Sunday, October 29, 2000

The Geeker Sex ( http://www.theinspiracy.com/argeeker.htm)

Responding to the question, "why are game players mostly male?", the author, Noah Falstein, points out some common misconceptions and debates them by providing justification.
The misconceptions and debates are as following:
Misconception1:
No one has ever tried making games specifically for women.
Debate:
1. The fabled Epyx Barbie game released around 1985 was made specifically for women.
2. Many games have been made with women specifically in mind: perhaps a tiny fraction compared to all the game released, but enough to conclusively put this misconception to rest.

Misconception2:
Men make the games and they make them for other men and boys. If women actually made the games, other women would buy them in droves!
Debate:
1. Coin-op arcade game developed in the early 80's and its designer, Lyn Oswald is female.
2. The "Plundered Hearts" game was developed by Amy Briggs.
3. The Roberta Williams's games from Sierra. In particular her LAURA Bow mystery games were aimed at the female market.

Misconception3:
Too many games out there are about killing. Women need games about topics specific to their likes.
Debate:
The author agrees that too often designers in our industry depend on violence and gore for commercial effect without much regard to artistic merit or game play. But, he further asks the question, what topics are specific to women's liking? Will be shopping and cooking? This has always struck him. Then, he brings up two facts: the games named Ms. Pac Man and Plundered Hearts appealed to women either because of a sexless yellow blob or because of asexual Tetris.

Misconception4:
If only a game was made that did appeal to women, it would sell huge number.
Debate:
1. Although it's true that women are a largely untapped market, the games that have been a hit with women so far have done so while also appealing to men, instead of by going out on a feminine limb.
2. If a game is designed to be perfect for women who have never been interested in computer game before, but is of little interest to men, it's probably never going to get a chance to be published because of internal company hurdles where most of decision-makers (mostly men) are cautious about untested markets. If the game is made, not only distributors (mostly men) but also retailers must believe in it to make it a hit or recommend it to customers.

The conclusion is that with time and maturity, we'll see a diversified audience for interactive entertainment. Then, perhaps even games narrowly focused on women can be successful!

To make women-oriented games happen, there are several factors following:
1. Survey on " what topics are specific to women liking?"
2. Eliminate filters of company executives, distributors and retailers
3. More and more people grow up computer-literate
4. Design game based on game-savvy female audience

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