by Chris Billowsin Playstates Theory0 commentstags: Playstates
I’ve made arguments in previous posts (Why Games are about Play of Measurement and Measurement as Power) that Games join naturally with computers (which are about measurement and calculation). It is this alignment that has resulted in the assumption and innocent misnomer that all Video Games are Games. Because Games are about Measurement, they are only one of the five Playstates; the others being Toys/Playgrounds, Role-Play, Puzzles, and Sports. The fact is that Video Games are much broader than Games. It is an innocent mistake though. The first Video Games were primarily were about Play of Measurement and Competition. They were not Video Role-Plays, Video Toys-Playgrounds, or Video Puzzles. Tic-Tac-Toe from 1950 was the first ever Computer Game, with its play of measurement being about staking out territory on a nine-square grid. Space War! from 1962 was a competitive Game/Sport that played a huge influence on the industry. The very first Arcade games were inspired by Space War! Yet it is important to not neglect the other Playstates that are playable on computers: Toys/Playgrounds, Role-Plays, and Puzzles are all part of the history but did not have the fame that the Games/Sports Playstates did. Cheekily, I would say these other […]
by Chris Billowsin Playstates Theory0 commentstags: Marshall McLuhan, Playstates
I stated before that books are a passive media. When you think of how we typically interact with books, it requires a different set of skills and abilities than what skills we use when we play an instrument or engage with a board game. Books are a passive media primarily, but there are exceptions! Marshall McLuchlan said that the medium (the singular of media) is the message. His insight was revolutionary at the time, and I believe I found a new demonstration of this insight. It occurred when I applied the Playstates model as a lens to evaluate how we interact with media, and in this post’s focus, books in particular. The five different Playstates are found in the medium of books. Below I have listed examples of all five and this has forced me to rethink my stated position that books are inherently passive. It is quite possible that there is a continuum of activeness to passivity found in all media. I will need to take some time to explore that further! Toys/Playgrounds: The Play of Toys and Playgrounds which encompasses free-form engagement, temporary rules, and exploration can be found in Whiteman Press-Out books. Coming in the form […]
by Chris Billowsin Playstates Theory1 commentstags: Playstates
One of the unique aspects about Playstates is the distinction between what a Game is and what a Sport is. I have discovered that not all Games are Sports, but all Sports are Games. Games are the Play of Measurement, while Sports are the Play of Competition. The rules that determine how that competition is structured is based around a meta-system play of measurement. So let’s take a look at Soccer/Football. You win the game by kicking a ball into a goal. This is a play of measurement and is what I call a Game. The sport aspect of soccer is that a competing player is trying to take that ball away from you and score the ball into a different goal. Overlay that competition with a larger meta-game and meta-sport of win/loss/tie record, leader-boards, scoring leaders, playoff elimination, and championships it becomes evident that Sport is more than just a Game. Another distinction is that Sports have Win and Loss states while Games do not need to have one. Old-time arcade games like Space Invaders, Pac-man could not be won. You kept playing until you ran out of lives or money. Games also do not need to have a […]
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 […]
by Chris Billowsin Playstates Theory0 commentstags: Playstates
Playstates can be found as distinct activities within the Fandom industry. I call it Followship and would define it as the act of collecting, collating, and consuming a Media Franchise. It is an elaboration on the concept of Fandom using the five Playstates. We can find Playstates in Fandom with the following examples: Toys/Playgrounds – toys and fan clubs/conventions. Role-Plays – fanboys/fangirls and cosplays. Puzzles – fan-fiction and plot/canon holes. Games – collecting the Media Franchise. Sports – fans who root for favorite media franchise to be popular. While Fandom is the industry, Followship is the distinct behaviors of play found within it.
by Chris Billowsin Playstates Theory0 commentstags: Change of Mind, Comprehensive Analysis, Playstates
After posting about Playstates, a commentator on Twitter said that he wanted to see more discussion about how Playstates relates to core concepts like Interactivity, Narrative, etc. I had intentionally left out those concepts because I wanted to stay away from a dead-end debate. Many game designers and developers have argued that Games and Video Games in particular have a unique monopoly with those concepts. I admit that I thought so as well but now I see it in a new way after writing this article. The problem I think is that we have assigned those concepts to Games and Video Games because that is where they are most overtly demonstrated. When we think Game, we automatically think about how to play its rules, how we interact with it, how the rules affects our agency, and the underlying mechanics that makes the Game run. The push by some Video Game designers to see Narratives as being critical to a Game is a relatively recent occurrence. But similarly to how definitions can be broad but not deep enough, I think the same limitation has occurred here. We have captured the obvious, low-hanging fruit. While an arcade game has easy to see […]
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