Aylaine said:
I think once enough women play, game developers will make games that don't cater to either sex anymore, but something in the middle. At least, that's what I'd hope. :/
The looming question which then opens is: If he/she doesn't overly behave like A or like B... then what is the protagonist like? When designing characters, it's easy to just draw from a long list of stereotypical dualisms: Is it agressive XOR submissive? It it power-focussed XOR more perceptive? Is it strong XOR agile? Is it a loner or a socializer? Is it a protector or a rebel? etc. etc...
In what we have now, one can just pick from the list, and then ask oneself "what would that person be like?" - and you immediatelly get answers.
But designing something that is "neither"? Or perhaps even both? This for example can result in characters, that make reasonable decisions (the horror) and are quite efficient... characters that lack the typical flaws. But if a character isn't critically flawed in one way or another, then how to design a story around that? How to create challenges and character growth? There are answers to this, but traditionally, humans don't even ask themselves "what then?" - they just take for granted that its some kind of boring heaven where you're at the "goal" and there's nothing else to do anymore.
Oh dear, i made the same mistake again - i wrote a long wall of text, and while doing so, my "point" became vague. Well, what i tried to explain was that by taking stereotypes away, a quite big void opens up, and we see that we don't really have much experience with things beyond those stereotypes. I really wish this would be explored more, but in this industry where any risk may cost millions, i can understand why designers stick to something boring, but safe.