Truth Games is a term I use to talk about truth as a constructed entity.

A Truth Game is a series of reasonable assumptions which build on each other to mask reality.

One might call it ideology.

Truth Games can be scripted, and therein unmasked.

Truth Games do not rule from outside or above, but by embedding

themselves in common knowledge and practice.

Truth Games must be concealed from their players, accepted as the given conditions.


This process of naturalization becomes the role of Architecture

200310 Truth Games Diagram-05.png
  1.   The market seeks to maximize efficiency

  2.   Because post-industrial labor is in ideas/emotions/desires, the      factory must resemble the daily life in which this human capital      is produced

  3.   Therefore, the factory must resemble the city

  4.   However, it is not a city, and all spaces within it are spaces of        labor

  5.   Friction and criticality threaten distraction and alienation, so the    factory must maintain its illusion as city

  6.   Thus, it must be tightly controlled and perception closely                monitored

  7.   And, all conditions of labor and infrastructure must be concealed

  8.   And, it must be monitored by an army of working-class laborers,    their right to the space predicated on their productive state

  9.   The illusion of the city produces the factory’s human capital

  1.   The market trades architecture as a speculative product

  2.   Thus, the value of architecture resides in its ability to reproduce        capital

  3.   And, the city becomes a mechanism to produce private property

  4.   Private property constructs the individual as separate from the city

  5.   Thus, rather than a collective space, the city becomes an                  aggregate of individualities

  6.   And, the space of the city is created to be looked up-at and out-      from, but not in-to

  7.   The city of private property is an empty city

  8.   Because there is no there, there, the empty city is occupied by        the spectacle of its occupants

  9.   Only in the space of private property do individuals take refuge        from their own performance

  10.   However, inside, the subject is neutralized by their status as            viewer, depoliticized, their ability to participate in the city negated    by their view upon it

  1.   The market must maintain 3% growth.

  2.   Thus, it must continually find new commodities and consumers      for those commodities

  3.   Experience is the ideal commodity, because it is                            instantaneously consumed

  4.   The corporation constructs a city in which to sell its experience

  5.   In order for the city to appear in its commodity form, labor and        inequality must be concealed

  6.   The commodified-city must sustain the illusion of choice, so          consumption can construct identity

  7.   As production becomes automated, humans’ utility is primarily      within their consumptive capacity

  8.   As attention and consumer data become commodities, the act      of consumption becomes an act of production

  9.   Thus the customers of the city-experience become the                  commodity themselves.

  1.   Individuals can only obtain a limited knowledge of the real                complexities of the world

  2.   Thus, cannot plan our society 

  3.   The market, a complex system, is uniquely able to handle the           complexities of our world  

  4.   Thus, the market should calculate, order and process our society 

  5.   And, people and social practices must adapt to the market