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Moving Pixels

August 2014

Losing to Win: ‘Spec Ops’ and Tragedy in Video Games

The idea of a video game character that suffers a general decline seems counter to the way in which games are designed. Who wants to get less capable as a character as they progress?


The Platformer as Typography Teacher

You’re not just interacting with a particular font, but everything that contributed to the history of that font as well.


On the Frontier’s Edge with ‘Titanfall’

Riding into the great unknown in the belly of a metal beast. This beast also has a machine gun.


The Art of the Unfinished: Early Access Games and Other Works in Progress

If the player of a building game like Clockwork Empires is intended to help build a world in the game itself, shouldn't that player be able to take part in the process of building Clockwork Empires itself?


Moving Pixels Podcast: Nearly Happily Ever After

This week we discuss the quieter and more subdued penultimate chapter of The Wolf Among Us.


A Filmmaker Wants to Turn the 20th Century’s Greatest Novel Into a Virtual Reality Game

That technology is being used to examine and perhaps shape Ulysses’ understanding, isn’t that surprising. After all, there was a time when books were considered technology.


The Platformer as Existential Crisis

To fall off-screen is to cease to exist. Off-screen is death, and an auto-scrolling screen is Death on a mission.


Understanding “OP” in ‘League of Legends’

Balance is a design concept that sits upon the shifting sands of player perception and behavior.


Pursuing the Plumber: Sex Role Reversals in ‘Leisure Suit Larry’

The unusual quality of Leisure Suit Larry exists in the unconventional role reversal of the male as pursuer in favor of the female as the one necessary to complete a game's quest.


Fixing Chess: One Game Developer’s Redesign of a 1,500-Year-Old Game

This is Chess 2, a chess variant created by MIT grad and famed game designer David Sirlin and given computer game life by developer Zac Burns, to correct what Sirlin views as major design flaws in the original board game.


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