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 […]
by Chris Billowsin Hobby Heedings, Playstates Theory0 commentstags: 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 donβt need to play […]
by Chris Billowsin Hobby Heedings0 commentstags: Games Analysis
Like most enthusiasts who have a hobby, I tend to over do things with my enthusiasm. I over-collect Music and Video Games. I’ve developed (link to my itunes) a system on how to organize my music and enjoy it. My iTunes practice is a form of O.C.D. trapping. The level of detail I go to is pretty absurd, but I find it scratches an itch. Its almost like a ‘controlled burn’. Allowing it to run rampant in this one contained area of my life, but learning to let things go in other areas. Anyways, enough self psychoanalysis! The biggest difference between Music and Video Games is that Music is so much easier to ‘consume’. A typical song is about 3 minutes and the amount of brain power required to appreciate a song is about 1/100th of what an intense, intricate game requires. So I’ve come to the conclusion that Video Games will remain something that I will enjoy with much less frequency than Music. I simply do not have the time to play Video Games, while I can play Music when even at work. There are websites (The Backloggery) that help encourage people to play their backlog of games. I’ve […]
by Chris Billowsin Playstates Theory, Republic of Bloggers0 commentstags: 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 […]
by Chris Billowsin Playstates Theory0 commentstags: Games Analysis, Playstates
I’ve read a few articles and posts criticizing Video Games being too much about Power Fantasy. The dynamics found in leveling a character, getting better gear, defeating an enemy, accumulating resources, exploiting an environment, etc. is all about dominating something else and the 4X genre would be its marquee. The aesthetics contained in Power Fantasy is a turn off to a minority of players, who fall into the trap of criticizing the entire industry unfairly. The reason why I say it is unfair is because I believe there is a very valid reason why Video Games naturally gravitate towards Power Fantasy. Video Games tend towards Power Fantasy because Games are about the Play of Measurement and measurement is essentially another term for power. This was beautifully captured in Carroll Quigley’s The Evolution Of Civilizations which talked about how the first hierarchies of civilization arose by their ability to track the measurements of the stars: Page 211-213 ... The chief tasks of the priesthoods, at the later date, beyond their obvious religious functions, were the study of the stars and the keeping of the records of celestial observations. From this evidence we might infer that, at some remote date, some unsung […]
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