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Playstates


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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

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 […]
May 05

Playstates Theory Definition – Version 1.0 (Apr/18)

by Chris Billows in Playstates Theory 0 comments tags: 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 “The Play of …” which represents the core characteristic. These are as follows: 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   Role-Plays – The Play of Behavior. Conventional – behavior that comes naturally Subtle – behavior that contains hidden meaning Subversive – 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 – The Play of Matching. Symbols – letters or […]
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; […]
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