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Monday, Oct 24, 2011
This week the Moving Pixel podcast explores our own origins as gamers.

So, as my colleague in podcasting, Rick Dakan, observed, this week’s episode is a little self indulgent (but that’s okay, I guess, as I just wrote a little about the relationship between self indulgence and gaming last week).


We have been wanting to discuss a bit about how it is that “the gamer” identity is formed, so we spent some time chatting a bit about our own relationship to games and gaming and how we came to play the ways that we do.  We consider our relationship to chess, sports, board games, and RPGs and what these things might have to do with who we are.  Confessional as some of this discussion might be, there are some interesting similarities that emerge between our experience of growing up as gamers.


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Monday, Oct 17, 2011
The system runs on points, measures us in points, validates us in points. This week the Moving Pixels podcast considers why we value points.

High scores, achievements, leveling up. The system runs on points, measures us in points, validates us in points.


This week the Moving Pixels podcast considers the value of points. What points matter to us? Why do we want them? Why do they matter?


Tagged as: high score, points, score
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Monday, Oct 10, 2011
This week the Moving Pixels podcast takes a look at the controversial, but also critically lauded Dead Island.

Nothing says vacation quite like a beach full of zombies. 


After the controversy and excitement surrounding the release of its trailer earlier in the year, many gamers wondered whether that possibly exploitative, possibly sophisticated bit of a teaser for Dead Island was really representative of what this open world, survival horror hybrid would be.


This week the Moving Pixels podcast attempts to answer that question as well as considers other elements of the zombie-infested beach fronts of Dead Island.


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Monday, Oct 3, 2011
The Moving Pixels Podcast crew considers what happens when you mix a hardcore franchise with the social gaming experience. It may not be pretty.

So, our Moving Pixels podcast crew spent a couple of weeks playing in fits and starts (well, because that’s the way you have to play social games) the beta version of Sid Meier’s CivWorld.


The game seems an effort to capture a narrower audience of Facebook gamers, a more hardcore crowd, or possibly to introduce casual players to the Civilization universe.  We consider the game’s success at doing so and whether or not social games can legitimately appeal to a hardcore audience.


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Monday, Sep 26, 2011
There's nothing that makes a game easier than cheating. But is it still fun?

Maybe serving as a follow up to our discussion of difficulty in games comes a discussion of something that usually makes gaming “easier”, cheating.


We consider whether cheating matters in both single and multiplayer gaming as our discussion strays from the most malicious hacking and griefing to even the seemingly benign use of FAQs and video walkthroughs to help us “get through”.


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