Moving Pixels

February 2016

Best of the Moving Pixels Podcast: The Value of Death in Video Games

Death can have value in video games. It sets boundaries, serves to punish us and to teach us, and it might even be a source of pleasure.

‘Tharsis’ Reveals the Luck Inherent in the Roguelike

Tharsis can't fudge probability with a random number generator and that upsets people.

Teenage Suicide and the Extinction of Identity in the Persona Series

Sometimes growing up can feel a little like killing yourself.

‘Firewatch’ and the Case of the Much Too Obvious MacGuffin

In creating a plot device to motivate its characters, a MacGuffin, Firewatch competes against itself, with a story that it is a gimmick and a story that it really wants us to care about.

Moving Pixels Podcast: Learning about Love from ‘Cibele’

This week we take a look to see if Nina Freeman's Cibele can teach us something about romance in digital spaces.

It’s Okay to Ask for Help in ‘The Witness’

Looking up a solution isn't a sin. The only sin is not understanding that solution when you do.

Hope and Despair in Video Games

There are moments in games that capture the feud waged in ourselves between hope and despair.

In Motion: On the Emptiness of Progress

Nils Pihl calls it, "Newtonian engagement", that is, when "an engaged player will remain engaged until acted upon by an outside force". That's "progress".

Best of the Moving Pixels Podcast: Love Stories in Video Games

This week we return the topic of how love, sex, and relationships are represented in video games.

‘Star Wars: Battlefront’ Dares to Simplify the Shooter

Sometimes "shallow" and "uncomplicated" is exactly what I'm looking for in a game.

January 2016

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//Mixed media

The Specter of Multiplayer Hangs Over 'Door Kickers'

// Moving Pixels

"Door Kickers is not a multiplayer game, but for a while there, I couldn’t tell the difference.

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