URBAN PLANNING - is a ‘game’, or a concept for a certain type of game, that I am using within the context of the computer RPG that I am developing.
Using graffiti, impromptu chalk design, advanced technologies, and above all, live storytelling, the ‘characters’ and ‘players’ are each and every person within the urban environment. The fact that this type of gaming has sprung up in several metropolitan areas of the not too distant future where a desire to connect with other ‘users’ is not the mystery. It is the different iterations and systems, the rules and sweeps of rulelessness (as in the game running on the Calvin-Ball F-Server) that form the myster-ies that allow these once nameless and faceless ‘consumers’ to mysteriously transform into creators, to go from being, to becoming.
URBAN PLANNING EXPLAINED:
“It is a characteristic of late-nineteenth-century modern culture in general to be concerned with developing a microperception of signs—as is evidenced in Charles Pierce’s theory of semiotics, Nietzsche’s mobile army of metaphors, Freud’s symptomatology of the unconscious, the early years of the detective novel, the quantum theory in physics, Louis Pasteur’s discovery of the germ theory of disease, and Saussurean linguistics. Paranoia, one of the symptoms of excessive stimulant use, consists in finding an order in sign systems where none exists.(1)”
With a semiology of survival like that of hobos and trampers circa 1880-1940’s with ‘hobo signs’,(2) to the outcroppings of furtive glances that pled for dystopia rather than myopia among 1950’s under-the-bomb America, crashing through the gate into 1960’s find-your-way among the truth-seekers to the actually truthful… Up into the ages of advertisement and commercialism for its own sake… The war for consciousness has been fought with teeth biting nails the whole long dirty night. The answer isn’t always to stay inside and read. Sometimes, you need to do a little URBAN PLANNING.
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