• An excellent post by Priest on lists, and canons, and why you sometimes share your own. Also, strikingly, so much of this is the sf I have grown to love as an adult – the Le Guin, the Pohl, the Dick, and especially the Roberts. You make the list to stop it becoming sacred.
  • "A little paper tiger stood on the table, the size of two fists placed together. The skin of the tiger was the pattern on the wrapping paper, white background with red candy canes and green Christmas trees.

    I reached out to Mom's creation. Its tail twitched, and it pounced playfully at my finger. "Rawrr-sa," it growled, the sound somewhere between a cat and rustling newspapers."

    Ken Liu's "The Paper Menagerie" is just a lovely short story. Sad, deft, minimal, very much worth your time. Might have had a little sniffle.

  • "That's when we realized how big this was, and that we'd need outside help. We enlisted people to go to stops, measure traffic and count people getting off and on and we hired bike messengers to see where the buses went. The cyclists used Field Papers to transcribe the various routes and what they found out, which we recompiled back into a database of trips, stops, companies and frequency. At a rough estimate, these shuttles transport about 40% of the amount of passengers Caltrain moves each day." This is brilliant.
  • "In recent years we've seen plenty of criticism (including mine) leveled at video games that rehash old ideas; games that rely on genre formulas; games that ape the language of film. Games, we're often told, need new ideas. Games need to grow up. Games should leverage their defining interactivity. Cutscenes are lazy. Let movies be movies. Players want to write their own stories. Games don't need authored narratives. Games don't need linear stories. Games don't need stories. All games should be fun. No they shouldn't.

    The problem with these reductive arguments is they fail to account for how art rails against boundaries; how artists inevitably seek to situate their work in the margins no one can own. Artists instinctively push back against "don't," "shouldn't," and "must." This is why we give them genius grants. It's also why we put them in prison. The real action is in the margins." Good stuff from Michael.

  • "It's true that Wyndham's preference is for no-nonsense, brisk, wry narrators, and the horrors that visit the books can seem like opportunities to show off good old British pluck. But the books are surprisingly unheroic, and often (notably in the cases of Kraken and Triffids) peculiarly open-ended. And if you look closely, you begin to see that there's something very uncosy, persistently unsettling, about these books, that continues to ask profound questions about the limits of our culture and the foundations of the post-war world."
  • "We’re happy to confirm the news today that the sale of the company is complete. We appreciate all of your support, comments and warm wishes in the preceding few weeks.

    Viacom and MTV Networks have been an amazing home for us over the past 4 years. It’s where we launched both Rock Band and Dance Central, worked with The Beatles, Green Day, AC/DC, The Who and thousands of other artists. We want to take a moment to thank everyone in that organization who helped make these awesome games possible.

    We’re excited to be returning to our roots as an independent and privately owned studio."

    Brilliant news.