ToastiestZombie said:
erttheking said:
ToastiestZombie said:
Wait, so the solution to gender stereotyping in mechanics is more gender stereotyping?
Huh.
I...am completely lost. I can't watch the video again right now, what are you talking about?
How they say that gender stereotyping is an issue (which it is), then go on to imply that to make a game's mechanics appeal to the opposite gender they must either make it more non-violent (Portal, Kingdom Hearts) or more violent (Puzzle Quest, James' Zombie idea).
EDIT: Oh, and calling Portal a first person shooter in the vain of CoD is like calling Dear Esther a platformer.
Your cognitive dissonance is 100% spot on. They are using reductionist logic to try and construct their argument. They are pulling the equivalent of, "In order to get more women to visit action movies, we should make them more like romantic comedies."
Which of course, is ludicrous because you don't go to an action movie to see a romantic comedy.
I mean, I'm pretty sure that these people are genre aware. After all, they've been doing this for how long now? They even correctly identify the different genres that are in play. All you need to do in order to invalidate their argument is to look around at how other established media and consumers treat genres to see they are sort of full of it.
I'll be as polite as I can about this, but I think these guys are hacks.
IF you want to look at someone who has put actual scholarship into this idea, examine the work of someone like Raph Koster. He's actually done the hard yards of looking at how
games are designed and if we introduce gender biases into them that way. This is actually an interesting topic because of two very important reasons - It admits a fundamental truth (men and women do not engage in all problem solving or game playing activities in the same way) and tries to address that issue by looking at innovative ways to design games that can appeal to both genders.
I think on
some level this is what these EC guys are trying to say. The problem is, they don't actually know enough about the subject in order to do anything other than make crude analogies. Trying to genre swap or genre mix games isn't going to necessarily be successful (unless of course, you manage to hit on creating a new genre - in which case, fucking kudos to you). Instead what you want to look at is out of all the potential players for a specific genre, like say, FPS's, have we designed the game in a way that isn't inherently exclusive in experience to one gender or another.
This doesn't even
have to relate to the narrative of the game, at this point we're talking about strict ludology, or game play mechanics.
I find that particular topic endlessly fascinating and I actually respect the work that Raph and other people have done on this. The only caveat I have about this is that if you look at the ludology of the game as part of the narrative, then if they hit upon magic ludology conventions that they can statistically prove appeal to both genders in a financial sense, we're going to see what we
always see in that case, which is companies consolidating their offerings to adhere to a strict formula.
So yes, while it's a fascinating subject, and yes people do stand to make money from it, it doesn't actually guarantee that we'll have good games, or at least any more variety than we normally would have. In fact, it might actually disincentiveize the desire of companies to innovate past a certain sales/market share threshold.