Moving Pixels

July 2014

‘Quest for Infamy’: A Second Opinion

Quest for Infamy attempts not just to ape the adventure games of old but to attempt a kind of storytelling that was not quite possible in an earlier era of game development thanks to the limits of technology.


I Care About Story, So Why Don’t I Care About These Stories?

Is story so tangential to the gaming experience that even a self-professed story-lover can play an entire game and not glean a single plot point from it all?


A Dance with ‘Destiny’

Can we overcome the Darkness through the power of dance? We’ll see.


Fighting Games and the Power of Motion

Fighting games are more deeply centered on physical movement than any other game genre and that focus highlights the myriad of ways that motion can be presented.


Moving Pixels Podcast: Even More Mines, Maps, and Madness

This week our podcasters continue to traverse the surreal highways and byways of Kentucky Route Zero, as we focus in on its third act.


I’m Glad ‘Quest for Infamy’ Exists Even if I Don’t Like It

Is nostalgia an excuse for bad design? Is it even bad design if it's done on purpose to evoke nostalgia?


Victimhood and ‘The Wolf Among Us’

“People like us get forgotten all the time… When we suffer, we do it in silence. And the world likes it that way.” -- Nerissa


Values and the Meaning of Moral Behavior in Video Games

The questions asked by the behavior in a game are limited in comparison to those asked by choices. They are always about violence.


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.


June 2014

May 2014

April 2014

March 2014

February 2014

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