taCity

A site about the ephemerality of the socio-urban world


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Conceptualising Fictional Cities

Coruscant, capital of the Galactic Republic, an ecumenopolis with a population of 1 trillion

Technology is reproducing cities very rapidly. Or shall I say producing cities? Not artificial cities, but experiential cities that are pure hyper-reality, a simulacrum space par excellence (to mesh Baurdiallardian and Deleuzian language). Reproducing cities is as easy as driving a car with a camera mounted on top and putting the results online, but virtually producing entirely new cities from scratch requires a certain technology that can interpret the most creative of urban planners/builders; a technology which has only really been available in the last few decades or so. Visual arts technologies are creating architectural masterpieces that we immerse ourselves in, allowing us to exit the desert of the real and enter an avatar-populated hyper-reality which invokes upotian, but often dytopian fantasies of excess, violence, hedonism and inequalities. Film and computer game technological production techniques are at the forefront of this process and our cultural landscape is awash with these hyper-real cities that we can plug into and add to our memories of mental cityscape construction (a notable exception to this is the wonderfully crafted Ecstacity by Nigel Coates which exists on the pages of it’s Guide Book). But given this increase in the variety of destinations, which city is the best one to visit? Liberty City? Caprica? How can we analyse these fictional hyper-real cities, and how can we navigate them to fully comprehend the multiplicities of narratives, read the layers of urban palimpsests and listen to the heteroglossic voices? This post tries to find out….

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