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Impressions
from the Game Developers Conference:
The Discussion on Girl Games
By
Atari
Article
Discussion Forum
Jesyca
Durchin, former executive producer for Mattel Media, was a speaker
on the subject of games for girls at the Game Developers Conference
in San Jose, California. The session was entitled, "Girl
Software Introduction / Keys to Creating Great Girl Software".
Curiousity-stricken, I walked into the session hoping to hear
the many different approaches that developers had taken to target
young girls, but instead it turned out to be solely about Mattel's
strategy. Judging by the title of the session, I was hoping for
some sort of balanced panel of girl game developers to discuss
their different findings.
The Equation
for Making Girl Games
Durchin made
it clear that her lecture was not based off of research or psychological
studies, but rather off of her personal experience working on
software and media products for girls. Her keys for creating great
girl software were as follows:
- Understand
your audience.
- Hinge all
or most of the interactivity on proven play patterns, the more
traditional the better.
- Remember
material stuff to collect in games is always
good.
- Create
familiar and relevant environments for your audience, and be
mindful that girl's imaginations will influence your environment.
- Get over
the shame and embarassment of making a game for girls.
According
to Durchin, traditional play patterns are based off of instinctual
ways a child will approach an object or activity. These play patterns
for girls include:
- Fashion
play
- Glamour
play
- Nurture
play
- Adventure
play
- Action/Twitch
play
- Collection
play
- Communication/social
play
She stressed
that collecting stuff was essential for giving girls a
reason to play rather than focusing on scoring, a more traditional
approach for boy software. Durchin claimed girls like environments
that are more reality-based than fantastical, and that they require
their environment to either be beautiful or make sense to the
story. She said that symmetry and color cohesiveness are important
to girls, and that the interface needs to be colorful, magical,
and to "feel good" rather than make sense.
Durchin made
it clear that Mattel had no intention of being a market leader,
but rather a market follower. Mattel isn't out to break stereotypes
or encourage girls into technology, but rather to build games
off of existing stereotypes. Durchin explains that although there
are girls who enjoy other types of gameplay, Mattel is sticking
with the play patterns they know works.
The Holes
in the Equation
At this point,
my stomache was going into a knot. Something was terribly wrong
with the picture. Where did I fall into all this? Am I so very
different that I am the exception to the rule? Did I not focus
on getting a higher score than my sister on games like Decathlon,
World Games, and Grand Prix? Did I not enjoy completely fantastical
environments such as the ones in Sierra's Space Quest series?
And for all those classic text-based games without any sense of
color or symmetry... was it a fluke that my sister and I were
completely addicted to them when we were kids?
After thinking
through her key points, I realized some things didn't quite fit.
Many of the things I recognized as girl play patterns were play
patterns that aren't just attractive to girls, but to boys as
well.
She
kept pushing the idea of allowing girls to collect stuff
in games. Why is it such a big deal to stress that girls are into
collecting stuff, when boys collect as well? From baseball
cards and hot wheels to the good weapons and armor in a game,
the enjoyment of collection is not gender specific.
Similarly,
boys like "nurture play" in games as well. Take any
roleplaying game (RPG) for example. The whole purpose of an RPG
is to beef up and "nurture" your character. Both male
and female RPG gamers will spend an inordinate amount of time
playing, just so they can make their character ultimately perfect.
Even fashion
and glamour play has it's place among boys. Are there not boys
out there who enjoy customizing their cars in racing games or
creating new skins for characters? Does this not fall along the
same sort of play patterns? Maybe they aren't ready to pick out
the shade of lipstick but even a male reviewer got a kick at sticking
a beard on his face using Cosmopolitan's Virtual Makeover.
It's like
calling Barbie a "doll" and calling G.I. Joe
an "action figure". They are both the same style
thing with different names to distinguish what's for boys and
what's for girls. Whether you call it nurture play or role-playing,
fashion play or customization, it's the same pattern with a different
name.
Looking at
the large number of adult women who play cards, trivia, and classic
games, why don't Durchin's girl play patterns reflect this? Where
is the "strategy play" pattern and the "puzzle
play" pattern? Are we to assume that girls don't get into
those kind of games until they are adults? Am
I to believe that the Barbie demographic of girls is so different
from the rest of the girl market that they wouldn't be interested
in these type of games?
Final Thoughts
It's important
to keep in mind that in Mattel's case, their target audience is
not the girl audience, but the Barbie girl audience. Another
girl games company may be dealing with a whole different demographic
of girls.
Durchin showed
only one venue using strictly defined stereotypes to determine
the needs of Barbie girls, but other companies such as HerInteractive
are cropping up with different approaches to making girl games.
Although the term "girl games" in itself seems
to impose generalizations and stereotypes about girl's interests,
girls aren't being targeted in the more gender neutral products,
therefore many girls gravitate to games that do target them specifically.
Having games for girls may be the only venue for some girls to
play, because everything else they or their parents find seem
to be boy-oriented. As long as the industry as a whole attempts
to cover a variety of these girls' interests, and doesn't just
hone in on fashion or traditionally "girly" subjects,
girl games could help girls become more comfortable with gaming
in general.
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