• "In contrast to the human-scale of the prototype, the Clock in the mountain will be monumental, almost architectural in scale. It will be roughly 200 feet tall. Located under a remote limestone mountain in the Sierra Diablo Mountain range in Texas, it will require a day’s hike to reach its interior gears. Just reaching the entrance tunnel situated 1500 feet above the high scrub desert will leave some visitors out of breath, nicked by thorns, and wondering what they got themselves into." Beautiful; not only that they're building it, but that pilgrimage is practically built into the design. "You wind the clock by walking", as it were.
  • "<i>Zeitgeber</i> (from German for "time giver," or "synchronizer") is any exogenous (external) cue that synchronizes an organism's endogenous (internal) time-keeping system (clock) to the earth's 24-hour light/dark cycle. The strongest zeitgeber, for both plants and animals, is light. Non-photic zeitgebers include temperature, social interactions, pharmacological manipulation and eating/drinking patterns. To maintain clock-environment synchrony, zeitgebers induce changes in the concentrations of the molecular components of the clock to levels consistent with the appropriate stage in the 24-hour cycle, a process termed entrainment."
  • It's a digital clock made out of scrollbars; divs being resized to force overflow and generate a scrollbar make up the seven-segment display. Bonkers.
  • "Using a simple correlation scale comparing marketing spend and sales against Metacritic rating and sales, Divnich found that marketing influenced game revenue “three times more than game scores”… “There is no compelling reason to focus on quality, you should literally just spend that money and time on marketing.”" I'm not sure he's suggesting this is a /good/ thing, but he is pointing out that it's what the numbers say. It's still depressing.