Recognizing Constraints An Article by Jeremy Wagner css-tricks.com Super Nintendo games were the flavor of the decade when I was younger, and there’s no better example of building incredible things within comparably meager constraints. Developers on SNES titles were limited to, among other things: 16-bit color. 8 channel stereo output. Cartridges with storage capacities measured in megabits, not megabytes. Limited 3D rendering capabilities on select titles which embedded a special chip in the cartridge. Despite these constraints, game developers cranked out incredible and memorable titles that will endure beyond our lifetimes. Yet, the constraints SNES developers faced were static. You had a single platform with a single set of capabilities. If you could stay within those capabilities and maximize their potential, your game could be played—and adored—by anyone with an SNES console. PC games, on the other hand, had to be developed within a more flexible set of constraints. I remember one of my first PC games had its range of system requirements displayed on the side of the box: Have at least a 386 processor—but Pentium is preferred. Ad Lib or PC speaker supported—but Sound Blaster is best. Show up to the party with at least 4 megabytes of RAM—but more is better. constraints
Assemblages Radić's texts are almost always assemblages of several pieces or paragraphs that, although written by an architect, do not attempt to refer to a particular project or work (and if they do, it is always laterally, avoiding explanations of the how and the why, or demonstrations and apologies). Like notes from a fragmentary diary or a review of a collection of memories, at times they share the melancholy tone of the writings by Aldo Rossi and at other times they recall the obscure density of John Hejduk's poems. — Patricio Mardones Smiljan Radić, Every So Often a Talking Dog Appears FragmentsCompositions of desire iwriting