Telling the Acrobats which way to Jump: Irrigation Gaming and Utopian Thinking

Maurits W. Ertsen

“I mean I can book the acts, but I can’t tell the acrobats which way to jump!”

James George Hacker (portrayed by Paul Eddington)—Yes Minister, Series 2, Episode 2: ‘Official Secrets

Utopia and Irrigation

This is an article about The Irrigation Management Game (IMG), reflecting on my own use of the game in educational settings, and drawing some links with utopian and dystopian thought. The relationship between water and human wellbeing has been extensively studied and debated. Perhaps the most famous overarching theory is that of Karl Wittfogel. Wittfogel argued that certain climates imply certain forms of irrigation, which in turn imply certain political and social institutions.[1] In particular, Wittfogel thought that ancient Egypt and Mesopotamia, Hellenistic Greece, Imperial Rome, the Abbasid Caliphate, Imperial China, the Moghul Empire, and Incan Peru, were all ‘hydraulic societies,’ whose despotic character arose from the need to manage complex irrigation infrastructures. Although Wittfogel’s environmental determinism has since been discredited, his work remains a great reminder that water management is seldom simply a set of technical problems. Instead, water management is intimately linked with power, labor, knowledge, discipline, control, and utopian and dystopian possibilities. Anyone who has read George Orwell’s 1984 or Aldous Huxley’s Brave New World—or is a fan of Michel Foucault—will surely recognize such themes.[2] Irrigation is one of many domains where governments have attempted to improve collective welfare without undue interference in individual freedoms.

Irrigation was on many development agendas, in states as diverse as the Neo-Assyrian empire[3], colonial states in the 19th and 20th centuries[4] and modern settings[5]. In these developmental settings, irrigation—including its aspects of control—was often associated with utopian futures, at least within state propaganda and planning discourse. In colonial Africa, for example, European powers imposed irrigation regimes on communities they treated as ‘historyless’, while perceiving themselves as creating an ideal, rational order.[6] After the Second World War, with many colonized countries gaining independence, irrigation systems that had been constructed and/or planned became part of post-colonial international development.[7] Former colonial experts became international experts, and new experts were trained within irrigation approaches developed in colonial times.

In the first decades of post-WWII development, the main focus was on building new and rehabilitating existing irrigation infrastructure. From the 1970s onwards, more attention was paid to issues of managing these infrastructures—including relationships between managers, farmers, and other water users. These discussions intensified in the 1980s, if only because results lagged behind the expectations (sometimes too optimistic—utopian!—expectations) of governments and engineers. New methods of design and management began to emerge, and slowly began to adopt more participatory processes, to accommodate stakeholders’ knowledge and wishes. The main topic of this article, the Irrigation Management Game (IMG), is a result of these intensified efforts.

The IMG was initially developed to support discussions among irrigation managers on farmer strategies and water delivery problems, especially in the larger systems in South and South-East Asia.[8] After positioning the IMG within a gaming context, I will examine how the game reflects the realities that I study—both in practical and theoretical terms. I will conclude by suggesting that the IMG allows us to explore how utopia and dystopia are in the making, and not fixed in advance by a given environmental setting and management system. Especially in irrigation, I will suggest, the margin between utopia and dystopia can be thin.

Continue reading “Telling the Acrobats which way to Jump: Irrigation Gaming and Utopian Thinking”

The Rules of Utopia: The Procedural Rhetoric of The Book of Cairn

By Tyler Brunette

In ‘Back to the Future: Wells, Sociology, Utopia, and Method,’ Ruth Levitas argues:

[…] we would be better served both as sociologists and as citizens by a more utopian method, one which embraces the Imaginary Reconstruction of Society (IROS) as an active device in reflexive and collective deliberations about possible and desirable futures.[1]

Few activities dovetail better with Levitas’ proposal, one of collective deliberation and active imagination, than tabletop roleplaying. Indeed, both utopianism and tabletop roleplaying are often derided by their detractors as mere frivolity, and unworthy of serious consideration. However, as an interactive medium based on cooperative imagination of the possible, tabletop roleplaying games (TTRPGs) offer a unique opportunity for analysis of the practice of the IROS.

Cover of The Book of Cairn. A hooded anthropomorphic mouse gazes over the hilt of a sword, which they are holding by the top of the blade.

In this article, I analyze one such game: SoulJAR Games’ The Book of Cairn (Cairn). While at first glance, Cairn appears to be little more than yet another ‘fantasy heartbreaker,’ I argue that Cairn’s combination of unique rules and use of a pastoralist utopian setting function as a method of critique, of both contemporary social conditions, and of the themes embraced by the TTRPG industry more broadly.[2] Specifically, I argue, two interlocking rhetorics are built into the rules of Cairn, producing through play of the game both a sense of what would be necessary to maintain (albeit imperfectly and abstractly) a small pastoralist utopian society, and also an enactment of those activities around the gaming table. Before turning to my analysis of Cairn and the implications of its rules, I first address the theoretical underpinnings of my approach. After my analysis, I conclude by discussing the limits of Cairn’s IROS.

Continue reading “The Rules of Utopia: The Procedural Rhetoric of The Book of Cairn

Post-it Utopia: The Promises and Pitfalls of Arium’s Lean Worldbuilding

By Nicholas L. Stefanski 

Arium: Create

The worldbuilding TTRPG Arium: Create by Adept Icarus promises a utopian procedure for creating gameworlds that are generative, safe, and liberating environments for roleplayers, an undertaking animated by recent debates over the prevalence of harmful, stereotypical, or simply repetitive tropes throughout the TTRPG industry. While the shift away from these problematic tropes is admirable and perhaps overdue within the industry, Arium’s approach to addressing this issue is also notable for its enthusiastic endorsement of creativity techniques stemming from the world of corporate management and innovation consulting. Specifically, Arium’s Lean Worldbuilding approach shares many commonalities with the Lean management philosophy that emerged in the 1990s, largely inspired by Toyota’s operating model. Both Arium’s Lean, and Lean as it is now understood in business, are associated with the pervasive use of Post-it notes for ideation and collaboration.

Image Credit: Shutterstock

This article explores how Arium’s utopian solutionism and endorsement of a signature technique of post-Fordist management presents both pitfalls and opportunities for inventive, utopian roleplay. Beginning in the critical mode, I suggest that by adopting techniques that reduce the art of imaginative worldbuilding to a ritualized formula, Arium: Create risks building worlds that are creative merely for the sake of creativity, and consensual mainly in their appeal to the lowest common denominator. Inspired by Adorno and Horkheimer’s critiques of jazz and the culture industry, and following Eitan Wilf’s ethnography of Post-its and critiques of the innovation and creativity industry, the first movement of the article asks whether such strategies of routinized, commodified creativity can only ever produce the ‘freedom to choose what is always the same.’[i] Nevertheless, while this danger should not be ignored, I argue that it would be wrong to dismiss Arium or to label it as utopian in only the pejorative sense. Taking cues from theorists responding to Adorno’s pessimistic stance toward popular culture, notably Adorno’s Frankfurt School colleague and interlocutor Walter Benjamin, the second movement of the article suggests that despite its embrace of corporate solutionism, Arium’s collaborative worldbuilding contains a generative kernel, revealing an additional movement in the dialectic between oppressive technologies of control and the utopian impulse.

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“Gypsy in Space”: A Note on the Representation of the Roma in Contemporary Hungarian SF Short Stories

By Áron Domokos

The representation of marginalized communities is extensively explored in both academic SF studies, and popular discourse around SF, particularly since the second half of the 1960s. Themes such as to what extent and by what means the living conditions, adversities, modes of resistances, worldviews, etc. of such communities are represented in SF narratives, as well as the role that individuals identifying themselves as community members play in the production/consumption/reception of SF, have been investigated by practitioners of quantitative and qualitative research. To date, however, there appear to be no studies that address the representation of the Roma in contemporary Hungarian SF speculative fiction. The present paper aims to do the following: (1) to introduce contemporary Hungarian SF short fiction and its readership; (2) to briefly explore the politics of “integration” and “reverse integration” as a means to contextualize the Roma within contemporary Hungarian society; (3) to give an outline of those “semiotic” means by which Roma characters in the short stories under scrutiny are identified; (4) to characterize the particular Roma representations from “invisibility” through “genocide” to “social mobility” that are present in the narratives in question. The texts used for my investigation are the relevant pieces of those submitted in 2014-2018 as candidates for the Péter Zsoldos Award, a national annual prize awarded for the best (published) Hungarian SF novel and short story.

  • Review: This article underwent one anonymous peer review and editorial review from three editors.
  • License: CC BY-NC-ND 4.0.
  • Citation: Domokos, Áron. 2022. “Gypsy in Space”: A Note on the Representation of the Roma in Contemporary Hungarian SF Short Stories. Vector. 28 May 2022. 
  • Keywords: Roma; Hungarian SF; representation
  • DOI: Forthcoming

Gypsy in Space”: A Note on the Representation of the Roma in Contemporary Hungarian SF Short Stories

Together and apart: that is the definition of fraternity. The one we love is another. But the one we love is as close to us as we are to ourselves. So what is needed is not to see the Roma as only a ‘problem’ – and especially not as a ‘problem’ of the white majority – but to act according to the well-known rules of human love, which as a sentiment is not so simple (I have also described it as a contradiction), but in my humble view it is the only right one.

(Tamás 2017)

“Well, white folks ain’t planning for us to be here.”

I want to begin by mentioning that it is comparatively easy to notice the lack of Black representation in mainstream American SF up to the 1970s. Observing that there was not a single Black character in the now legendary 1976 dystopian film Logan’s Run, stand-up comedian Richard Pryor commented: Well, white folks ain’t planning for us to be here. That’s why we got to make movies” (Pryor 1976). As for the Roma,1 science fiction literature in English and other languages since the 19th century had very few Romani characters, and even fewer narratives were written by Romani authors. Let us now take a closer look at the Hungarian-language SF scene.

My study considers nearly 300 pieces of short fiction shortlisted for the 2014-2018 Péter Zsoldos SF Award, and takes a brief look at works in other media. I am going (1) to place the discourses on the representation of the Roma in a social-philosophical framework; (2) to problematize the issue of Roma representation and its “semiotic” aspect; and, in light of this, (3) to classify different ways in which Romani people are represented in contemporary Hungarian SF.

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Facing the Strategic Sublime: Scenario Planning as Gothic Narrative

By Matt Finch and Marie Mahon.

Scenario planning refers to methods used by decision-makers to enhance their strategic thinking, especially in situations characterised by turbulence, uncertainty, novelty, and ambiguity. Scenario planning is therefore particularly relevant in the context of climate change, which is complex, unprecedented, and potentially presents us with difficult-to-predict risk cascades and tipping points. Climate change may also present us with “feral futures”, in which our own interventions cause or exacerbate severe turbulence within a system or situation. In the face of such uncertainty, scenario planning enables users to generate new ideas, develop or test strategic options, establish monitoring and early warning processes for emergent issues, and enhance decision-making. 

Scenarios are not forecasts that predict likely futures, but spaces in which unexamined assumptions can be confronted and potentially suspended or transformed. They are aesthetic depictions of plausible futures that enable us to re-examine our current understanding of our environment, appreciating the power of uncertainty and its capacity to inspire fear and wonder. 

The affinity between scenario planning and science fiction has been widely remarked on in the literature, but in this paper we draw a novel connection between scenario planning and Gothic literature. In particular, we examine how scenarios, as Gothic narratives, provide conceptual resources to make sense of the experience of the “strategic sublime”: that which has been excluded from our frame of understanding. The art of scenario planning, like that of Gothic literature, lies in balancing anxiety, insight, and agency in our encounter with that which had previously seemed beyond discussion. 

Facing the Strategic Sublime: Scenario Planning as Gothic Narrative

The earth is split open. A vast, blazing pit disgorges luminous gas over a barren landscape. The sky is deep blue, pale at the horizon; it could be dawn or dusk. From our vantage point, the fire could be bottomless. Look carefully: at the edge of the pit, a tiny human figure stands, palms raised to the heat.

Julian Bell, Darvaza, 2010

The earth is split open. A vast, blazing pit disgorges luminous gas over a barren landscap
From Bell, Julian. (2013). Contemporary Art and the Sublime. Tate Gallery

This is Julian Bell’s 2010 painting Darvaza. It depicts a site the artist visited in Turkmenistan; its name, in Persian, means “the door to hell” (Garzemi & Garsanti, 2019). As Bell (2013) recounts, the blazing pit was inadvertently created by Soviet engineers in 1971 while seeking oil drilling sites. Striking a gas-filled cavity, the engineers chose to burn off its contents, only to find the resulting inferno beyond their control. It has burned ever since.

Bell locates his painting in a tradition of artists seeking to convey a sense of the sublime, an intense aesthetic experience in which “the self becomes a mere ingredient in the landscape, feeling insignificant, overwhelmed and humbled by nature” (Brady, 2013, p.199). 

Yet, in Bell’s account, this hellish phenomenon was created by human, technocratic actions, and his story of Darvaza also serves as an example of what Ramírez and Ravetz (2011) have called “feral futures”. Drawing an analogy to domesticated animals that revert to the wild, Ramírez and Ravetz describe how “human intervention create[s] an unwanted unfolding situation that could not have occurred in the wild” (p.480), offering examples such as the nuclear incident at Three Mile Island and the Deepwater Horizon oil spill in the Gulf of Mexico.

The idea of the “feral future” is useful in helping us understand how wicked, complex problems can stem from our own actions. In the Anthropocene, feral futures are increasingly prevalent. Even the impact of something as apparently “wild” as COVID-19 has feral aspects, as the ways in which the pandemic has played out are entwined with globalisation, climate change, urbanisation, and wide variations in responses by governments, institutions, and communities.

In this paper, we explore scenario planning as a tool for coping with the “strategic sublime” in feral situations characterised by turbulence, uncertainty, novelty, and ambiguity. Scenarios are not forecasts, but plausible stories of the futures which we may face (Spaniol & Rowland, 2019). We follow Ramírez and Wilkinson (2016) in understanding them as assessments of the future context for a given question or issue, designed to contrast with the way that context is currently being framed. As a brief case study, we include the four IMAJINE scenarios exploring the future of European regional inequalities.

By offering thought-provoking future contexts, such scenarios enable their users to generate new ideas, develop or test strategic options, establish monitoring and early warning processes for emergent issues, and enhance decision-making. Ramírez and Wilkinson argue that, by challenging current assumptions and offering alternative framings from the vantage point of multiple imagined futures, scenarios support good judgement across the three areas identified by Geoffrey Vickers (1965): What is really going on around us? What are we able to do about it? And what does the issue mean for us?

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The Needle and the Wedge: Digital Games as a Medium for Science Fiction

By Monica Evans. This academic article was first published in Vector #291.

Abstract: This article examines the relationship between digital games and science fiction. Digital games are predisposed to science fiction content for two reasons: game developers, at every historical point, have been science fiction fans, and therefore tended to make games with science fiction content; and digital games’ dependence on rapidly-changing technology makes them a natural fit for science fiction content and themes. Furthermore, even games that may not have overtly science fictional themes at the level of content can still be interpreted as examples of science fictional culture, through their capacity to mobilise interactions between technology, mechanics, narrative, and the imagination and emotion of their players. Game developers, science fiction authors, and the increasing number of creators who are both at once, have a great deal of territory to explore, to continue discovering how best to use this naturally science fictional medium to express what it means to be technological, computational, and human.

  • Review: This article underwent editorial review from two editors.
  • License: CC BY-NC-ND 4.0.
  • Citation: Evans, Monica. 2020. The Needle and the Wedge: Digital Games as a Medium for Science Fiction. Vector #291, pp.15-24. Summer, 2020. 
  • Keywords: digital games, video games, science fiction, speculative fiction
  • DOI: 10.5281/zenodo.6533414

In 1962, four computer science students at MIT, looking for something interesting to display on their new PDP-1 minicomputer, turned to science fiction. According to Steve Russell, the group’s core programmer, they started with “a two-dimensional maneuvering sort of thing, and decided that naturally the obvious thing to do was spaceships” (Brand 1972). Before long, two ships – one long and thin, the other a squat triangle – could engage in an interactive, physics-based dogfight, and Spacewar!, the world’s first digital game, was born. 

Spacewar! may have been the first, but it was hardly the last. A staggering number of successful, influential, and critically-acclaimed games can be categorized as science fiction (Krzywinksa and MacCallum-Stewart 2009), from classic arcade games like Asteroids and Space Invaders to major franchises like Metroid, Halo, StarCraft, and Mass Effect; critical trailblazers like Portal, Half-Life, and Bioshock; indie darlings like Thomas Was Alone, Soma, and FTL; and recent critical and commercial favorites like Horizon Zero Dawn, Nier: Automata, and even The Legend of Zelda: Breath of the Wild. In the absence of science fiction, an equally staggering number of games can be classified as fantasy, horror, or broadly speculative – to the point that it’s uncommon, if not rare, for a digital game to be set in a non-speculative, mundane world. 

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“The Inheritors” (1942), by the Futurians John B. Michel and Robert A.W. Lowndes, and the Climate Discussion 

By Andreya S. Seiffert

Abstract: This article discusses the novelette “The Inheritors” by John B. Michel and Robert A.W. Lowndes, first published in the October 1942 issue of the pulp magazine Future Fantasy and Science Fiction, edited by Lowndes. The article shows the story’s pioneering approach to discussing environmental issues long before this theme appeared frequently in science fiction. The hypothesis defended in this article is that this pioneering was only possible because Michel and Lowndes were part of The Futurian Society of New York. The group was a creative force that operated in the early 1940s and brought a new perspective to science fiction at the time, with the climatic discussion of “The Inheritors” being part of it.

This is the cover of the issue where the novelette was published.

Introduction 

As I write this article, the news I’m hearing this week is quite worrying: flooding in Nigeria, fires in Greece, record deforestation in the Amazon rainforest, which may now be generating more greenhouse gases than it is absorbing. A UN report reinforces what many have long known: humans are the cause of climate change, which is expected to intensify in the coming years.

Climate is a concern for many current science fiction authors, especially in the subgenre known as climate fiction or cli-fi. The purpose of this article is to show how a 1942 novelette, written by Futurians John B. Michel and Robert A.W. Lowndes, anticipated this concern and brought this discussion to science fiction at the time.

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Broadcasting change: in empathic dialogue with Duffy and Jennings’s graphic novel adaptation of Octavia Butler’s Parable of the Sower

By Heather Thaxter.

This academic article explores Octavia Butler’s 1993 novel Parable of the Sower and its 2020 graphic novel adaptation by Damian Duffy and John Jennings. It analyzes the medium-specificity of the adaptation by applying a combined theoretical approach that incorporates cognitive narratology and narrative empathy. A discursive dialogue between the two media facilitates a critical evaluation of the potential for Parable to evoke character empathy leading to prosocial action. The prescient themes in Parable, and the timing of the adaptation’s publication facilitates informed ongoing dialogue around change. 



“This book lives. It breathes, moves, feels, clamors for your attention, insists on bearing witness, insists on being heard,” declares Nalo Hopkinson in her introduction to Duffy and Jennings’s (2020) graphic novel adaptation of Octavia Butler’s Parable of the Sower. After decades hovering conspicuously on the periphery of literary acceptance, science fiction and graphic novels refute their much-maligned reputations, and produce an alternative canon by joining forces. Narratives of space exploration, time travel, aliens, and meta-human superheroes disturb the grand narratives because they employ such tropes to explore the notion of the ‘other.’ Challenging the presumptions of texts that adhere to the model of white Western hierarchy, many contemporary speculative fiction narratives stage encounters between vastly different perspectives and cultures, and give agency to the ‘other.’

An early and powerful influence on Afrofuturism, award-winning author Octavia E. Butler (Womack 2013, 109) proposes a more diverse future through her palimpsestic style of rewriting narratives of race, gender, and disability, thereby challenging the status quo and repositioning previously sidelined characters center-stage. By defamiliarizing human experience, by blurring the lines of ideological expectation, and by broadcasting survival strategies that necessitate major, almost impossible change, Butler complicates the concept of ‘othering’ whilst evoking feelings of empathy for her characters. Suzanne Keen’s (2015) theoretical model of authorial strategic empathy, particularly “broadcast strategic empathy,” is the touchstone for demonstrating how Butler evokes empathic responses in her readers. Since reading is a cognitive action, I combine elements of David Herman’s inquiry into cognitive narratology and Suzanne Keen’s research into narrative empathy to shine light on Butler’s work and its enduring relevance. The remediation of this speculative fiction text into the graphic novel medium, with its metamorphic affordances, facilitates more explicit readings of the tropes of change in Butler’s Parable of the Sower, and opens up empathic dialogue about the medium-specificity of re-reading such a powerful narrative. 

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Treasuring the Wreck of The Unbelievable: Envisioning a future archive of contextualised contemporary art

By Alex Butterworth.

This academic article explores Damien Hirst’s 2017 exhibition The Wreck of the Unbelievable, which mischievously purported to present treasures salvaged from the wreck of the legendary Apistos. How might we preserve, curate, and otherwise mediate such ambitious and distributed artworks, which extend in such convoluted ways through diverse social and cultural spaces, and which deliberately ambiguate their own boundaries and encounters? Where artworks both seek to capture and to intervene in their own historical moment, what obligations and affordances arise for future historians, curators, critics, and publics? Might the challenges set by The Wreck of the Unbelievable even model a new kind of digital art history including, for example, data generated incidentally and abundantly by digital processes? This article playfully mobilises new Digital Humanities methods for reading the vast and stormy seas of social media data discourse, reading between the artwork itself and the historical ‘moment’ in which it is so entangled.



Treasures from the Wreck of the Unbelievable by Damien Hirst

Man has no harbour, time has no shore;

It flows, and we pass away!

Alphonse de Lamartine: ‘The Lake’ as quoted by Franck Goddio, ‘Discovering a Shipwreck,’ in Damien Hirst, Treasures of the Wreck of the Unbelievable

Damien Hirst’s 2017 Treasures from the Wreck of the Unbelievable was work of ‘spreadable’ historical narrative, spun around an elaborately wrought hoax. Ten years in planning and execution, the exhibition straddled two large spaces on either side the mouth of Venice’s Grand Canal, the Palazzo Grassi and the Punta della Dogana. It alleged to present treasures salvaged from the Apistos, a ship lost almost two thousand years ago, comprising the art collection of a freed slave of incalculable wealth and cupidity. Treasures wrought of marble, gold, crystal, and jade were accompanied by films of the marine archaeology in action, featuring animistic figures — some with the disconcerting features of Disney characters — gently raised from the sea bed. The authenticity of the sculptures themselves was vertiginously involuted, with some sculptures appearing in variant versions, scaled up or down, cleaned of or encrusted with coral. Captions, located inaccessibly, also played games with curatorial authority, describing the construction of the luxurious display ‘cabinets’ as often as they did the contents of the vitrines.

But the physical exhibition was only a single, ephemeral manifestation of the world of Treasures. To commit wholeheartedly to comprehending that world is to hazard one’s sense of coherence in a game of narrative disentanglement, played out within a mise-en-abyme. The layering of the Lamartine epigraph, above, illustrates this experience: it serves as a textual gesture towards mortal infinitude, extracted from its context, relocated within an essay of playful dishonesty — printed in one of three catalogues advertised as accompanying the exhibition, of which only two appear ever to have been published — that aims to ground the exhibition in a plausible fictionality. In his essay in the same catalogue, Goddio ponders parenthetically of the wrecked ship, which bore the Greek name Apistos, translated as Unbelievable: ‘Was that its original name? Or did it acquire it subsequently because of its fabulous cargo? No one knows.’ On such uncertainty, the fascination of the show pivots.

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Fragmented dwellings: ontology and architecture in The City and the City (2009) and Learning the World (2005)

By Alexei Warshawski.

In this academic article, Alexei Warshawski explores themes of architecture, fragmentation, and ontology (in the sense of existence or Being as such) in two speculative fiction novels, China Miéville’s The City and the City (2009) and Ken MacLeod’s Learning the World (2005). MacLeod’s and Miéville’s engagement with postmodernism, read alongside Heidegger, reveal that no matter how fragmented our architecture, and whether we do or don’t truly dwell, our ontology is greatly contingent on the architecture which surrounds us, and our ability to exist within and alongside architectural constructs is an undeniably and increasingly precarious one.



The relationship between architecture and its inhabitants is a powerful one which can be liberating or repressive, inclusive or exclusive, reflective or reductive. These relations are neither cohesive with one another, nor mutually exclusive, so they problematise our relationship with architecture in spatial, temporal and ontological terms. Examples may be found in China Miéville’s The City and the City (2009) and Ken MacLeod’s Learning the World (2005). Miéville’s The City and the City follows Inspector Tyador Borlú as he investigates the murder of a foreign student whose body is found in Besźel, a city which is topographically twinned with another city called Ul Qoma. These two cities are on the same physical site and their residents are expected to ignore the city which they don’t live in, ‘unseeing’ any elements that they accidentally notice. Ken MacLeod’s Learning the World follows a future human race’s attempts to find a new planet to colonise as they travel on their planet-sized generation ship, and grapples with the problems they face in understanding a temporary architectural construct as a seemingly permanent and homely environment. Both novels engage with one of postmodernism’s key architectural concerns – the question of fragmentation, which this paper will argue is a necessity in sustaining the architecture of the worlds of both texts. While The City and the City explores fragmentary architecture through its twinned cities, Learning the World presents architecture as an inherently fragmentary construct, both in spatial and temporal terms. This paper will suggest that the ‘necessary fragmentation’ of the architecture in these texts proves the untenability of postmodern, neoliberal architecture as something permanent or fixed, in both spatial and temporal terms. Furthermore, this paper will argue that the idea of necessary fragmentation in this context give credence to Martin Heidegger’s understanding of ‘building’ and ‘dwelling’, a distinction he outlines in ‘Building, Dwelling, Thinking’ (1951) which suggests that ‘dwelling’ as an ontological condition is not a guaranteed effect of building or settling within architectural constructs, and that the ability to ‘build’ in an ontologically authentic manner requires one to possess the capacity to ‘dwell’ in the first place. This paper will outline how these paired concepts of building and dwelling can affect the formation and occupation of architecture, as well as architecture’s relationship to nature. Drawing together the fragmentary elements of architecture and their relationship to Heidegger’s thinking in both texts, this paper will conclude with an analysis of the reflective properties of architecture – in both literal and metaphoric senses – to demonstrate the extent to which architecture can affect not just our social and domestic lives, but our ontology itself.

Continue reading “Fragmented dwellings: ontology and architecture in The City and the City (2009) and Learning the World (2005)”