Game Development Reference
In-Depth Information
the most important statistics from the ESRB address the distribution of gamers
according to gender. Forty-percent are female and their numbers are still
growing. And there are almost twice as many women over 18 playing games
than teenage boys. There are three points I would like to bring up here.
There have been a number of attempts to design games strictly for women. Yet,
there is ample evidence that this approach simply creates a self-imposed ghetto
for women. Men are far less likely to play games designed explicitly for women,
limiting the market for such games. Some men think playing these games will
make them seem like sissies, or they
re angry that women are trying to exclude
them. Of course, this ignores the fact that men have been making games for
decades with subject matter pretty much guaranteeing that their audience will be
predominantly male. And stressing over being thought of as less than manly for
playing games says more about someone
'
'
s lack of self-esteem than anything else.
I have always been of the belief that the most successful stories are not
exclusively aimed at a particular demographic but are inclusive, offering some-
thing for everyone. Movies have known this for a long time. Animated films
routinely include references aimed at the parents who have brought their
children to the theatre. Chick flicks offer attractions for the males who might
feel put upon being dragged to the theatre, and in the process, save them from
themselves.
“
Well at least there
'
s a car chase at the end of that one,
�
they console
themselves.
“
Maybe he
'
s more sophisticated and well-rounded than I gave him
�
credit for,
marvel their dates.
The most beloved and successful movies of all time were written either by
accident or on purpose to appeal to the widest demographic from Casablanca to
Avatar . Casablanca surrounds its romance with intrigue and suspense. Avatar
makes us care about its characters because they care about one another. That,
plus the astounding graphics, may make us more willing to overlook some
clumsy thematic elements.
So the rule here is simple: Do not design for men or women alone. Broaden the
tent to include as many people as you can. They will thank you for it.
But by the same token, resist pretending that women and men all look at the
world through the same 3D glasses. They don
t. In games, for example, solid
research suggests that men enjoy competition; women enjoy collaboration. Are
'
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