The more blood there is in a game, the more unrealistic it becomes; it ceases to have any real meaning and becomes a joke.
The game is less interested in presenting a building simulation (as the previous games in the series were) as it is in presenting a world of mystery where persistence, not problem solving, is key to resolving a mystery.
A breakdown of the arguments made in Espen J. Aarseth's seminal video game text.
A look at the various incarnations of torture in games.
Unlike the radical individualism that marks and perhaps romanticizes the protagonists of Grand Theft Auto, Saint's Row succeeds in creating a positive response to the Saints through their representation of them as a gang of slightly more thoughtful, slightly more opened minded thugs.
A breakdown of the passive storytelling techniques in Spider. Spoilers abound.
Will 3D be the next big visual leap in gaming?
We may have to reconsider who we are as we play out the sexual experiences of someone else.
A breakdown of two books that deal with the question of what effect video games may have on young players.
Summary: Early this week, our Moving Pixels writers decided to play a game of telephone. Leading off with some observations about considering whether or not the idea of “ganking” can be applied to single player experiences, L.B. Jeffries began a discussion that has considered what rules mean to players. G. Christopher Williams continued this discussion that has focused on the differences between playing and gaming and what limits we may want to place on ourselves as players of games. Nick Dinicola concludes our series today with some final thoughts on whether or not we can earn the right to gank the system.