by Chris Billowsin Hobby Heedings, Mental Mischief0 commentstags: Comics, Superheroes
Years ago I was an avid comic reader of various DC/Marvel characters. I loved origin stories and found that there was a theme among some of the origins, becoming the basis of an archetype, not unlike character classes you find in most RPGs. Here is my list of Superhero Origins: Β – Accidental origin: A single or combination of events that culminate in the non-chosen attainment of superpowers. Examples: Flash, Spiderman, Hulk, Fantastic Four. – Alien origin: Essentially a hero not of human origin that possesses super powers. Examples: Superman, Martian Manhunter, Wonder Woman, Aquaman, Namor the Submariner. – Bestowed origin: Essentially a human who is given super powers by a higher, more powerful force. Examples: Green Lantern, Dr. Fate, Captain Marvel, Silver Surfer, Dr. Strange, Scarlet Witch, Starman. – Creation origin: Essentially those sentient beings either intentionally exposed to superpowers or created. Examples: Captain America, Vision. – Demigod origin: Essentially a minor god who becomes active in human affairs. Examples: Thor, Hercules. – Disciplined origin: Essentially those humans who train their bodies to become exceptional in the martial arts. Examples: Batman, Nightwing,Green Arrow, Wildcat and many of the heroes of the JSA, Black Panther,Daredevil, Hawkeye. – Gadgeteer origin: Essentially […]
by Chris Billowsin Business Beller, Mental Mischief0 commentstags: Business Development, Comprehensive Analysis, Human Condition, Summarizing a Business Organization
Paul Graham is not only a successful entrepreneur he is a analytical master who has written extensively on business, economics, and culture. I greatly appreciate how he deconstructs complex topics and makes it accessible. Below is some of my favorite articles by him: Nerd Culture http://www.paulgraham.com/nerds.html Hacker Culture http://www.paulgraham.com/gba.html Wealth and Inequality http://www.paulgraham.com/gap.html Wealth, Technology, and Startups http://www.paulgraham.com/wealth.html American Culture, Craftsmanship, and Design http://www.paulgraham.com/usa.html Graduating from High School http://www.paulgraham.com/hs.html Finding What You Love To Do http://www.paulgraham.com/love.html Building a Startup http://www.paulgraham.com/start.html Startup Lessons http://www.paulgraham.com/startuplessons.html Startup Mistakes http://www.paulgraham.com/startupmistakes.html About What Good Art Is http://www.paulgraham.com/goodart.html Intelligence vs Wisdom http://www.paulgraham.com/wisdom.html Thinking about Equity Valuations http://www.paulgraham.com/equity.html About Philosophy http://www.paulgraham.com/philosophy.html Principles to a New Product Launch http://www.paulgraham.com/newthings.html Types of Disagreement http://www.paulgraham.com/disagree.html 5 Regrets to Avoid http://www.paulgraham.com/todo.html The Counter Intuition of Startup Investing http://www.paulgraham.com/swan.html How Startups are Different from other Businesses http://www.paulgraham.com/growth.html How to Find Ideas for Startups http://www.paulgraham.com/startupideas.html Convincing Investors http://www.paulgraham.com/convince.html
by Chris Billowsin Business Beller0 commentstags: Business Development, Summarizing a Business Organization
When I was taking my business certificate, I created a mental model about the steps of creating a viable business venture. I called it the Destination Model of Strategic Management. Using the analogy of getting somewhere, I envisioned a road, driver, passenger, and vehicle with each part representing a strategic consideration. I created this model years ago and just recently stumbled onto it. I am posting it for posterity sake. I think it has some utility.
by Chris Billowsin Playstates Theory0 commentstags: Game History, Games Analysis
Based on my categorization exercise in my last post, I’ve gleaned what I consider to be a synopsis of Game Development history. It starts off appropriately as a fun and experimental exercise on the University campuses. 1961 HobbyDev GameDev that is for fun and experimentation, not intended for commercial purpose Prime example: In 1961 we see the release of Space War! by Steve Russell, in collaboration with Martin Graetz and Wayne Wiitanen. In a separate realm, where software development was serious business (as early software developers worked for Defence Contractors) we see how Ralph Baer and his Sander’s Associates carved out a niche within his larger company to explore GameDev as a commercial venture. 1967 ProDev GameDev is sold as a commercial product, with fun being its market need Prime example: Begun in 1967 up to its release in 1972, the Magnavox Odyssey was the first commercial Video Game Console. Ralph Baer, Bill Harrison and Bill Rusch spent those years creating the first games for the Brown Box, the Odyssey prototype. What these two ecosystems share is that they are both closed systems. The HobbyDev was restricted to only people who could attend University while ProDev was limited to the […]
by Chris Billowsin Playstates Theory0 commentstags: Game Philosophy, Games Analysis
I have been operating a part-time GameDev sideline since 2004. I started working with a local GameDev to bring to the internet a game inspired by Atari’s arcade game Warlords. Like most projects, it never came to be. Now I have been working on acquiring and designing/developing a series of online game IPs. You can see more through my business links. Because I enjoy the mental exercise of categorizing entities, I got thinking about how GameDev has its own ecology that is more nuanced than seeing just AAA and Indie Devs. I tweeted about it and got some responses that got me thinking more. Here is my summarized thoughts: ProDevs are those typically professionally trained programmers, artists, designers who work for a company. They are either Employees or Contractors. They belong to large companies that spends millions of dollars and take years to release. Then comes the IndieDevs, made up of three distinct groups: In-Market (released one or more games and is seeking continued profitability), Pre-Market (either working on their IP or trying to find their market); and Never-Market (these people take on a game product that they can’t realize and it never materializes). The difference between a Pre-Market […]
by Chris Billowsin Playstates Theory0 commentstags: 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 Role-Plays Puzzles Games Sports Each of the five Playstates can be defined as βThe Play of β¦β which represents the core characteristic. These are as follows: Toygrounds β The Play of Exploration. Toys β objects that are played with freely and with transient rules Playgrounds β spaces that are played with freely and with transient rules Role-Plays β The Play of Behavior. Conventional β behavior that comes naturally Subtle β behavior that contains hidden meaning Subversive β behavior that challenges conventions Fresh – a mix of characteristics that acts in harmony Campy – exaggeration of characteristics for effect Mirroring – mimicking behaviors of others Puzzles β The Play of Matching. Symbols β letters or […]
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