Moving Pixels

May 2013

Putting My Girl Back Together Again

Sometimes an instruction as simple as "Press X" in a video game can lead to something profoundly familiar, profoundly intimate.


A Look Down the Interactive Fiction Road

Not limited by what can actually be represented on screen, interactive fiction can stretch the limits of creators' (and players') imaginations as well as create deeper narrative interaction.


Killing Spree: The Inconsistency of Video Game Violence

Bioshock Infinite is problematic because, unlike the battle for Hyrule or Jacinto, the massacre at Wounded Knee actually happened, as did violence against interracial couples. It becomes extraordinarily uncomfortable for a game to treat enemies as obstacles to be removed with a gun in the context of actual, still relevant wars.


Predictable Difficulty is Fun Difficulty

A level doesn’t change. It's predictable, so it's easier to gauge how my skills and knowledge have grown.


Experiencing the Banality of Evil in ‘Papers, Please’

Papers, Please conveys the insidious weight of bureaucracy, one passport at a time.


There’s always a lighthouse. There’s always a man. There’s always a city.

We follow that disembodied tutorial voice without ever asking why. And even when we don't, when we insist on attempting to ignore those prompts, we find that ultimately we are chained to the elements necessary to drive the plot of Bioshock Infinite (or any game) forward.


April 2013

PAX East: A Primer, Part the Last

I don’t know if there is a more complex, divisive part of fan culture than cosplay. The fact that it is an artform that trades on the use of people’s bodies’ means that it’s treading into murky political waters by its very definition.


The Moving Pixels Podcast Explores the Infinite… ‘Bioshock Infinite’

From whether we can stand a huge helping of Disney Princess behavior to considering what lurks behind that doorway to the infinite, the Moving Pixels podcast explores the infinite possibilities of Bioshock Infinite.


The Failed Character Arc of Booker DeWitt in ‘Bioshock Infinite’

Booker gets the narrative short shrift compared to the city, and as a result, the game’s final moments suffer.


Why the Small Stuff Matters

Tiny design choices in all games help build readable, compelling, and realistic worlds and systems. For designers who care, it’s the small stuff that makes all the difference.


March 2013

February 2013

January 2013

December 2012

November 2012

//Mixed media
//Blogs

'SUPERHOTLine Miami' Is Exactly What It Sounds Like

// Moving Pixels

"SUPERHOTLine Miami provides a perfect case study in how slow-motion affects the pace and tone of a game.

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