I think it stems from both, actually. Or rather, from a certain level of sexist tendencies (which may stem from a combination of bad/lazy design and poor business models) and from an early catering to a specific male demographic.Lightknight said:Well then, we're mostly on the same page on a lot of desires there.
Do you think the lack of diversity in triple-A games is due to industry sexism, or do you think that it's due to significantly more males in the AAA consumer market pool?
The industry may have started out as primarily male dominated, but the perpetuation of that design and marketing philosophy has worked toward the exclusion of anyone interested in gaming but not among that demographic.
I think part of this, as before, stems from a sense of exclusion. Not on the part of the gaming community, mind you, but rather the industry. Namely the publishers.In 2010 we learned that even though the ESA put men and women at a 60/40 ratio in games, that 80% of female console owners had a wii as their primary console whereas men were far more evenly spread out amongst consoles. If we take the inflated ESA ratios that include all kinds of "gamers" and even assume that women are exactly as likely as males to buy a console, then that still leaves us at only around 18% of the combined ps3 and 360 owners to have been female. That also assumes that women are just as likely to buy an action game as males which isn't true across other media where men like action films significantly more than women. If we look into all these assumptions we would likely find a much lower target market there too.
Additional attention? No, not necessarily. But almost sole attention to the exclusion of others, especially when those "others" mark a growing, lucrative market? Not unethical, but certainly not business savvy either.So if the face of the market is markedly male. Do you think it is unethical of for-profit businesses to give additional attention to the largest demographic?
I think the indie market allows for a lot more niche catering for smaller market segments. This will attract females and members of other less common demographics into gaming and will influence AAA development as that number rises. Companies aren't generally sexist, they're in business to make money and if they thought they could make money off of something they would. I mean, if I had a business that would be my goal. If I'm a panty hose manufacturer I'm not going to alter my line of pantyhose to be more ball-friendly just because I learn that 10% of my consumers are male. I may create a smaller secondary line to cater to them or may not make the change at all. But if I find that a smaller line exhibits huge demands then I'm going to expand that because I, as a business owner and human being, enjoy profit.
These companies are more than welcome to appeal to whatever market they want, honestly. The problem arises when these same companies try, and at times succeed, in gaining massive control over a large portion of the entire industry.
It would be like if Ford decided to only make trucks. Then, if Ford managed to gain control of the vast majority of automobile manufacturers, forcing them to only make trucks as well, it would spell disaster for anyone not interested in a truck. It would force anyone interested in using a vehicle for travel to adhere to what Ford wants them to drive rather than what they want to drive. Their only alternative would be to look to a small, relatively unknown niche manufacturer. This isn't inherently a bad thing, per se, but it comes with a lot of uncertainties and a lack of...infrastructure, if you will, that buying from Ford wouldn't include.
I agree, to an extent. It's a great way to bring inclusion, provided it's not overly limited in it's diversity of choices.I really like where protagonist customizers come into play nowadays. It's an easy way to cater to a lot of diverse tastes without pissing any one group off. I would consider customizable protagonists as every bit as legitimate in catering to women because the team still went through the effort to make sure that playing as a female was possible.
Not that I think every character creation tool needs to include very single possible variation someone may want. Just that it shouldn't include only a handful of options.
This may be true, but at the same time the film industry has shown that there are plenty of consumers who love to see films like Inception or Gravity as much as they want to see Transformers or The Avengers.I wonder if the future of gaming is going to have a wider range of games than the standard action games we see for almost all AAA titles. The issue is that gaming as a medium really lends itself to action far more than other genres. We've seen action elements thrown into what would otherwise be legitimate dramas or romance storylines because that's the easiest way to get from point a to point b whereas not using that method often leads to a boring game in most people's eyes.
The triple-A gaming industry needs to realize that, while appealing to their perceived "core" market is crucial to their financial success, there is room for expansion and diversity. And even, that that diversity can be just as lucrative.
I'm not sure I'd argue for any specific genre being used to cater to a specific gender or demographic, but I agree that bringing more women into game design will help immensely with the issues the industry faces on sexism and exclusion. Thankfully, this is already taking place. The balancing of the ratio of men to women seen at gaming conventions or developer conventions from 2004 to today is proof of this.People really need to figure out how to cater to drama and romance and other traditionally female-preferred genres or we may never really have the critical mass needed to draw mainstream AAA attention. As more women join the games industry, I believe we're going to have more attention drawn to succeeding at that where possible. We may, admittedly, fail at this endeavor. The need for games to be interactive may significantly detract from these things and that's also something we have to be prepared for.