The media used to transmit these peculiar ideas should be therefore mutated and tuned according to people’s desires to captivate them and challenge their views. Monument Valley, for instance, is a video game whose settings will instantly teleport the players inside one of Escher’s etchings or Aldo Rossi’s drawings. The aim of the game is fairly simple, but its graphic has a complexity and an idyll which makes people wonder what it would mean to live in an environment where the interaction with architecture would radically change according to the perspective we are looking at.
This exquisitely designed video game, with 500,000 copies sold in the first month of its debut, has seen a fame and favorable reception that New Babylon or Plan Voisin today, could not have achieved. Somehow, Monument Valley was able to share Escher’s view to people more effectively than the artist himself. Amongst our society, video games are a highly consumed commodity, and using them as a canvas to tell stories about conceptual architecture will grant the attention of a larger audience.
Beyond digitising a utopistic idea, inserting its principles and concepts within everyday life activities like playing a video game on our mobile phones signifies making it interactive, responsive, and accessible, finely fulfilling the aim of speculative architecture.
Is this not the way speculative design should operate? Finding new paths to open up to a larger cohort and challenge our ideas of reality? The rules that make video games, like other technological media, are pliable, unlike the rules that make our infrastructure; switching the planes on which we have been speculating in order to become more appealing should be essential to move forward.