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Moving Pixels

March 2012

You Can’t Go Home Again: Why Nintendo Shouldn’t Grow Up

You can't go home again. And there's nothing wrong with that.


One Day That Wall Is Gonna Fall: Game Design for Everyone

Zia’s song from Bastion wasn’t meant to be a challenge to gaming juggernauts, but it will be on the lips of those leaving GDC this year.


Moving Pixels Podcast: Back to Isaac’s Basement

The Moving Pixels podcast discusses the troubling, provocative, and alluring world of The Binding of Isaac.


What ‘AMY’ Says about Gender Roles in Survival-Horror Games

AMY is the story of two women surviving against a bunch of men.


Portable Gaming’s Siren Song

When it comes to mobile games' strengths, today's portable gaming consoles are missing the point.


Too Much Play to Pause

The interactivity of video games necessitates that players must always be engaged in action and are seldom given any chance to pause for reflection.


Never Break the Flow: Interface Design in ‘Driver: San Francisco’

In its quest to never break the flow, the game has to turn the pacing over to the player. The swiftness and fluidity with which the player can switch from high octane 1970s driving action to serene “leaf on the wind” Zen-like travel to existential goal-oriented, laser-guided focus speaks to a game dedicated to a user interface that not only facilitates play but creates a quality experience in its own right


Moving Pixels Podcast: Gaming Without the Geek

This week the Moving Pixels discusses the changing face of the gamer, a term that perhaps is no longer so easily coupled with the concept of "the geek."


Evil Can Be Cute: The Morality of ‘Warp’

I acted like a monster, and the world treated me as one. Why was this surprising?


Homeostasis and the Asshole

The perception of players as a hostile force illuminates the value of looking at games as homeostatic systems in which players are primarily external and chaotic forces.


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