|
|
|
|
|
by brador
3508 days ago
|
|
Moat modern games are made to sell. If the buyers are looking for X then it makes sense that a business should provide them with X to turn the most profit. If females, or anyone, wants separate gameplay mechanics then they need to reward that with cold cash to build an economy and incentivize creation. Else it's all just words and forcing a square block into a circle hole. Cash is the only way to lasting change (see the mobile space for example). |
|
That said: the industry is really built around conventions and culture. Guys making games for guys. Marketing to guys. The entire culture skews guys.
Of course they might have a hard time 'selling to girls'.
This might seem a bit 'sexist' or whatever to use a 'fashion' example, but just as a crude idea ... maybe a social game that made you a 'designer' - and you could design fashion/clothing ... you had to get a budget, design a 'runway show' ... and then get 'audience' (other players) to chime in and comment. You have to hustle and deal to sell the clothes or whatever. Hustle movie stars to schlep your stuff. Have real fashion designers and celebs chime in. Invent new textures, new fabrics.
Ok, ok, maybe a terrible idea in reality - but I'm just trying to illustrate a completely different scenario/culture/setting for which there exists no context in gaming as we understand it today.
Anyhow. I worked at an Fortune 50 and we were trying to market our 'mostly guy-ish' product to girls, and sitting around the table with 50-something rich fat men who all shopped at Wallmart, and their big idea was 'make it pink' - and that was it! :). Too funny.