The Architecture of Evil: Dystopian Megacorps in Speculative Fiction Films
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The Architecture of Evil: Dystopian Megacorps in Speculative Fiction Films
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Re: The Architecture of Evil: Dystopian Megacorps in Speculative Fiction Films
#2Re: The Architecture of Evil: Dystopian Megacorps in Speculative Fiction Films
#3Re: The Architecture of Evil: Dystopian Megacorps in Speculative Fiction Films
#4The article demonstrates well the idea of "typology" - how we came to associate Brutalist structures with FBI-style surveillance states. Did you know we also associate stuff like Greek Columns with government in general?
The "human scale" term refers to how a building's shape and texture should be broken up to break up any notion of the building being looming/threatening to tiny humans by comparison - kind of like how a person would prefer wearing different colors as opposed to a monocolor jumpsuit.
Almost all "evil" architecture fails human scale design on purpose by making oversized elements or using the same material everywhere - the idea is to make the organization seem greater than the individual or even society, and make it seem impossible to challenge. This is also seen in architecture built or designed by fascist Germany and Italy back in the 1930s, for exactly this reason. Look up https://en.wikipedia.org/wiki/Fascist_architecture if you want more.
Re: The Architecture of Evil: Dystopian Megacorps in Speculative Fiction Films
#5Back in my days of architecture school we threw around terms such as "human scale" and "typology" in classes. The article demonstrates well the idea of "typology" - how we came to associate Brutalist structures with FBI-style surveillance states. Did you know we also associate stuff like Greek Columns with government in general? The "human scale" term refers to how a building's shape and texture should be broken up t…
Re: The Architecture of Evil: Dystopian Megacorps in Speculative Fiction Films
#6Back in my days of architecture school we threw around terms such as "human scale" and "typology" in classes. The article demonstrates well the idea of "typology" - how we came to associate Brutalist structures with FBI-style surveillance states. Did you know we also associate stuff like Greek Columns with government in general? The "human scale" term refers to how a building's shape and texture should be broken up t…
Re: The Architecture of Evil: Dystopian Megacorps in Speculative Fiction Films
#7But I've always wondered why more tech companies and corporations don't embrace this aesthetic. The buildings are so distinctive and striking that it would result in very strong branding. And while motivated by questionable ethics, we do associate megacorps in fiction with bleeding edge technology and incredible capabilities.
It is not as if anyone takes the Google happy colors and 'don't be evil' motto as actually indicative of ethical behavior. Conversely, I don't think an insidious aesthetic would imply 'we are doing bad things' as much as a fun nod to sci-fi high tech.
Re: The Architecture of Evil: Dystopian Megacorps in Speculative Fiction Films
#8Speaking of dystopian megacorps and their architecture, I bought Invisible Inc during the Klei sale on Steam. I'd highly recommend it. It's a turn-based stealth rougelike based based in a cyber-punk world run by dystopian megacorporations. You control a team of technologically augmented spies who infiltrate these megacorps. The levels are all procedurally generated, which works really well for the inhuman sameness that corporations have in science fiction.
The gameplay is well thought out, and the story mode is well written. It deconstructs a lot of themes typically present in cyberpunk, but the deconstruction doesn't upstage the gameplay (I feel like game designers sometimes try to be 'clever' when deconstructing tropes, to the detriment of fun.) The story mode isn't very long, but it has good replayability due to the roguelike nature and the procedurally generated levels. There is also an endless mode, which adds a lot of replay value, and is something that I miss in other roguelikes, such as FTL.
I played it on Linux, and it runs well. It's $20 normally. I'd say it's a must-buy at $10 or below if you enjoy roguelikes or stealth games. I'd say take a pass if you don't enjoy turn based games or cyberpunk. You can probably get a pretty good idea of the gameplay from watching a video on youtube, but I'd definitely try to avoid spoilers.
Re: The Architecture of Evil: Dystopian Megacorps in Speculative Fiction Films
#9Honest statement: maybe its because I'm a child of the 80s, and so grew up around media with strong dystopian/cyberpunk styling... But I've always wondered why more tech companies and corporations don't embrace this aesthetic. The buildings are so distinctive and striking that it would result in very strong branding. And while motivated by questionable ethics, we do associate megacorps in fiction with bleeding edge t…
I don't know if it's intentional, but in my mind Apple is also "that organization with the eerily clean white interior" in real life. They are also unsurprisingly very secretive in their organization; I've heard their engineers have little idea what other other teams are doing, but it's a rumour http://tvtropes.org/pmwiki/pmwiki.php/Main/AsceticAesthetic
Re: The Architecture of Evil: Dystopian Megacorps in Speculative Fiction Films
#10Back in my days of architecture school we threw around terms such as "human scale" and "typology" in classes. The article demonstrates well the idea of "typology" - how we came to associate Brutalist structures with FBI-style surveillance states. Did you know we also associate stuff like Greek Columns with government in general? The "human scale" term refers to how a building's shape and texture should be broken up t…