Game Makers Aren't Chasing Women
Thanks to Wired News for their article discussing what videogames women are playing, and whether the mainstream games industry is serving them well. According to the piece, "Observers say the industry isn't exactly rushing to make PC and console games that appeal to both men and women, let alone women alone. That's despite the massive success of games with crossover appeal, such as The Sims." However, a researcher on the subject suggests being too calculating doesn't work either: "Making games in which you get women to do 'women things' isn't a very successful strategy." So what does?
"McGroarty, these are terrible examples of girl games. You haven't a clue what women want to play."
And that's my second point: As a guy, I haven't a clue. If you want to see more girl games, get more women into making games.
My wife started playing those java games at the popcap site, and she loves them. Noticed they even started selling standalone versions of the games at compusa. Talking to a friend, and his girlfriend has been playing the games on there too.
While fun, they arnt FPS type games, more brain teasers of sorts. My wife told her friends at work, and all the women seem to like these games, they even play multiplayer version of them.
So ya, women seem to play different types of games.
I play CounterStrike, she plays Dynomite. (a bubble bobble clone) Thou we both like tetrinet, multiplayer tetris with powerups. Something about being evil with powerups makes it fun.
I'm in my mid-twenties, and my girlfriend plays (some) video games, and that's fairly unusual.
My sister, who's 17, plays video games and that's true for at least half of her age group.
My 8-year-old female cousin loves video games, and doesn't have any problem with them at all. Just as video games grew into the mainstream for males, they are moving that way with females (although more slowly).
Playing video games doesn't have to be a "masculine" or "feminine" activity any more than watching a movie. There are plenty of games that can or could appeal to any gender.
That being said, I think video games lost a lot of girls when they started having more than one button. They lost even more when they went to 3D. When games got to the point that you had to read instructions or do tutorials, the gender gap emerged. The arcades also declined sharply at that point.
For starters, how about removing all of the scantily clad, oversized breast equipped, fat lipped "hoes" from the majority of interactive entertainment.
This would effectively render games "mature" and "tasteful", (you are familiar with those words, yes?) and that would attract a wider audience of gamers right there.
As soon as you bring up "Barbie" games on the topic of "games geared towards women" you are already headed in the wrong direction. Try thinking of women as mature adults instead of a pink dress, shopping machine demographic an see what happens.
It's like the myth that says women only want romance and girls only play with dolls.
The facts are really simple: women share most of the same neurology and physiology as men. They can enjoy games - voluntary challenges full of interesting choices - just as men can. However, they also hate the same things - they hate feeling like a failure, feeling stupid or embarrassed.
Most games today are designed for male neurology and skill level; that is, high degree of spatial and hand-to-eye coordination, navigational skills, and logical puzzles. The core gameplay is right, but the reward/punishment mechanisms are not accounting for the gender difference.
If you look at Bejeweled, it's easy to see why the logical yet forgiving gameplay appeals equally to both genders. It's built around reward, not punishment. Even if you didn't know what to do at all, you get rewards just by clicking around on the screen. You will never be embarrassed or humiliated by the game regardless of what degree of skills you have. And on the second go, you will probably better your score.
Another great example is the city building series by Sierra, which allows you to choose between the path of the warrior or the path of the builder. Almost always, you can pay off your enemies by running a successful economy instead of fighting the war.
This pattern of non-punitive, positively rewarding gameplay is core to almost all titles that have enjoyed high degree of success with women.
Making games for women is not rocket science. :-)
Jouni
Jouni Mannonen | Game Designer, Consultant
Another observation is that a lot of the women I know, including my wife, really enjoy two player fighters. My wife loves Soul Calibur and is chomping at the bit to play the new one at home (gotta go with the GC version - Link is gonna rock!). She also really enjoys the Street Fighter-derived games (not so much SNK's fighters). DOA is one of the few that I've found that my wife and her friends aren't all that interested in (no, I don't think it's the "bump-mapping"). Perhaps there is something about the competition in those games that the manufacturers need to explore.
I honestly believe that many women are interested in gaming, but there are both social barriers and gender barriers that block them for some reason or another. There's definitely money to be made there...good luck to whomever decides to attack it.
Oh, wait, since this is /.: one thing i know, MS sure as hell won't figure it out. But they may buy the folks that do. ;)
Women of the world, enlighten us with your bold new genre of videogames that we need to make especially for you? Seriously, I don't mean to be flip - what exactly DO you want?!?!
You should just know - you shouldn't need to ask!