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Jun 06

Why Video Games Are Not Art

by Chris Billows in Playstates Theory 0 comments tags: Game Philosophy, Games Analysis, Playstates
I came across this compelling Youtube by the Game Overanalyser that challenged my perspective about games and art. It is a well-done video that argues why video games are to be considered art.      Why Games Are Art attempts to convince the viewer that (video) games are art. It is unfortunate that Game Overanalyser conflates all games to be video games but that’s another matter. The video is produced in a quick-fire method where he argues that video games are art for a multitude of reasons. These reasons are listed below are a confusing mess when evaluated. I respond to these points in the brackets: The Hero’s Path is a staple in most video games and exists in most art. (He confuses art with literature). Stories are art. (Stories and art are not the same thing). Emotions are art. (Life is full of emotion but that does not make life art). Art exists for its own state. (This is debatable whether this is true). Is Michael Jordan not a artist with his unique style of basketball? (He confuses player performance with game rules). Art is disinterested pleasure. (Some video games induce this but the vast majority of video games […]
Mar 08

The Crossover Zone

by Chris Billows in Hobby Heedings 0 comments tags: The Crossover Zone
I’ve been long fascinated with how media properties and their creators interact with each other. The idea that a media property can be seen to possess a kind of meta-consciousness that interacts with other medias is something captures my imagination. This kind of activity is typically named a Crossover and is pretty common practice in the superhero comic medium, but has become more common in all entertainment media. Crossovers are imaginative play and are fun. As I thought about what Crossovers mean, I defined Crossovers to be where two or more media properties engage directly or in parallel with each other. But as I dug deeper I gleaned there are actually different kinds of Crossovers. They are as follows:  1. Formal (or Direct) Crossover The media property or its creators engage formally or directly, allowing characters in a media or medium or milieu meet each other. There are four Formal Crossover sub-categories: Type A – Celebrity Pollination (i.e. celebrities are fans of other medias) Type B – Trans-Media (i.e. toys become a cartoon) Type C – Character Salad (i.e. characters proper interact) Type D – Character Mashup (i.e. characters take on another character’s properties)   2. Analogue (or Parallel) Crossover The […]
Feb 09

Mid-Century Contemplation

by Chris Billows in Spirit Speculations 0 comments tags: Human Condition, Poem
Today is my 50th Birthday. I now have a half-century of living that brings forth a contemplation of what is this life for. I am definitely on the other side of living. No longer am I building for a future as that future is now. My wife and I have accomplished the material and parental goals we set out for. Our children have launched themselves into their own lives and I am in the early stages of thinking of retirement from my career of almost 25 years. Yet the future does not look bright and how can it? While it is possible we have many healthy years to live, there is nothing more to attain for even if attained, the Lord of Death will take it. It is time to think more about what life means in the context of inevitable death. What I am witnessing is the the birth of death. From the middle of life, only he who is willing to die with life remains living. Since what takes place in the secret hour of life’s midday is the reversal of the parabola, the birth of death … ~Carl Jung; Soul and death, CW 8, §800. The things […]
Feb 08

My Self-Organizing Breakthrough

by Chris Billows in Business Beller 0 comments tags: Business Development, Human Condition, Tools
I’m blessed and burdened with an active and creative imagination. I regularly have new exciting thoughts penetrating into my concentration becoming a distraction from the task I’m on. The burden I experience is how to handle these thoughts. I can’t stop them from arriving and I dismissing them undermines my creativity. I’ve learned that these thoughts are important and have provided solutions to longstanding problems. I needed a method to store these thoughts so that they’re shown respect but don’t seriously interrupt my flow of concentration. I took to writing them down in paper journals and eventually moved on to writing them in emails sent to myself. It was not long before this method became quite cumbersome and limited in usefulness. Writing down thoughts in a linear note-taking method makes it hugely difficult to retrieve the information. Even using an electronic record in email or a word-processing document, there is no efficient method to find thoughts. Transferring these thoughts to a task-management tool was another new process. Thoughts written down in a string of entries does not lend itself to prioritization or sorting. When I came across an online Kaban system I was intrigued about what it could offer but […]
Jan 10

Tales of Strange Cyberworlds Episode #1

by Chris Billows in Hobby Heedings 0 comments tags: Pulp Roleplay, Tales of Strange Cyberworlds
Welcome to my new serial Tales of Strange Cyberworlds, a future set of posts that explores strangeness in Video Games. Being an avid Video Game fan, I have always been interested in both Video Game history and how some games stood out to me. It could be a technical achievement, innovative genre, or something different that triggered my interest. Tales of Strange Cyberworlds is about Video Games that have captured my imagination written in a pulp fiction narrative, a kind of historic-adventure Fanfiction. The avatar I’ll be role-playing for this narrative is Doc Surge a fictional adventurer similar to Doc Savage, who has developed the Strangervision Computer as a way to to catalog and interact with various Cyberworlds (Video Game platforms) and their sub-worlds (the Video Games themselves).     Those Cyberworlds that grab the attention of the Strangervision are a glorious collection of Video Games that contain game state transmigration (game events that carry over within and between games), genre mashups, meta-textual treatments, player-less win states, and flipped perspectives. You won’t find games that contain hard-core twitch difficulty or genre-typical themes. Tales of Strange Cyberworlds is not intended to be a history of Video Games but it does use […]
Dec 15

Playstates Theory Definition – Version 2.0 (Dec/19)

by Chris Billows in Playstates Theory 0 comments tags: Game Philosophy, Games Analysis, Playstates
I’ve updated and enhanced my Playstates Definition below. My plan is to continue to develop this theory and eventually establish a website dedicated to demonstrating how the theory works. Playstates is a theory that explains how different types of play coexist, combine together, and are recursive. The different types of play are each defined by a singular core trait that acts as a both a distinguishing and complementing characteristic. At present there are five different kinds or states of play.   Toygrounds Sign-Plays Puzzles Games Sports   Each of the five Playstates can be defined as “The Play of …” which represents the core characteristic of that Playstate. These are as follows:   Sign-Plays – The Play of Meaning. Signals  – signs that require constant encoding and decoding and interpretation Symbols – signs that are more static and require subtle interpretation Role-Plays – using our behavior to communicate and experience meaning   Toygrounds – The Play of Exploration. Toys – objects that are played with freely and with transient rules Playgrounds – spaces that are played with freely and with transient rules   Puzzles – The Play of Matching. Symbols – letters or numbers as basis for matches Shapes – […]
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