Jarimir said:
Well... Personally I look at games with the following distinctions: casual, mainstream, hardcore
AAA just means a game was released by major developer rather than an "independent" one. You could say that most AAA games are "mainstream" in this scheme.
See I wouldn't agree with those classifications.
Casual and hardcore refer to how the consumer plays the game, rather than what type of game it is.
For example, a hardcore World of Warcraft player could play for more than 5 hours a day, every day. A casual world of Warcraft player would play a few hours at a time for one month, and then cancel their subscription until they pick it up again in a few months time.
You might consider World of Warcraft a hardcore game because many people like to no-life it, but I play it casually. Angry Birds might be considered a casual game but I know people who play it for hours on end every day.
Mainstream refers to a game that has been successful. Games that are intended to be mainstream can find a cult following and vice versa. For example, Demon Souls was intended to be a cult classic (at least in the West) but it and it's sequels became so popular they reached the mainstream. On the other end you have games like Alan Wake that were intended to reach a mainstream crowd but ended up garnering a loyal cult following.
The upshot of this is that the responsibility for games to have better written female characters falls to the consumers, not the publishers or developers.
Jarimir said:
That is assuming that a game that would appeal to that 28% would be completely ignored by the rest of the 72%.
Which is exactly how the guys in finance would calculate it.
Jarimir said:
Then there is the prospect that more games that appeal to women would attract more women to play. A savvy set of game developers might be able to create a bigger market.
This doesn't help for the release of individual games though. A developer can hardly justify a flop with the excuse "well it'll bring us more players down the line."
Jarimir said:
I recently watched a "Jimquisition" video on pasta sauce. It was an enlightening view on what variety can do to a market. Many people including myself feel that the video game market is kind of stagnant ATM.
And while I enjoyed that particular video as well, the relevance to the video game industry is limited.
For example, it's not going to cost that much, it's not much of a risk, for a pasta sauce company to produce 40 different jars of pasta source for the purpose of market research. It would be EXTREMELY expensive for a publisher/developer of video games to produce 40 different video games for the purpose of market research. If a pasta source company wishes to test how well received a new sauce will be they can roll it out to a few key stores, they can get people to do taste tests etc. etc. A video game publisher/developer could technically do this as well, but if you have reached the point where you have a product for people to test, you've already spent that much money, made that much of an investment, that there is no point in not releasing it to the public.
To be honest I think the video game industry is only as stagnant as it's ever been. If not then slightly fresher.