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by Dave.mac on 7/17/00

Article Discussion Forum

The Dark Ages


It seems that for the last few years 'enlightened' games companies have been trying to find that magic formula, the holy grail of politically correct gaming: the game for women. The argument goes, 'Lots of women play games now. So if we make a game for women, they'll all buy it, and we'll be coining it in.' With that, they run off and tell their designers to make a game for women.

Designers, usually without the benefit of estrogen, sit and scratch their heads and try to imagine what it is that women want. After they have dispelled the idea of cooking or embroidery games (it's not Victorian times after all) and flicked through a few issues of Cosmo, they decide that they haven't got a clue, but they had better come up with a quick fix before they get sacked. Then they have a bright idea. "If we put a female lead in the game, women will identify with her. But since the majority of the market is male, let's inflate her hooters to the max to make her a more 'rounded' character." This is the sort of misguided thinking that has dogged the games industry for the last 5 years or so.

Games for All

Actually, I think there is a very simple answer to what women want in the games they play, and it is the same as what men want: Good games that catch their interest. Trying to make a game that will appeal to all women is as misguided and patently idiotic as trying to make a game that will appeal to all men, which no games company tries to do.

Let's have an example. Games companies make sports games to appeal to sports fans. Look at the way the games are structured with their multiple camera angles, replays and stats. It is a simulation of how the sport is watched, not how it is played. It appeals directly to the fans and their experience with the sport. It is a game for sports fans, not 'for men.'

Men do not buy a game because it is made to appeal to all men, and companies should not expect women to buy a game because it is made to appeal to all women. Taking the example above, sports fans buy sports games because they are made to appeal to sports fans. Fans of sci-fi films will buy futuristic games because the games appeal to them. People who customize their car will buy driving games.

Generally, people buy games that reflect their own interests and experiences as well as expand on those experiences to offer a certain element of wish fulfillment. I like to play soccer, and I can do that with my friends any time. But I cannot play in a World Cup game without the aid of my PC. I enjoyed The Matrix, but only games like Unreal Tournament allow me to come close to taking part in those cool action sequences. I love Star Wars, but I am never going to blow up the Death Star without the aid of X-Wing Alliance. In summation, my gender may have some influence on what movies I watch or sports I play, but I do not think it changes the fact that I will buy games that reflect my personal interests and experiences.

The Path to Enlightenment

Perhaps gender influencing interests and experiences is the 'way in' for those companies hoping to create a game for women. Leaving aside arguments about the whys and wherefores or pros and cons, the life experiences of women are often different from the life experiences of men. However, publishers seem unable to comprehend what those differences might be or how they shape women's lives. 'Women like soap operas, so why don't we make a soap opera game' is something I have heard more than once in the industry. This is flawed for a number of reasons.

First, it is a gross over-generalization. Not all women like soaps, and besides, following my earlier logic, the game should be created for soap lovers, not just for women. Second, I do not think there is a huge crossover between people who watch soaps and people who play games. Women (in general) may watch soaps, but do women game players watch soaps? Finally, it fails to get to the root of why people watch soaps. Soaps (mind numbing though they are) are about the changing lives of people and their social interactions. There are very few games that incorporate these elements. There are some; The Sims is a great example and one that more publishers and developers should examine carefully.

The Road Ahead

If there is one area of differentiation between genders, it is in terms of social interaction (essentially, a difference in hobbies and interests). Online games automatically include social elements because players can interact socially with other people that are playing the game. One of the different life experiences of women that generally differs from men is the level and type of social interaction and communication they are used to, and online games (often unintentionally) take a step towards bridging that gap. This is not necessarily the point of the game; Quake III is not a simulation of sitting down and chatting over a cup of coffee. But it is a feature of online games nonetheless, and I feel that the popularity of online games with women can be partially attributed to the ability within the game to communicate with other people.

To conclude, I do not think people buy games based on their gender; they buy games based on their hobbies and interests. Since this is the same with women and men, games companies should just make good games, not try and make gender specific games. It is time to abandon the notion of simply making 'games for women.'



Dave.mac is the Creative Director of The Games Kitchen, and has been involved with the design and production of over 20 completed games projects for web, mobile phones and GameBoy. And yes, he has been asked by publishers to design games 'for women'.



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