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
The Circus An Essay from Every So Often a Talking Dog Appears by Smiljan Radić EnduranceThere it is againPreparing a stage
Endurance For Alfred North Whitehead, a car accident and the exposure of a pyramid to the sun on any given day are equivalent events: We are accustomed to associate an event with a certain melodramatic quality. If a man is run over that is an event comprised within certain spatio-temporal limits. We are not accustomed to consider the endurance of the Great Pyramid throughout any definite day as an event. But the natural fact which is the Great Pyramid throughout a day, meaning thereby all nature within it, is an event of the same character as the man's accident, meaning thereby all nature with spatio-temporal limitations so as to include the man and the motor during the period when they were in contact. Alfred North Whitehead time
There it is again Apparently architecture does the same job as set design, "it creates units of environment, atmosphere, or events"—whatever you wish to call them—but with more weight, carrying more material, slower. This is why it can raise the curtain more times and repeat "there it is again" for longer. Perhaps for this and other reasons there are periods in the history of architecture in which stage design or the folly, for example, have been an effective field of experimentation for serious architects. Follies architecture
Preparing a stage When a client arrives at my studio, my job consists of preparing a "stage" for the length of time he desires, whether it be for a day or years, it is irrelevant in the end. A stage in which he can move under the sun "as if he were at home," though he walks stuttering at first before learning what will come in the script, be it kind or not, and which he will repeat a thousand times until he tires. When he tires, a panel is disassembled to readapt the children's room, the roof is demolished to make a study, the façades are decorated and life continues unperturbed. design