality without a name”, then by all means, become my neighbour and add a message “timeless way”.
Entrances and exits of buildings
Part of the renewed fun for me is that the game is evolving, and is already beyond what Sim City had to offer when I played it way back when. And that is what suggestions for improvements and ideas for the game are for, and how we become part of the creative thinking and the timeless way the game evolves.
So here is my first feature request: Be able to rotate houses and items? Or simply offer different positions of each item? It would be nice to be able to have more degrees of freedom when creating transitionary spaces. Among other things, I’d love to observe and exchange insights on timeless ways of building such spaces with my aesthetically inclined neighbours.