
Thank you for your comments so far! Some reflections from Brenda:
Wow, great comments on the blog. Love the revenge of the nerd argument, and agree that my "guys can't make games for women" was a very broad stroke. Of course, someone who wants to understand how women think and what they enjoy playing can do that work and get the info he needs to deliver. I do want to respond to the last entry, however. I don't agree that the "women in games thing" will "sort itself out". I have a 12 year old who is a math star. She is the best in her class in math, and her mom runs a game studio. You'd think she'd include tech as a possible career path. Nope. She wants to be a fashion model. A Fashion model! I swear, this kid was brought up in a house full of lego, with only a barbie or two, both of which her brothers had severed the head off of in one of their experiments with the rowing machine. All of this to say, please don't underestimate the pressures on girls (and boys, for that matter) to conform to stupid societal conventions - they are loud and strong, and we've got to be vigilant if we want to offer alternatives to our bright kids who deserve a chance at the world outside of those binding stereotypes.
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A blog on women and games is bound to raise a few eyebrows. Hasn’t this topic been done to death? We can all point to some great female game characters, so what more is needed? Have you played Mirror’s edge?
The thing is, we’re still very early on in tackling this issue, and there are so many layers to what needs to be addressed. Last year’s finding in Game Developer Magazine showed that 93% of engineers in the industry are male, around 70% of artists, and importantly, only 10% of studio heads are women. So, no, IMHO, this issue has not been done to death. In fact, this issue is still wet behind the ears, and needs to be on the agenda all the time, throughout the industry. More, not less, attention to this topic is needed.
Most gals working in the industry are in Sales and Marketing, HR, or Art. These are important roles, and I’m not belittling that, but it is also important that women make up part of the other disciplines of the industry as well. Why? Is this a feminist argument for equality? Is 50 / 50 just a rule to be applied, regardless of all else. Well, there might be something to that, but the real reason, to my mind is simple. Until we have great women making games for women, we won’t have great women’s games.
Yah, I just said men can’t make great games for women. This is the point in the argument where someone throws Will Wright at me. True, the Sims is probably the most successful franchise, ever, and a big chuck of their market is double X chormosoners. We all know the story of how guys bought the game, turned their female buddies on to gaming, and the rest is history. I’m grateful for that, don’t get me wrong. And, of course, when Mr. Iwata announced at E3 06 That Nintendo’s “Revolution” was going “disrupt” the market and change the demographic of who games, it wasn’t just your typical PR propaganda. Girls and women are a huge driver for the incredible dominance that continues to be the Nintendo story. I’m grateful for that too.
What’s the grateful thing about? Why does it matter if girls or women game? Sociologically, it’s a question of access to technology and the issue of gender. Futurists have written frightening scenarios that the feminist in me shivers to thing about. Business wise, we want the female entertainment budget to be spent in our segment of the market – on games. Downloadable, in a box at retail, on the cell phone or PC, we want women to spend their buck on our game, rather than on that movie or the latest novel on Oprah’s book list.
The fear is, if guys were first to the keyboard, and drove the tech advancements of the past x decades, and made tech that spoke to their sensibilities and desires, isn’t it a self fullfilling prophesy that they build what they want to use? Women, who, due to social stigma or biological makeup (insert nature vs. nurture arguments here) are late to the party, will continue to be locked out because the tech being created is designed from a male perspective? I think this is pretty likely, and may in fact be the case in gaming.
Seems to me that this is proven out in comparing and contrasting the casual game market to the console market. While the console space is still largely male dominated in terms of developers and consumers, this is not the case in casual games. There seem to be more women creating in that space, and the primary consumer of casual games is female. My observations have been that many of the most innovative and engaging games for gals have been in the casual game space. Interestingly, this is also the gaming segment that employs a higher percentage of women. Wouldn’t it be great to have this be the case throughout the industry? It would not only expand the range of product, I think it would drive further market expansion, which is important if the industry is going to continue the double digit growth we’ve become accustomed to.
I’ve got to run. I’m reading Brenda Laurels “the Utopian Entrepreneur” and it’s hard to put it down for long. Check it out if you are interested in hearing from an industry veteran who is truly plugged in and has amazing stories to tell on the issue of trying to make successful games for the female market. Anyone remember Purple Moon?