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Jun 02

GameDev Ecology

by Chris Billows in Playstates Theory 0 comments tags: 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 […]
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 […]
Jun 11

Response to Defining Play, Game, and Gaming

by Chris Billows in Hobby Heedings, Playstates Theory 0 comments tags: Game Philosophy, Playstates
Over at DavidMullich.com I shared a couple of comments relating to his definitions on Games. #1 Hi David! I appreciate your definition “a playful activity with rules and goals.” but do think it does not go deep enough. A jigsaw puzzle has rules and a goal, but its not a game (which is why its called a puzzle). A role-playing game also has a rules and goals, but its not a game like chess is. I’ve come up with a definition to games that satisfies my mind and I would like to share it. “Games are about the Play of Measurement”. The measurement can be physics (3D shooters), grid (board games), tractable (CRPGs), etc. I’ve included a link to my theory blog post so would welcome your thoughts. Best regards, Chris #2 I agree with you. A Jigsaw puzzle is not a game, but could be made a game by adding a time limit (complete the puzzle in x amount of time). I believe you would say that this is an example of conflict (race vs the clock) while I would see it as a Puzzle made into a Game by the addition of the Play of Measurement (time being […]

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May 23

Why Games Are About Play of Measurement

by Chris Billows in Playstates Theory 0 comments tags: Game Philosophy, Games Analysis, Playstates
The Play of Definitions One of the biggest areas of contention in the Video Game industry is conflict over definitions of what a game is and what it isn’t. Because Video Games is a billion dollar industry, there will be marketing terms and short-hand that helps guide players to find what to engage with. We see terms like: 4X Strategy. First Person Shooter. Real Time Strategy. Walking Simulator. Tower Defense. Side Scroller. Platformer. Match Three. Each of these terms is well known to hobbyists but looks like bizarre word scrambles to people who are not gamers. The world of Video Games has its own language. Even the term ‘Video Game’ is a marketing and cultural term. Essentially any electronic game played on a video screen belongs and since marketing and culture is dynamic, I believe we will see new terms being invented indefinitely. But is every Video Game a Game? I am going to argue that it isn’t based on my theory of Playstates. Walking Simulators have attracted lots of heat and attention. They look and operate like First Person Shooters, but contain no enemies and weaponry which totally changes the dynamic of the play experience. Because the player is […]
May 16

New Theory of Play: Playstates

by Chris Billows in Playstates Theory, Republic of Bloggers 0 comments tags: Change of Mind, Game Philosophy, Games Analysis, Playstates
An open letter to Chris Bateman responding to his blog-post The Liberation of Games will not be streamed on Twitch at ihobo.com. Feel welcome to provide your own input via the Comments! Hi Chris, Here is a brief summary about my new theory that is influenced by your writings. I wanted to run it past you to see if you see any validity, utility, and novelty. My overall goal is to encompass Play in its various forms and break it down in broad categories that I hope will un-jam some of the dogmatic claims we see in Video Games. It is conciliatory in intention but I expect and accept that there will be disagreements with what is being proposed. My theory is based on research, play experience, observation, pan-sector validation, and what I hope is a keen discernment to see patterns that have been glossed over. First of all, I would like to pay respect to your own writing in Imaginary Games, your blogs, plus our Twitter/Email exchanges. When I started thinking about Video Games and their aesthetics, I had some very concrete ideas that were influenced by Chris Crawford and what I read on Tadgh Kelly’s blog. Those perspectives […]
Feb 19

Refining the Defining of Games

by Chris Billows in Playstates Theory, Republic of Bloggers 0 comments tags: Game Philosophy, Games Analysis
I came across Oscar Barda’s Gamasutra article where he make a bold attempt to define games. The definition of games is a game in itself, havings its own traps and dangers. There are going to people who are going to vehemently disagree, and people that will simply ignore you. I fall into a third category of people that appreciates his effort, but would like to see it refined. Oscar’s definition of “Games as a formalized fiction of doing” is pretty accurate. There is nothing to fundamentally disagree with, but I think that it doesn’t provide enough depth. While Oscar’s definition can be accurate, I think it is perhaps too broad, captures too many things that makes the definition not helpful when you dig deeper. After all, in saying that human beings are living creatures is an accurate statement, it is so broad that humans are not distinguishable from other animals or even insects. A definition is most helpful when its both broad and deep enough. The problem with “Games being a formalized fiction of doing” is that there are too many other human activities that fall into that definition or neglects game activities that don’t fit his definition, such as: […]
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