People from San Francisco

1100 quotes found

"Humanity many times has had sad experience of superpowerful police forces...As soon as (the police) slip out from under the firm thumb of a suspicious local tribune, they become arbitrary, merciless, a law unto themselves. They think no more of justice, but only of establishing themselves as a privileged and envied elite. They mistake the attitude of natural caution and uncertainty of the civilian population as admiration and respect, and presently they start to swagger back and forth, jingling their weapons in megalomaniac euphoria. People thereupon become not masters, but servants. Such a police force becomes merely an aggregate of uniformed criminals, the more baneful in that their position is unchallenged and sanctioned by law. The police mentality cannot regard a human being in terms other than as an item or object to be processed as expeditiously as possible. Public convenience or dignity means nothing; police prerogatives assume the status of divine law. Submissiveness is demanded. If a police officer kills a civilian, it is a regrettable circumstance: the officer was possibly overzealous. If a civilian kills a police officer all hell breaks loose. The police foam at the mouth. All other business comes to a standstill until the perpetrator of this most dastardly act is found out. Inevitably, when apprehended, he is beaten or otherwise tortured for his intolerable presumption. The police complain that they cannot function efficiently, that criminals escape them. Better a hundred unchecked criminals than the despotism of one unbridled police force."

- Jack Vance

0 likesPeople from San FranciscoNovelists from the United StatesFantasy authorsScience fiction authors from the United StatesHugo Award winners
"His name was William Saroyan. He was the first writer I fell in love with, boyishly in love. I was held by his unaffected voice, his sentimentality, his defiant individualism. I found myself in the stories he told... I learned from Saroyan that you do not have to live in some great city — in New York or Paris — in order to write... When I was a student at Stanford, a generation ago, the name of William Saroyan was never mentioned by any professor in the English Department. William Saroyan apparently was not considered a major American talent. Instead, we undergraduates set about the business of psychoanalyzing Hamlet and deconstructing Lolita. In my mind Saroyan belongs with John Steinbeck, a fellow small town Californian and of the same generation. He belongs with Thornton Wilder, with those writers whose aching love of America was formed by the Depression and the shadow of war. … Saroyan's prose is as plain as it is strong. He talks about the pleasure of drinking water from a hose on a summer afternoon in California's Central Valley, and he holds you with the pure line. My favorite is his novel The Human Comedy... In 1943, The Human Comedy became an MGM movie starring Mickey Rooney, but I always imagined Homer Macaulay as a darker, more soulful boy, someone who looked very much like a young William Saroyan..."

- Richard Rodriguez

0 likesPeople from San FranciscoAcademics from the United StatesJournalists from the United StatesMemoirists from the United StatesHispanic Americans
"Only a few weeks ago, in the year in which I write, Carl T. Rowan died. Hearing the news, I felt the sadness one feels when a writer dies, a writer one claims as one's own — as potent a sense of implication as for the loss of a body one has known. Over the years, I had seen Rowan on TV. He was not, of course he was not, the young man who had been with me by the heater — the photograph on the book jacket, the voice that spoke through my eyes. The muscles of my body must form the words and the chemicals of my comprehension must form the words, the windows, the doors, the Saturdays, the turning pages of another life, a life simultaneous with mine. It is a kind of possession, reading. Willing the Other to abide in your present. His voice, mixed with sunlight, mixed with Saturday, mixed with my going to bed and then getting up, with the pattern and texture of the blanket, with the envelope from a telephone bill I used as a bookmark. With going to Mass. With going to the toilet. With my mother in the kitchen, with whatever happened that day and the next; with clouds forming over the Central Valley, with the flannel shirt I wore, with what I liked for dinner, with what was playing at the Alhambra Theater. I remember Carl T. Rowan, in other words, as myself, as I was. Perhaps that is what one mourns."

- Richard Rodriguez

0 likesPeople from San FranciscoAcademics from the United StatesJournalists from the United StatesMemoirists from the United StatesHispanic Americans
"Thud. My eyes are open. It is four-thirty in the morning, one morning, and my dry eyes click in their sockets, awake before the birds. There is no light. The eye strains for logic, some play of form. I have been dreaming of wind. The tree outside my window stands silent. I listen to the breathing of the man lying beside me. I know where I am. I am awake. I am alive. Am I tethered to earth only by this fragile breath? A strawful of breath at best. Yet this is the breath that patients beg, their hands gripping the edges of mattresses; this is the breath that wrestles trees, that brings down all the leaves in the Third Act. We know where the car is parked. We know, word-for-word, the texts of plays. We have spoken, in proximity to one another, over years, sentences, hundreds of thousands of sentences—bright, grave, fallible, comic, perishable—perhaps eternal? I don’t know. Where does the wind go? When will the light come? We will have hotcakes for breakfast. How can I protect this . . . ? My church teaches me I cannot. And I believe it. I turn the pillow to its cool side. Then rage fills me, against the cubist necessity of having to arrange myself comically against orthodoxy, against having to wonder if I will offend, against theology that devises that my feeling for him, more than for myself, is a vanity. My brown paradox: The church that taught me to understand love, the church that taught me well to believe love breathes—also tells me it is not love I feel, at four in the morning, in the dark, even before the birds cry. Of every hue and caste am I."

- Richard Rodriguez

0 likesPeople from San FranciscoAcademics from the United StatesJournalists from the United StatesMemoirists from the United StatesHispanic Americans
"I remember one clear example of the problem of communicating what is to be learned. You may have heard of or gone through a similar experience with a student or your child. Years ago, the child of a friend whom I was visiting arrived home from his day at school, all excited about something he had learned. He was in the first grade and his teacher had started the class on reading lessons. The child, Gary, announced that he had learned a new word. "That's great, Gary," his mother said. "What is it?" He thought for a moment, then said, "I'll write it down for you." On a little chalkboard the child carefully printed, HOUSE. "That's fine, Gary," his mother said. "What does it say?" He looked at the word, then at his mother and said matter-of-factly, "I don't know."The child apparently had learned what the word looked like — he had learned the visual shape of the word perfectly. The teacher, however, was teaching another aspect of reading — what words mean, what words stand for or symbolize. As often happens, what the teacher had taught and what Gary had learned were strangely incongruent.As it turned out, my friend's son always learned visual material best and fastest, a mode of learning consistently preferred by a number of students. Unfortunately, the school world is mainly a verbal, symbolic world, and learners like Gary must adjust, that is, put aside their best way of learning and learn the way the school decrees. My friend's child, fortunately, was able to make this change, but how many other students are lost along the way?"

- Betty Edwards

0 likesEducators from the United StatesPeople from San FranciscoIllustratorsWomen born in the 1920s
"No matter who you are, no matter where you live, and no matter how many people are chasing you, what you don't read is often as important as what you do read. For instance, if you are walking in the mountains, and you don't read the sign that says "Beware of Cliff" because you were busy reading a joke book instead, you may suddenly find yourself walking on air rather than on a sturdy bed of rocks. If you are baking a pie for your friends, and you read an article entitled "How to Build a Chair" instead of a cookbook, your pie will probably end up tasting like wood and nails instead of like crust and fruity filling. And if you insist on reading this book instead of something more cheerful, you will most certainly find yourself moaning in despair instead of wriggling with delight, so if you have any sense at all you will put this book down and pick up another one. I know of a book, for instance, called The Littlest Elf, which tells the story of a teensy-weensy little man who scurries around fairyland having all sorts of adorable adventures, and you can see at once that you should probably read The Littlest Elf and wriggle over the lovely things that happened to this imaginary creature in a made-up place, instead of reading this book and moaning over the terrible things that have happened to the three Baudelaire orphans. - Lemony Snicket"

- Daniel Handler

0 likesNovelists from the United StatesShort story writers from the United StatesScreenwriters from the United StatesPeople from San FranciscoPostmodern authors
"At this point in the dreadful story I am writing, I must interrupt for a moment and describe something that happened to a good friend of mine named Mr. Sirin. Mr. Sirin was a lepidopterist, a word which usually means "a person who studies butterflies." In this case, however, the word "lepidopterist" means "a man who was being pursued by angry government officials," and on the night I am telling you about they were right on his heels. Mr. Sirin looked back to see how close they were--four officers in their bright-pink uniforms, with small flashlights in their left hands and large nets in their right--and realized that in a moment they would catch up, and arrest him and his six favorite butterflies, which were frantically flapping alongside him. Mr. Sirin did not care much if he was captured--he had been in prison four and a half times over the course of his long and complicated life--but he cared very much about the butterflies. He realized that these six delicate insects would undoubtedly perish in bug prison, where poisonous spiders, stinging bees, and other criminals would rip them to shreds. So, as the secret police closed in, Mr. Sirin opened his mouth as wide as he could and swallowed all six butterflies whole, quickly placing them in the dark but safe confines of his empty stomach. It was not a pleasant feeling to have these six insects living inside him, but Mr. Sirin kept them there for three years, eating only the lightest foods served in prison so as not to crush the insects with a clump of broccoli or a baked potato. When his prison sentence was over, Mr. Sirin burped up the grateful butterflies and resumed his lepidoptery work in a community that was much more friendly to scientists and their specimens."

- Daniel Handler

0 likesNovelists from the United StatesShort story writers from the United StatesScreenwriters from the United StatesPeople from San FranciscoPostmodern authors
"Besides getting several paper cuts in the same day or receiving the news that someone in your family has betrayed you to your enemies, one of the most unpleasant experiences in life is a job interview. It is very nerve-wracking to explain to someone all the things you can do in the hopes that they will pay you to do them. I once had a very difficult job interview in which I had not only to explain that I could hit an olive with a bow and arrow, memorize up to three pages of poetry, and determine if there was poison mixed into cheese fondue without tasting it, but I had to demonstrate all these things as well. In most cases, the best strategy for a job interview is to be fairly honest, because the worst thing that can happen is that you won't get the job and will spend the rest of your life foraging for food in the wilderness and seeking shelter underneath a tree or the awning of a bowling alley that has gone out of business, but in the case of the Baudelaire orphans' job interview with Madame Lulu, the situation was much more desperate. They could not be honest at all, because they were disguised as entirely different people, and the worst thing that could happen was being discovered by Count Olaf and his troupe and spending the rest of their lives in circumstances so terrible that the children could not bear to think of them."

- Daniel Handler

0 likesNovelists from the United StatesShort story writers from the United StatesScreenwriters from the United StatesPeople from San FranciscoPostmodern authors
"If you have read this far in the chronicle of the Baudelaire orphans—and I certainly hope you have not—then you know we have reached the thirteenth chapter of the thirteenth volume in this sad history, and so you know the end is near, even though this chapter is so lengthy that you might never reach the end of it. But perhaps you do not yet know what the end really means. "The end" is a phrase which refers to the completion of a story, or the final moment of some accomplishment, such as a secret errand, or a great deal of research, and indeed this thirteenth volume marks the completion of my investigation into the Baudelaire case, which required much research, a great many secret errands, and the accomplishments of a number of my comrades, from a trolley driver to a botanical hybridization expert, with many, many typewriter repair people in between. But it cannot be said that The End contains the end of the Baudelaires' story, any more than The Bad Beginning contained its beginning. The children's story began long before that terrible day on Briny Beach, but there would have to be another volume to chronicle when the Baudelaires were born, and when their parents married, and who was playing the violin in the candlelit restaurant when the Baudelaire parents first laid eyes on one another, and what was hidden inside that violin, and the childhood of the man who orphaned the girl who put it there, and even then it could not be said that the Baudelaires' story had not begun, because you would still need to know about a certain tea party held in a penthouse suite, and the baker who made the scones served at the tea party, and the baker's assistant who smuggled the secret ingredient into the scone batter through a very narrow drainpipe, and how a crafty volunteer created the illusion of a fire in the kitchen simply by wearing a certain dress and jumping around, and even then the beginning of the story would be as far away as the shipwreck that left the Baudelaire parents as castaways on the coastal shelf is far away from the outrigger on which the islanders would depart. One could say, in fact, that no story really has a beginning, and that no story really has an end, as all of the world's stories are as jumbled as the items in the arboretum, with their details and secrets all heaped together so that the whole story, from beginning to end, depends on how you look at it. We might even say that the world is always in medias res— a Latin phrase which means "in the midst of things" or "in the middle of a narrative"—and that it is impossible to solve any mystery, or find the root of any trouble, and so The End is really the middle of the story, as many people in this history will live long past the close of Chapter Thirteen, or even the beginning of the story, as a new child arrives in the world at the chapter's close. But one cannot sit in the midst of things forever. Eventually one must face that the end is near, and the end of The End is quite near indeed, so if I were you I would not read the end of The End, as it contains the end of a notorious villain but also the end of a brave and noble sibling, and the end of the colonists' stay on the island, as they sail off the end of the coastal shelf. The end of The End contains all these ends, and that does not depend on how you look at it, so it might be best for you to stop looking at The End before the end of The End arrives, and to stop reading The End before you read the end, as the stories that end in The End that began in The Bad Beginning are beginning to end now."

- Daniel Handler

0 likesNovelists from the United StatesShort story writers from the United StatesScreenwriters from the United StatesPeople from San FranciscoPostmodern authors
"If you have ever peeled an onion, then you know that the first thin, papery layer reveals another thin, papery layer, and that layer reveals another, and another, and before you know it you have hundreds of layers all over the kitchen table and thousands of tears in your eyes, sorry that you ever started peeling in the first place and wishing that you had left the onion alone to wither away on the shelf of the pantry while you went on with your life, even if that meant never again enjoying the complicated and overwhelming taste of this strange and bitter vegetable. In this way, the story of the Baudelaire orphans is like an onion, and if you insist on reading each and every thin, papery layer in A Series of Unfortunate Events, your only reward will be 170 chapters of misery in your library and countless tears in your eyes. Even if you have read the first twelve volumes of the Baudelaires' story, it is not too late to stop peeling away the layers, and to put this book back on the shelf to wither away while you read something less complicated and overwhelming. The end of this unhappy chronicle is like its bad beginning, as each misfortune only reveals another, and another, and another, and only those with the stomach for this strange and bitter tale should venture any farther into the Baudelaire onion. I'm sorry to tell you this, but that is how the story goes."

- Daniel Handler

0 likesNovelists from the United StatesShort story writers from the United StatesScreenwriters from the United StatesPeople from San FranciscoPostmodern authors
"The most brilliant addition to the McClure's staff in my time was Lincoln Steffens. He had made himself felt in the journalistic and political life of New York City by a fresh form of reportorial attack. Young, handsome, self-confident, with a good academic background and two years of foreign life and observation, Steffens began his professional career unencumbered by journalistic shibboleths and with an immense curiosity as to what was going on about him. He was soon puzzled and fascinated by the relations of police and politicians, politicians and the law, law and city officials, city officials and business, business and church, education, society, the press. Apparently groups from each of these categories worked together, supporting one another, an organization close, compact, loyal from fear or self-interest or both. It was because of this organization, Steffens concluded, that graft and vice and crime were established industries of the city. Attacks from outraged virtue had slowed up the system at intervals ever since the Civil War, but never permanently deranged it. A few rascals might be exterminated, but they were soon replaced. The system had bred new rascals, grown stronger and more cunning with time. He set out to trace its pattern. Incredibly outspoken, taking rascality for granted, apparently never shocked or angry or violent, never doubtful of himself, only coolly determined to demonstrate to men and women of good will and honest purpose what they were up against and warn them that the only way they could hope to grapple with a close corporation devoted to what there was in it was by an equally solid corporation devoted to decent and honest government, business, law, education, religion. First as a reporter and later as the city editor of the Globe, Steffens stirred the town."

- Lincoln Steffens

0 likesJournalists from the United StatesInvestigative journalistsAutobiographers from the United StatesActivists from the United StatesPeople from San Francisco
"There's another interesting thing, that I think that's interesting about game design is that game design is kind of a game by itself. I've made a bunch of puzzle games, and I've found that looking at a situation and saying "how do I make an interesting puzzle out of this?" is itself a really interesting puzzle. So there's this huge irony going on, that the companies that are making these social games [like FarmVille] that basically have no gameplay value in them are actually themselves playing a much more interesting game than the game that they're making for you to play. The game they're playing is this huge multi-dimensional optimization problem where you're trying to gather data and make the best decision and all that and the game they're making for you to play is like clicking on a cow a bunch of times and you get some gold. So that's very strangely humorous. And as I visualize that happening, somebody at one of these companies, they're doing their A/B testing, they're kind of tweaking something for Europe and tweaking something for America and tweaking something for Canada and then going over here and like "oh this A/B test is done, let's look at the graphs of the results and let's write a report on that" and stuff. It's a little bit like planting trees and rearranging a garden and minding livestock and all that. So you could say that the people making FarmVille are not only playing a game, but they're playing some kind of like ur-FarmVille that is way more interesting. And so the sad fact of what this all comes to is you've got these people—you know, FarmVille has a wide demographic, it's not just computer nerds who play it apparently, anymore—so you've got all these people who think that they're playing this cool game where they mine their cows and pigs and feeling like the boss and getting all this gold and getting richer and their farm is looking nicer. There's all these ways that they feel like they're progressing. But what's actually happening is that someone is farming them. So you know there's all these imaginary farms out there where you gain imaginary money but then there's a real farm with real money that pulls money from you over the internet and you don't ever see it because it's all behind your head while you're typing on the computer."

- Jonathan Blow

0 likesVideo game developersGame designersProgrammers from the United StatesPeople from San Francisco
"I think a lot of game designers are irresponsible. When we can make something that affects so many people's lives—a AAA game these days, a hit one, is 10 million copies or more, probably. When you are making something that affects that many people, and you're not thinking about exactly what way you're affecting them—like seriously, not just like "oh, I'm giving them something fun" but like really introspecting—I feel like there's something wrong. If you think really hard about it and then you come to the conclusion "oh, what I'm doing is great, this is totally good", that's fine. But I feel like there's a lack of serious thought in the industry. People go and they spend three or four years of their life making a game, working very hard—it's very hard to make games, even when you have a hundred people helping. Because it's that much of your life, you would think it's very important to understand it and spend that time well but I think often the opposite happens psychologically—it's like "oh, I'm spending—I'm putting so much of myself into this". The thought that "it could be a bad thing when I thought that it was a good thing" is almost unbearable. "So I'm just not gonna look at that." I'm not saying that all game designers are like that. I've encountered what I perceive to be that attitude. Whereas other game designers, who make games where you just run around killing a hundred dudes or whatever, I've had totally reasonable discussions with them and they're just like "no, I've really thought about it and here's what I think". And so, it's complicated."

- Jonathan Blow

0 likesVideo game developersGame designersProgrammers from the United StatesPeople from San Francisco
"So, let me say something that may—I mean, some people get a little nervous when you talk about things like meditation and I'm gonna say something even worse than that. So if you're about to embark on a long project, you might ask yourself the question, "How do I know this is the right idea?" Right, if I'm gonna spend years on this project, how do I know it's the right thing? How do I know I'm gonna stick to it and get it done? So I came up with this thing that I sort of facetiously called the Cry Test, which is just—imagine you're in a very safe place, with somebody you care a lot about—very intimate relationship with this person—you're very comfortable with them. And you start explaining to them what this project is that you wanna do. If you're not in danger of breaking out in tears, not even necessarily in sadness, not even necessarily breaking out in tears, but having some involuntary upwelling of emotion. If that's not going to happen in that kind of situation, this probably isn't a project that you're that committed to. Because to do a really long project, that drive needs to be very deep. It needs to come from your core. If it doesn't then what's gonna happen is you start working on this thing, six months later—oh, I have a really neat idea for a game, it's got a grappling hook and stuff. That sounds neat, and you start working on the grappling hook and stuff and it turns out to be harder than you thought. And not as good as you thought. And six months later you're like "Well, what if I had a jet pack instead?" And it'll just go like that. You'll drop one thing and pick up another thing and drop that thing and pick up another thing in a chain, because you're not that committed. To succeed in a long and difficult project, there has to be love in the idea. And I don't—you know, in English we toss around the word "love" all the time, like we say like "I love pizza" or something, but I don't mean that. I don't mean "I love this idea" as in "oh, it's such a great idea". I mean, "I love this idea in the way if I don't do it, I'm gonna feel like I'm not doing the purpose of my life." It has to be that strong. So the problem is that most people don't know how to find something that strong in game development. You certainly don't get taught that in school, so—at least, not any school I've ever seen—so I'd just encourage some deep introspection, just try—ask yourself what you really care about, really, because usually that answer will be very different from—usually, if you ask yourself what I care about, you'll come up with some answer, and then if you ask yourself "Really? Is that what I really care about?" Not really, it's usually some kind of politically correct answer that we tell ourselves. If you iterate on that, if you keep asking yourself what you care about, and not accepting the previous answer, you just ask again, ask again, eventually you make it to something you really care about."

- Jonathan Blow

0 likesVideo game developersGame designersProgrammers from the United StatesPeople from San Francisco
"So what are the ideas? Are they anything? Not really. What they are is an exploration of the things that can happen when you’re in a simpler version of the world we live in. So you have light and shadow, and you have colors and shapes occluding other shapes, and there’s an exploration of ‘Let’s make this as simple as we can and look at it with the greatest degree of focus that we can and see what we can see, and what is that like?’ Not even necessarily in a high-minded philosophical way, but let’s experientially look with fresh eyes upon this activity of walking around in a world from day to day, before you even add in other people that send you off into a weird mental place and all that. And then some of the panels are even more primitive. The first ones are more abstract, they’re pre-spatial. So here’s the black and white spots, and you need to figure out that you need to draw a line separating them. That’s an attempt at engaging whether there’s some kind of Platonic idea of category or space that precedes what you get when you have a full 3D world-like space that you can walk around. This is a rambling answer, but the point is that those things all work together on a few levels. On one level it’s just, ‘Hey we’re getting the player into the mindset of looking with fresh eyes upon a world.’ Even if they don’t understand what’s happening, that’s fine, that’s just what we’re doing. But then also it’s metaphorical. There’s a metaphor for being a person in the real world just trying to understand ‘What is the truth about where we are? Are there investigations we can undergo in games that get us closer to the truth about the world we live in?’"

- Jonathan Blow

0 likesVideo game developersGame designersProgrammers from the United StatesPeople from San Francisco
"As you get a game closer to done there are more graphical assets, and they get bigger and bigger and it takes longer to do things like load them or process them if you need to do some automated processing on them or recompute the lighting for the world, and it gets to a point where it becomes very sluggish to just try to get new things done and that was a real drag. And it's especially a drag when there's so many things to do and you feel like you can't do them very fast because of the computer. And part of that was programming in this programming language C++ that most engine programmers use to build things with, and I just had this very fatalistic attitude toward it like "Well... we can't do anything about that so I just have to like deal with this and get the game done". And then at some point I just changed thatI was like "Wait, is that really true? I know that that's what everybody thinks but is that really true?" And I was like "Yeah, no, it's not true". Like "I shouldn'tlike, we should finish this game in C++, but I don't have to accept that this is what I'm doing for the rest of my life. I can actually change this and do a different thing", and that's what led me to work on this new programming language. But as soon as I decided to do itas soon as I said "This is actually not an unfixable problem; we can do something about this", I became much happier, immediately, because I was no longer in jail; I was no longer in C++ jail for the rest of my life. So I try to use that as an example for other things as well. WheneverI know that feeling now; I know smaller versions of it, like when it comes to the way a game is designed, like "Oh, I realize I'm having this 'I'm in jail' feeling like I don't like this part of this game's design, but I've assumed that it just has to be the case." And I just go back and look, "Does it really have to be the case? Well, I mean, I decided that because this but we could make that decision differently if we're willing to pay the cost of making the decision differently. Is that cost worth me being happier with the game because it's a better game? Well, yes." So once you learn to revisit those decisions it becomes a very good thing to do and so that C++ instance I think was the biggest one, but I've learned to do that more often from that example."

- Jonathan Blow

0 likesVideo game developersGame designersProgrammers from the United StatesPeople from San Francisco
"If what you're objecting to is the flavor and attitude and the nature with which Casey was expressing his criticism, then there's a little bit more of a point there, however, again, you eliminate that at your peril. It is well-known that many of the greatest contributors to society—not just in software, but in all science and technology and the arts everywhere—many of those people have been hard to work with for one reason or another. And partially it's because they care tremendously about what they are doing. They care tremendously about the form in which they are working. You might say "oh but that guy doesn't need to be crotchety and mean about that thing", but you can't take away that part of the personality and have everything else, because that part of the personality is quite likely an integral part of what made the rest of the artist or the scientist as good as they are. You can't just decide "Albert Einstein should have had a different personality but he should've still done all the cool relativity stuff and figured all that out and then I'm going to sit on my couch and eat Cheetos and I'll criticize Einstein for not being a good person in some certain way that a hundred years later I decide is the right way to be, but I will take all the stuff that he contributed because it helps me eat Cheetos and that's great". That is so—it is important for us to see that kind of lazy, bloated, fat, social criticism of others as being as toxic as it actually is, and as being as unproductive and decay-inducing as it actually is. That's way more toxic than a programmer saying angry things—that kind of criticism, because that kind of criticism that's in vogue in places like Twitter right now at a large scale will destroy human society, whereas the crotchety programmer thing on a large scale built a large part of the human society that we have right now. So be very careful with that stuff, and on my part, I feel that one of the better contributions I can make is to not tolerate that kind of criticism. I just won't put up with it. If you come to this channel with that kind of thing I'll just ban you because it's stupid and I don't have time for it. There's too much of it. It's cheap, all it is is posturing so that the person making the criticism can feel better, can show other people that they are a good person, and it's gross, it's really gross. And it's destructive. We don't need it."

- Jonathan Blow

0 likesVideo game developersGame designersProgrammers from the United StatesPeople from San Francisco