• "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.
  • "There is a rhythm to hiking, as there is in walking. And once you find the cadence — after a day or two — your mind empties. All your social obligations related to work and friends and life are muted. They aren’t gone: they just no longer require your direct attention. There is a shocking beauty to this silence. It’s as if every day of our lives is filled with a white noise. And suddenly, in the presence of these unbelievable peaks, the noise is gone." Lovely pictures, but, more to the point, strong truth, from Craig Mod.
  • "DOOM doesn’t belong in a museum, not because it’s not worthy, but because it’s rock and roll. It’s too fast, too loud, too hard, and too fucked up to be in a museum. There are some games that will work in a museum and some that won’t ever and that, by itself, doesn’t say anything about their value. We need both." Frank Lantz is right.
  • "In this digitally distant world full of information that appears to only be moving faster and faster, you get to choose: how much will I consume and how much will I create?"
  • Fascinating article on pseudo-3D graphics, and raster-based road graphics in particular; coders and gamers alike might enjoy this, although it's quite technical. (And: Racin' Force is just beautiful; I forgot how gorgeous voxels could be).