Some of the best science fiction stories lately do not come from books. While it seems that some authors are trying to grasp a straw from the playbook of the golden years of science fiction Grandmasters, there are visionary people working outside of traditional story-telling to deliver the goods. Interactively.
Take for instance, Portal. Portal is a three-dimensional puzzle computer/console game that requires spacial thinking. But it also tells a story, and is vaguely connected, in a creepy way, to another great science fiction story from a computer game, Half-Life and Half-Life 2. Set in the grand and so very bleak Half-Life universe, Portal is, at its heart, a complex tale filled with tension, foreshadowing and base malevolence hidden behind sarcastic humor. Over the course of the game, you are slowly fed this story and if you do not pay attention you can even miss it! And when you escape from the clutches of the antagonist, your are not really too sure escaping was a good idea.
My point is thus: If you want to write science fiction (and the Bunny Trouble story is science fiction which is why this subject is dear to my heart), then you have to play and understand the appeal of these games. For they are very good, and very compelling. They tell a story in such a way as to draw you in and keep you thinking about it long after it is done, much like a good science fiction book does. That is caused not just by the game itself, but in large part from the pure science fiction goodness presented to the player. If you do not understand the appeal of the great stories, in their complex universes, such as Half-Life 2, Portal, Mass Effect, etc., your future audience is limited, your readers left wanting for more.
Evolve or die.