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Playstates

Playstates is a general leisure and hobby theory written by Chris Billows. Playstates recognizes that various kinds of play exists, each possessing its own aesthetic. Playstates are different from entertainment and art because they engage more human senses through tool mastery plus the development of experience and wisdom in play.

“Playstates are a range of diverse activities and tools that includes Toys, Role-Plays, Puzzles, Games, and Sports that shares a playful state of mind, tool use and mastery, and a human need for experiencing understanding.”

Playstates started its genesis as Gamestories.

Articles

Nov 11

Video Games to Track, Watch, and Play

by Chris Billows in Hobby Heedings, Playstates Theory 0 comments tags: Emergence, Games Analysis
I have an interest in the overall-scope of Video Games; but limited time to play all of the things that are of interest. I think I have come up with a solution, to help define in my own mind what are the games I need to restrain myself to. Video Games have at times been called Possibility Spaces; I think its a very great name since it is about exploring new places, tools, and concepts. Since there is not enough hours in our lives to play every possibility, I have come to accept that others can do the exploring is just as good. Twitch is a good example of the fun of witnessing games. Lots of narrative based games like RPGs and FPSs we see the game’s setting telling a story about the world. Following the narrative-linear format, these games are like books and movies. When you finish the game, you finish the story. The story is not going to advance unless you play. History waits for the player. It these kinds of games where we are acting as the page turner. Successfully overcoming obstacles advances the story. Witnessing these, spoilers and all, means that I don’t need to play […]
Oct 21

Toys/Playgrounds, Simulations, and Emergence

by Chris Billows in Playstates Theory 0 comments tags: Emergence, Playstates, Software Toys
The Playstates theory is defined primarily as as trait system. The five different Playstates are distinguished by their kind of Play so Puzzles differ from Sports, Role-Plays differ from Games, etc. But being distinct does not mean they are exclusive. Playstates can mix with each other to create new Play experiences. When somebody is completing a crossword puzzle, they are participating in the Puzzle Playstate. It is the Play of Matching and crosswords share that essential core trait with Soduko, Find a Word, and Match-3 Video Games. Whether it is done electronically or with a pencil and paper, the core trait of Matching is unchanged. The core trait of each Playstate is as follows:   Puzzles is the Play of Matching Role-Play is the Play of Behavior Toys/Playgrounds is the Play of Exploration Games is the Play of Measurement Sports is the Play of Competition   Each Playstate demonstrates a distinct type of play. When I test the model anecdotally, I find that so far it stands up to the testing. There is an inherent logic and wisdom that feels right. To demonstrate, let’s take a distinct Video Game genre, the Simulation, and see where it fits in the Playstates. […]
Oct 14

Pretend & Pinball: Playstates Roots in the Midwest

by Chris Billows in Playstates Theory 0 comments tags: Playstates
Being born in the Canadian Midwest (Winnipeg) I assumed that critical milestones in recreation and play took place in larger East and West coast metropolitan centres. It was the development of the computer industry that created this assumption. East-coast university hackers helped create the earliest game prototypes on mainframes while the West-coast hobbyist hackers helped create Arcades/Consoles/PCs. I thought that the middle of the continent was about farming and tornadoes. As I did research on Playstates and their origins, I discovered for myself an unexpected revelation. The Midwest (USA) played a huge role in the development of new kinds of play and recreation. Here is a list of important Playstate developments that took place in the Midwest:   Year Location Details 1866 Macomb, IL Lizzie Maggie is born and would later create the Landlord Game in 1904, the predecessor to Monopoly. (Games) 1927 Chicago, IL Gottlieb is formed and begins manufacturing pinball machines (Games) 1931 Chicago, IL Bally is formed and begins manufacturing pinball machines (Games) 1938 Chicago, IL Gary Gygax is born and would later help create D&D in 1974 (Role-Play & Games) 1943 Detroit, MI Diana Paxson is born and would later help create the SCA in 1966; […]
Oct 07

Imaginary Performance in Playstates

by Chris Billows in Playstates Theory 0 comments tags: Playstates, Virtuous Discourse
An open letter to Chris Bateman responding to his blog-letter The Language of Games at Only A Game as part of the Republic of Bloggers. Feel welcome to provide your own input via the Comments!   Dear Chris, I agree with you that language is important and is part of the reason we have some of the turf wars taking place in Game Development. By not agreeing on terms, limiting if you will, we end up arguing over things that should have been settled. In the music industry, we see accepted practices like pitch; keys, and time signatures. Yet despite a common language and tool set, we see new music being created all of the time. Limits help creativity. How else can we explain that with 26 letters we can write so much? I think that placing limits can paradoxically lead to a kind of liberation. Below I respond to specific points in your blog-letter:   You wrote: ” I personally find this a fascinating perspective, particularly because I have not encountered this before.” I find this to be surprising since I consider my point that games are about the play of measurement to be a elucidation on your definition […]
Sep 27

Response to Are Videogames Made of Rules?

by Chris Billows in Playstates Theory, Republic of Bloggers 0 comments tags: Game Philosophy, Games Analysis, Playstates
Over at Chris Bateman’s ihobo blog a great discussion was had relating to Video Games. Are Videogames Made of Rules? I inserted my two cents as you can see below.   Hi Chris, I believe you have teased out a continuum of how humans interface with each other or solitarily with play. There is little doubt in my mind that Rules are required, but the fidelity they hold depends on what people want to get out of their play experience! Which is exactly your point. I believe that Rules are just one part of what I call the Imnersion Accords. I think you will find the following blog post validates your perspective: https://journals.billo.ws/the-immersion-accords/ As many have said in the comments, Rules are more tightly bound to when competition is a focus of play. What I would argue is that Rules exist to track measurement, which is what is unique to Games. You roll two dice, not three, or one when you play Monopoly. Forcing one player to roll a different amount of dice is unfair. But why is it unfair? Because the measurement of movement is so critical to the game space of a board game and all participants should […]
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