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Venturi was a hipster.
New York, New York, Las Vegas: You can go all the way to the torch in Vegas' Statue of Liberty.
I love Las Vegas.
In the span of an hour, you can go from Paris to Egypt to New York, take photos with Brangelina and Britney Spears, and stand directly underneath lions (complete with a lion-rawring soundtrack because, apparently, they sleep 20 hours a day). I know it’s cliché, but Walt Disney himself couldn’t have designed a better theme park for the 21 and over crowd. But Las Vegas is a gimmick; the city is a one-liner. I get the joke and, for three days, it is hilarious.
I would hate to live in Las Vegas.
Las Vegas is great because it cannot be taken seriously (does the Luxor hotel replace traveling to the pyramids?). However, exporting the self-aware, ironic architecture of the strip to other cities, as Robert Venturi suggests is a legitimate reaction to modernism, undermines the field’s ability to create meaningful solutions. Kunstler shares a similar, though heightened, opinion of Venturi, calling his architectural philosophy “simple parody, which is to say the sophomoric urge to ridicule by means of feeble imitation in the absence of an urge to create something original of real quality” (83).
Moreover, Venturi’s imitations do not solve any of the underlying issues of modernism and car culture. They actually end up embracing modernist principles because they are still based on the same “signs and boxes” architecture. Venturi’s architecture is just as inaccessible as modernist architecture, divided between people who get the joke and those who take it seriously.
On the other hand, Venturi made astute observations about the streetscape of LV (and, by extension, most of the US): the signs are more important than the architecture, and at least putting something on the façade is better than doing nothing, even if it’s painfully ironic decoration. Urban planners and architects have, in my estimation, taken themselves Too Seriously and Venturi calls them out on it. Unfortunately, though highlighting modernist problems, his work does not offer any viable or significant solutions beyond (sometimes) improving a building’s aesthetic characteristics.
Robert Venturi’s Learning From Las Vegas has become a self-fulfilling prophecy. While, 40 years ago, it was boxes with signs, it is now the epitome of the postmodernist architecture movement that he helped create. Unquestionably fun, but the new landscape no more livable than the modernist’s.


Hyperreality echoing throughout LV
I enjoyed your analysis of the simulated world of Las Vegas. It reminded me of a book "Travels in Hyperreality" made up of a collection of essays by Umberto Eco. The book begins with the analysis of various urban centers of the US, Las Vegas included. Eco, like Kunstler, discusses Venturi's idea of architecture as signs and boxes. Eco goes further labeling cities with sign architecture as 'message cities': "Cities unlike others, which communicate in order to function, but rather cities that function in order to communicate" (40). Las Vegas's prosperity is solely dependent in the super-realities and simulations it creates. Its culture is based on the external, rath
Travels in Hypperreality: By Umberto Eco ISBN: 0156913216er than the internal.
Eco goes on to compare the environment of Las Vegas to that of Disneyland, or the even bigger Disneyworld. He discusses how iron fencing surrounds the simulated worlds created by Disney. He argues that the fencing, along with the admission ticket, reminds us that we are “entering not a real city but a toy city” (41). He continues saying that the idea of the visitor leaving the his car in an endless park lot and the crossing through the fence symbolizes the “leaving of his own humanity, consigning himself to another power, abandoning his own will” (48). This idea of crossing boundaries into the simulation contrasts to Las Vegas. An admission ticket is not required and there are no gates to cross in order to experience Las Vegas; at least not its buildings exteriors. There is no clear boundary for the visitor to separate the simulated world with the surrounding real world. It all gets meshed together in this big ball of hyper-reality.