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Moving Pixels

July 2014

Complex Moral Choices Are Best Saved for the End

The kinds of choices that force us to define what we value and how a game is about what we value are best implemented at the end of that game.


Video Games and the House on Loon Lake

Public radio, abandoned houses, and the search for mystery in video games.


The Ever Expanding Self and ‘A Dark Room’

In A Dark Room, the player begins with a sense only of the immediacy of the self and its own needs, before becoming aware of a small corner of the world around that self, before then becoming aware of how that corner fits into a larger and larger universe.


Dressing Classy in ‘League of Legends’

By regularly releasing new characters, MOBAs like League of Legends reshape expectations about how a character class must look and play.


Moving Pixels Podcast: A Brief History of Infamy

This week our podcasters sail the Caribbean with Assassin's Creed IV: Black Flag.


‘A Dark Room’ Is the Most Fun You’ll Ever Have with a Spreadsheet

A Dark Room withholds the one piece of information that is traditionally the very first thing established in the rulebook of games: the object of the game.


Choice and Consequence in ‘Papers, Please’

Papers, Please is a game where actions do have consequences, but most of it relies on the emotional state and investment of the player.


The Trouble with Tutorials

The trouble with game tutorials is that you can't live with 'em and and you can't live without 'em.


June 2014

Searching for Dramatic Stakes in ‘The Wolf Among Us’

Episode four of The Wolf Among Us feels mostly unnecessary. Maybe this is a sign that Telltale should mix up their episodic structure some more.


Chaos and Control in ‘Mario Kart 8’

The latest Mario Kart expands its mixture of interventionism and indifference beyond the tracks.


May 2014

April 2014

March 2014

February 2014

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