Call for Essays About Any Aspect of Popular Culture, Present or Past

Moving Pixels

July 2012

Forced Failure and the Undignified Hero

When a hero fails in a game, it usually means a game over or that an earlier save state can overwrite that failure from ever happening. This either means that defeat is so absolute that the game cannot continue or that the failure is so inconsequential that it can be avoided entirely. What games don’t often do is force players into a situation where there is no right answer.


‘Syndicate’ Wastes a Great World

All the world building of Syndicate is undermined by a single plot twist.


Spatial Expectations and Their Effect on Our Experience of Game Worlds

How might game designers exploit our hidden vulnerability to spatial-inspired psychosis? The good news is that many already do.


I Admire Your Ability to Lose

I don’t want to suggest that I don’t play to win. I love winning. It’s just that, quite honestly, I love playing more than I love winning.


Cable TV of Thrones—Why ‘Game of Thrones’ Does Not Work as a Game

From a marketing standpoint, basing a game off Game of Thrones seems intuitive. The problem that nobody seems to have considered is that the kingdom of Westeros is a miserable place that nobody should want to be in.


Moving Pixels Podcast: Starved for ‘The Walking Dead’

The next episode of The Walking Dead has arrived, and we are already hungry for more.


‘Slender’ is a Superb Slice of Horror

Slender feels like the gaming equivalent of a campfire story: A short but evocative bit of horror that takes advantage of our primal fears.


Playing for Posterity

The strongest part of the Smithsonian's "The Art of Video Games" is its potential to involve visitors in the process of promoting the medium.


Defending Lara

In the past, Lara Croft may have provided a male audience a figure to admire or even leer longingly at, but she didn't serve the normative video game role of that “princess in another castle".


June 2012

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