[MUD-Dev] Re: Gender specific

Derrick Jones gunther at online1.magnus1.com
Sun Nov 23 04:03:35 CET 1997


On Sat, 22 Nov 1997, Marian Griffith wrote:

> On Fri 21 Nov, Sauron wrote:
> 
> > > I never claimed anything other than my own impression.  If you take a
> > > look at the shops you find that the vast majority of games are clear-
> > > ly aimed at boys.  You will have to look  very carefully  to find one
> > > that is not.  Under those circumstances I find it hard to belief that
> > > a market of games aimed at girls is going to appear anytime soon.
> 
> > However, you are assuming that what appears to be aimed towards boys to
> > you is viewed in the same light by everyone. There are many games whose
> > advertisments really have nothing to do with gender (many of your sims,
> > and things such as the Lucasarts Xwing/Tie Fighter series). 
> 
> Perhaps I have looked in the wrong stack but I did not find anything
> like that in the shop I visited.  I do not believe that there are no
> games that are not aimed at males, I just could not find them.

What may be happening, is that you are confusing the games marketing and
the games content.  Two of the qualities of games that I look for are that
it is exciting and thought-provoking.  Now the average consumer already
assumes that activities on the computer are thought-provoking, as mainly
the 'nerdy kids' are the ones that play on the computer all day.  This
sterotype is still very prevalent, and the game makers realize this.  Not
many people veiw the computer as a means of excitement, and this is the
catch advertisers use to draw their audience to their product.  They'll
put stuff on the cover that makes the game appear to be a big adrenaline
rush, because they realize that the 'rush' is what is missing from other
computing activities.  If you want to sit there and think till your brain
hurts, open up a source code window.
Unfortunately, the current marketing trends make it very hard to find
which games actually make you think.  Most try to hide the fact if they
do.  The next time you pass the computer games shop, turn a few over and
actually read the game goals on the back cover, as well as check out the
few sample screens on the back.  There are many (The Mortal Kombat games
_aren't_ among them) of seemingly combat-centric games that actually have
a real game built around them.

> > > No, that was not what I said. I was saying that I got intimidated by
> > > those stacks of boxes all showing images clearly aimed at boys. Lots
> > > of machines and explosions, overly muscled male types and nearly na-
> > > ked women.

That is the game marketing, and not the actual game which turned you off.
The computer shop should be your last stop in game hunting.  Start with a
decent review of the game, then try to find a demo, then ask people who've
played it, then stop i at the shop.  Yeah, its a good deal of effort to
get the 'real' scoop on a game, but games are much like books with respect
to their covers.

> Maybe I can put it more clearly.  I was about as tempted to buy a game
> as you would be in the make-up department of your local warehouse.

<begin sarcasm\>
Perhaps a game about applying make-up?  Shrug.
In order to design a game to appeal to the sterotype of both genders,
you'd have to find some activity that both genders enjoy in real life,
then simulate it.

Note:   Grunt is a positive male response.  Giggle is positive for women.
	Men growl and women groan to show disaproval
Activity:		Sterotyped Male		Sterotyped female
Sports			Grunt			Groan
Conversation		Growl			Giggle
Violence		Grunt Grunt		Groan Groan
Make-up			Growl Growl		Giggle

Actually, there isn't much that the two extremes have in common, except
maybe a loathing for the values of the other.  Perhaps maybe a slow,
subtle brainwashing game in which the player attempts to change every
little habit of their spouse.  Some will play it for decades.
</end sarcasm>

> > > I entirely agree with this. However this thread started a long time ago
> > > with a question how muds could attract a more balanced mix  of male and
> > > female players.
That's easy.  Put in on something else other than a computer.
> > > My comment was to be read in that light. If there's but
> > > one thing to do in a game and that clearly appeals to male players more
> > > than to female players you should expect a majority of male players. If

You mean playing computer games.  Yes, that is something that has a much
broader appeal to a male audience.

> > > you want to change that,  you ought to do something  about the focus of
> > > the game.  My suggestion is to put much less emphasis on combat  in fa-
> > > vour of other interests.

Yes, but what possible interest could a mudder share with a 'normal' human
being? (ack forgot the sarcasm flag there) My point is, of course, that
the player base dictates the focus of the game much more heavily than the
design.  The design is geared towards a particular player base, and
accomidates that base by focusing on their interests.  If you widen that
base too much, then you will end up creating separate games within the
game, with little or no interaction between groups.  Sure you could have
an area where you had to make flower arrangements, and that might actually
draw some of the anti-action crowd, but they will tend to stay in the
areas designed for them (whether they be separated by action or distance),
while the blood-thirsty malcontents would probably find other actions to
be much more illuminating.  The other option of course, is to force both
groups to endure the realm of the other from time to time, which would end
up appealing to no one.

What would _you_ like to see in a game that your stereotypical male would
enjoy doing alongside the sterotypical female?

Gunther




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