I love this article. Girl games suffer from the same ostracization as most other forms of "girl culture" - whether its princess parties and My Little Pony, or the daring girls who have the nerve to join the dirt biking team, there's always someone around just waiting to point out how "wrong" it is. Though in defense of Tracey John's article, that shouldn't mean that we can't hold them to the same standards as any other game... in terms of subjecting them to critique, analysis and discussion, as well as demanding the same levels of variety, innovation, immersion, good storylines, characters, etc. etc. as any other genre. John points out a pretty important aspect of this "new wave" of girl games - they mostly all revolve around the same three or four themes, contributing to the ongoing (though admittedly quite *sparkly*) cluttering of a market that seems to be growing despite these games rather than because of them.
My beef with this new spurt of girl games isn't that they exist - I agree with Susan that they should if there's a demand for them, but that they're taking shelf space (and development efforts) away from other genres that might do a bit better at filling the substantial gap that still exists within the girls' games market. Girls play online games WAY more than console games (90%+ vs. 28%, e.g. http://gonintendo.com/viewstory.php?id=87579), and I'm pretty sure that Stardoll, BarbieGirls and The Sims aren't the only titles capturing their attention (Runescape, Club Penguin, and Free Realms are all extremely popular among girl gamers as well). When it comes to console games, Guitar Hero and Wii Sports rank way up there on girls' lists of their favourite games. I wish the industry would start looking toward girls' actual gaming habits rather than simply reproducing the same old themes that already dominate both the girls' toy aisle (a suffering market as girls now abandon their toys and dolls at younger and younger ages) AND the girls' games shelf.
If the industry is ever going to build more significant and sustainable inroads into the ever-elusive "girls market" they're going to have to add a few more tricks to their dog and pony show (hmm...dogs and ponies sounds like the premise for a new Ubisoft Imagine title). Maybe start by taking all those games that girl gamers already like and then actively market them to other, non-gamer girls? Even if it means that maybe some boys somewhere might see the game being advertised to girls? Even at the risk of associating that game with, *gasp*, girl culture? Would that really be so detrimental to sales figures? Would boys really abandon Guitar Hero just because they saw an ad during Spongebob that featured some girl players and a female voice-over?
Or maybe by finally taking a chance on "Science Mama", realizing that expanding into new markets is never risk-free, and that yet another "Princess Secret Crush" game is just as likely to tank as it is to sell? I mean, how many of these girl games have totally and utterly failed? And how many awesome and innovative girls games have been buried and left for dead by a market that emphasizes same-ness above (and to the detriment of) all else? Thomas mentions this in her blurb on The Daring Game for Girls: "Like the book, the game offers handy tips and facts as well as non-stereotypically female activities, encouraging girls to seek adventure ? not boyfriends or cute clothes, for once. So, of course, no one will actually play it." Tell that to Her Interactive, makers of the extremely popular Nancy Drew games (http://www.herinteractive.com/press-release.php?id=9). There's so much untapped and unchanneled potential out there, yet all the industry's powerhouses (EA, Ubisoft, etc.) seem to be able to come up with is more of the same. And when a "different" game does somehow manage to get through, they fail to promote it, thereby letting the "market" "prove" there's no room for innovation.
Or maybe by realizing that girls aren't going to be drawn into gaming as a lifelong passion by themes and characters alone (although they are important). Design is so key to attracting new players...intuitive controls, rich environments and, of course, accessibility. The really sad thing about many of the girl games currently on the market - [and I know I'm going to get some negative responses from this, but here goes] - is how poorly they're designed. Clunky, buggy, overly-restrictive, with limited customizability and very low re-playability. Too much endless grinding at repetitive, mostly mindless (and buggy!) mini-games that have little or no relationship with the larger game. And this has been a shockingly pervasive feature of girl games ever since the first wave happened in the mid-1990s. There are of course a number of well designed, innovative titles as well, but these are way too few and far between. I anticipate that most of the titles in this newest batch will reproduce the norm, not the exception.
All of which really makes me wonder...who and what is this niche really for anyway?