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May 23

Why Games Are About Play of Measurement

by Chris Billows in Playstates Theory 1 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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Jan 17

Ultima Storyline FAQ

by Chris Billows in Hobby Heedings 0 comments tags: Comprehensive Analysis, Games Analysis
I have decided to resurrect an old document for the sake of posterity. It is the Ultima Storyline FAQ, which is an old computer game series that ran in at least thirteen installments, helped launch the CRPG niche, and was the basis of the first Mass Multiplayer Online Game, Ultima Online which is currently running. I started the FAQ by posting it to the rpg newsgroup. It was my first attempt at Retroactive Continuity and was one of those points that gave me some excitement relating to world construction which has influenced me in my work with Promaginy. Ultima Storyline FAQ by Chris Paul Billows Final Version 1.5 10/30/95 This FAQ is in no way affiliated with Origin. All information within this FAQ is from the author, contributors or from books. Since this is the final version of the FAQ I will no longer be accepting any comments pertaining to it. Thank you. The purpose of this FAQ is to ask and answer some the questions that come up when one plays any of the Ultima game. These questions do not pertain so much to how to solve the game in particular but is more to try to make sense […]

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Aug 28

The Game of Monopoly: A Lesson in Boring Game Design

by Chris Billows in Hobby Heedings 2 comments tags: Games Analysis
I personally don’t understand why Monopoly is liked as much as it is. Its immense popularity is demonstrated by estimates that over 750 million people have played the game. That is sad to me because while the game idea is intriguing (acquiring properties and become a business monopoly), the implementation is boring. Two of the critical aspects of a good game is being presented meaningful choices and keeping the outcome interesting, both which Monopoly lacks. The lack of interesting choices is the first problem. You move around the board and purchase properties. Yes, there is some strategy to that, but generally there are more desirable properties that everyone wants. Once the best properties are bought, your chance of getting any of them is very remote. Trading is something you have control over but again that is pretty set since most people will not trade Park Place for Mediterranean Avenue. The choices that Monopoly presents to the player are just not interesting enough. The second problem with Monopoly then rears its ugly head. Once you are behind, there is very little chance of catching up. When a person has control of most of the board, your chance of actually defeating him […]
Mar 01

From Spacewar to Spore

by Chris Billows in Hobby Heedings 0 comments tags: eBook, Games Analysis
One of my favorite pastimes is computer & video gaming. I have been an avid gamer since 1977. I vividly remember getting my first home Pong system and soon after getting the Atari VCS. I also frequented the local arcade and eventually came to enjoy the more complex and strategic games found on computers.   The enjoyment and the potential of the medium has stuck with me and it has inspired me to launch my own game company Promaginy. It also prompted me to self-publish an eBook called the Evolution of Computer Games. It was a humble attempt to analyze and not just track the lineal development of computer games. You are welcome to freely download the eBook here: Evolution of Computer Games 2nd Edition Evolution of Computer Games 1st Edition (kept for posterity)
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