Tobias Buckell takes down vertical farming

Paul Raven @ 16-10-2009

Vertical farm conceptWe’ve mentioned vertical farming a number of times before, and the mighty BoingBoing brought it up earlier in the week; general consensus seems to be that it’s a lovely idea. [Vertical farm image borrowed from VerticalFarm.com]

But lots of things are lovely ideas until you run the numbers on them, and that’s exactly what Futurismic alumnus Tobias Buckell has been doing with vertical farming:

One of the more famous advocates of the Vertical Farm concept, Dickson Despommier, estimates a 30 story farm would feed about 10,000-50,000 people (depending on which article he’s speaking in). Let’s be charitable and assume 30,000 per 30 story skyscraper.

A 30 story skyscraper can cost as much as half a billion dollars. So we’re looking at a unit cost of at least that to build these, and that’s not considering the hydroponic and recycling technology costs!

New York has 10 million people. To feed New York, you’d need roughly 334 of these buildings, with the building cost being at least $150 billion.

That’s affordable on a country scale (10 years of NASA-like budget).

But the fact is, the existing land sprawling out around New York and the US and gasoline to transport the goods from the heartland to NYC is still far cheaper when an accountant crunches the figures.

That’s a whole lot of money, as Toby rightly points out. Which is no reason to abandon the idea entirely, of course, but as with all futurist visions it needs to be tempered with some reality. No plan ever survives contact with the enemy, after all, and economics is the enemy of us all at the moment (with the possible exception of the Wall Street weasels, natch).

One possible solution to Toby’s objections might be retrofitting old skyscrapers with the new kit. Perhaps that would be cheaper than raising a structure from scratch?


The Iron Cage of Fantasy: World of Warcraft, City of Heroes and Fable II

Jonathan McCalmont @ 19-08-2009

If modern gaming is all about escapism, why do we choose to escape to virtual worlds that contain so many of the negative pressures of the world we’re trying to leave behind?

Blasphemous Geometries by Jonathan McCalmont

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I’d like to begin this column by discussing escapism. Describing something as “escapist” has always struck me as something of a back-handed compliment. A tacit (and sometimes dismissive) acknowledgement of a work’s lack of topicality or verisimilitude coupled to an attempt to shift the critical yardstick from the aesthetic to the psychological : Yes, we know that this film/game/book is all about giant stompy robots hitting each other but it scratches an itch that we, the audience, need scratching.

The itch in question is the need to escape from an increasingly inhospitable 21st Century existence; an existence filled with long commutes, unpaid mandatory overtime, credit card bills, mortgage foreclosures, unemployment, failed relationships and the plethora of modern-day worries, problems and fears that many choose to medicate with alcohol. People justifiably want to escape to a world that is less oppressive and miserable. This explains why the grand-father of escapist fiction is J.R.R. Tolkien and not Jean-Paul Sartre. Continue reading “The Iron Cage of Fantasy: World of Warcraft, City of Heroes and Fable II”


Grand Theft Auto IV – Exploring the Mundane

Jonathan McCalmont @ 27-05-2009

Blasphemous Geometries has turned its attention to computer games, and for its first foray into that sphere Jonathan McCalmont takes a look at the hugely popular Grand Theft Auto IV. How does its reproduction of life’s bitter mundanities strengthen its appeal, and what does that say about the reality it reflects?

Blasphemous Geometries by Jonathan McCalmont

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As the first Blasphemous Geometries column to look at an individual video game, it makes sense for me to start at the top with one of the fastest-selling games of all time. Grand Theft Auto IV is, paradoxically, the sixth game to appear in the series and the eleventh game to appear as a part of the wider GTA franchise. Since its release in April 2008 it has been festooned with awards and prizes and it remains one of the highest ranking games to feature on the net’s various review aggregation sites. It is not my intention today to toss another garland onto the already swollen heads of the GTA IV developers; instead, I want to use the game to demonstrate an idea. Continue reading “Grand Theft Auto IV – Exploring the Mundane”