[MUD-Dev] Girl appeal (was: Boys and Girls)

Marian Griffith gryphon at iaehv.nl
Sat Feb 2 09:44:31 CET 2002


On Wed 30 Jan, Marc Bowden wrote:
> --On Tuesday, January 29, 2002 1:03 PM -0500 Paul Schwanz
> <paul.schwanz at east.sun.com> wrote:

>> But I think this is quite enough to say on the subject. I hope
>> I've adequately explained my own perspective on the issue.  I
>> believe I'll move on to other items of interest.

> That's probably for the best. This kind of discussion *can* be
> scholarly, but more often than not it turns into one of those
> things where, when you come to, the first thing you hear is,
> "...and this is what your new hip will look like."

Unfortunately this also makes it impossible to discuss the issue
that really interests me and that got burried underneath this
argument on the use of the word girl-game. And that I think several
others on the list like to talk about as well.  Currently the vast
majority of games is set up, by subject, style and execution (of
both appearance and gameplay) to appeal primarily to boys/young men.
There are a few notable exceptions (Myst, The Sims and Roaler
Coaster Tycoon), and other games that at first glance are similar,
but do not appeal to girls despite their strong resemblance to the
games that are popular.

  What is it that makes girls play a particular game?
  What is it that makes girls play games at all?
  What is it that makes girls NOT play games?

Assuming that we can find out what qualities a game should have to
appeal to girls What game genres (as opposed to target audience)
could emerge that would give games that, as a rule, appeal primarily
to girls?  Can we combine these qualities with games that up to now
primarily appeal to boys?


Marian
--
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...

Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey

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