The Deleted Scenes - New and Old #205
Your Neighborhood Does Not Belong To You, Flaneurbanist, Billy Cooney, February 17, 2025
This is exactly what I’ve repeated many times, against NIMBYs who see themselves as guardians of their little local place. In reality, in my view, trying to freeze a place at a moment in time does not enhance but diminishes what it is. This is a good statement of the whole worldview of urbanists/YIMBYs/whatever you want to call people who believe that natural, organic change is an inherent and necessary element of human settlements:
And this bit hints, as I often do, at the almost metaphysical aspect of development, and why NIMBYism is not just often bad land-use policy, but a kind of foundational error about reality:
Read the whole thing. This is a really good and interesting piece, because it methodically, and in plain language, explains why defunct college campuses are so cheap, and why those prices are probably “right” given the cost involved in doing something with them. Knowledge over up-the-wrong-tree “common sense” is always good.
I’ve never had this fantasy, but I can imagine the allure of it. Just like “let’s build a cabin out in the woods” or something. But as with all such projects, the costs are usually hidden and sometimes surprising or unforeseeable. Not just the kind of obvious deferred maintenance on aging buildings, but stuff like this:
I.e.: “Which of your friends would be willing to mow 120 acres under a hot summer sun?” And zoning issues which limit what can be done with campuses, such as limits on commercial uses or a requirement of some educational mission:
Spiritedness and self-reliance, Archedelia, Matthew B. Crawford, January 9, 2024 I’m not a fan of the writing of Matthew Crawford that I’m aware of: a book he wrote in praise of driving, which I found far too accommodating of motorists’ vices and far too dismissive of the problems with car dependency, pedestrian safety issues, etc. However, there were some parts even of that book that I liked: the bits on zoning and doing your own mechanic work and the immense knowledge of old-time parts counter workers at a dealership. Crawford is a proponent of what I like to call mechanical literacy, or understanding how things work and working on them. This post is actually from his much older book on this general topic, Shop Class as Soulcraft. Writing about the conundrum of replacing an aging car the dealership has no interest in, or possibly screwing up your own work, he writes:
It’s kind of a shame to me that someone with such an incisive sense of these things also dismisses concerns I find extremely important. But nobody’s perfect, and on this subject Crawford is very good. If this interests you, read the whole thing. For the fourth item today, I’m linking to two Reddit threads (this and this) about the extreme difficulty of retro (‘80s and ‘90s/8- and 16-bit) video games. There are some interesting suppositions or explanations for this. And some interesting comments in general. For example: “It’s difficult to judge some of these old games. Can I really call it a great game if I never see past the 3rd level without modern cheats that weren’t even present on the cart?” Or: “There’s absolutely no reason to have to keep playing the same levels you’ve mastered over and over again just to get one more chance to try the next level. That is just an old way they used to make short games longer. If you save state before every level this lets all your gameplay focus on actually improving at the level you’re struggling on. Then you can beat even difficult games in a relatively short amount of time without save states once you learn all levels using save states.” bit about Lion King and rental period These are interesting design-related observations:
(I.e., arcade games were specifically designed to eat quarters, and despite the economic model for console games being different, the design philosophy in the early days of home gaming had not adjusted yet.) Or maybe the difficulty was an accident of the playtesting procedures of the day:
And there’s this conspiratorial but possibly correct explanation: “I’ve always given credence to the theory that games were made more difficult to ensure they couldn’t be beaten over a weekend, as video game rentals began to cut into sales.” One more: “Take Castlevania 1 for example, it is rough the first time playing through. But, once you stick it out and know how to beat the levels and bosses, you can beat the entire game in 15/20 minutes.” That idea, that these games are 20-30 minute affairs in theory but hours, hours, and hours of endlessly looping the first two or three levels in practice, is interesting. I wrote once about how much work the developer put into these old games, especially for the arcades, knowing full well that very few players would ever see half of that work. That’s dedication, I guess. Related Reading: Thank you for reading! Please consider upgrading to a paid subscription to help support this newsletter. You’ll get a weekly subscribers-only piece, plus full access to the archive: over 1,200 pieces and growing. And you’ll help ensure more like this! You're currently a free subscriber to The Deleted Scenes. For the full experience, upgrade your subscription. |
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And why professionalism and earnestness matter ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏
Pokémonning
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It's okay to use an app to get out in the world ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏
409855 is your Substack verification code
Tuesday, March 18, 2025
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Then All At Once
Tuesday, March 18, 2025
Every defunct long-running business is an end of something ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏
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Tuesday, March 18, 2025
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