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Forums - Gaming Discussion - A console made for girls. Would you buy it?

SuperNova said:
DonFerrari said:

Sorry but until SNES era games, be arcade or consoles there weren't processing power to portray anything more than simplistic non-gender (sure there were those odds porn games on Atari) games. Pong, Pinball and others as you even mentioned weren't targeted at boys.

Even so research verified that most of the public was male anyway, so there was when their marketing focused more on boys. And not to forget for every claim of societal norm shunning girls from playing it also shunned male over 12 year old or so, that didn't prevent boys that started playing way back to keep playing even with the stigma.

It is much more under genetical predisposition to compete than targeting a specific public.

Even to this day a lot of games that are quite neutral still have males dominated on consoles and PC with other neutral titles on smarphone and facebook with female players. Candy Crush and the like doesn't have anything feminine on them still that is dominated by female players.

For the good or the bad even if your marketing doesn't target a public by gender the people who will resonate with the game won't change. Even so we will have great fans and players from female side on franchises like RE and SF.

Yes, I specifically contrasted PONG, as a game marketed as a family oriented game (aka not specifically marketed at boys, family toghether in front of the TV, equal number of male and female people playing, etc.) with the later wave of 80s and early 90s games that were predominantly marketed to, made for and often by teeaged boys. That was the whole point.

It was noticed even during Pong days (and arcades) that young males were the biggest number of players. Else how do you think they later would make genres that interested more males (even if not marketing or saying they were aimed at males?)

There are whole genres predominantly aimed at a male audience through presentation (while still being enjoyed by some women, these games are not made with them in mind), and these genres dominated the arcade. Shooters, brawlers, sport tiltels, racing sims and fighters had overwhelmingly male character options, gory depictions of violence (for the time) accompanied by fast paced action gameplay.

Please advise me on why being gory and fast play were gender aimed, also most games that had women in then (like SF) had a very high usage per male (although I can agree that was generealy on two ways, either sexual attraction or in my case the female were usually faster to move/hit and some had easier gameplay granted).

But even back in those days the breakout hits, like pacman worked becouse they had cross-over appeal and weren't audience limiting (Pacman in particular was famous for it's big female audience, hence why they made MS. Pacman, to better cater to that market). That's why they were big hits. But again they weren't the norm.

And Ms. Pacman was a very big hit and made several games and sales right?

And from what I can tell, you seem to agree with me on that, but think that gender specific preferences to certain genres are genetically predisposed and have little to nothing to do with presentation...ok.

Honestly I don't think either of us is educated or smart enough to make such a detailed nature vs. nurture call and all you're doing here is guessing.

What we have presedence and proof for are marketing and sales trends and they prove that if your console is accessible and marketed at all genders you will end up selling more to older and female gamers as well as just more overall.

Yes sure, I don't have anything against consoles (and games) being whole family oriented, or even some niches that aim to girls or even old ladys. There will always be games aimed to the most generic population and them several niches that aim to small portions (like some japanese games, date-sims, graphic novels, candy crush style, etc).

Honestly I'm not quite sure what we are discussing at this point or what you are taking issue with in the first place, but his has as good as nothing to do with my initial post, wich basically said:

'Female gamers in te early 90s were a largely untapped market. It makes sense to want to cater to that market (blue ocean) to release previously untapped sales potential. This company (Casio) who chose stickers and bad model party gamesas well as an overtly gendered approach to do that, was dumb and another company (namely nintendo) did it better and more sublty, while actually doing reseach any analyzing what attracts female gamers.

I feel like none of that is really up for debate.

I was initially just joking around, as for me the idea of the OP was more like a joke in itself. And you see to agree that even several games that aren't directly geared or marketed towards a gender still have very different purchasing demographics).



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

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They already make one, its called PS4/XboxOne/Switch.



NND: 0047-7271-7918 | XBL: Nights illusion | PSN: GameNChick

I'd buy it if the exclusives are good.



DonFerrari said:
SuperNova said:

Yes, I specifically contrasted PONG, as a game marketed as a family oriented game (aka not specifically marketed at boys, family toghether in front of the TV, equal number of male and female people playing, etc.) with the later wave of 80s and early 90s games that were predominantly marketed to, made for and often by teeaged boys. That was the whole point.

It was noticed even during Pong days (and arcades) that young males were the biggest number of players. Else how do you think they later would make genres that interested more males (even if not marketing or saying they were aimed at males?)

There are whole genres predominantly aimed at a male audience through presentation (while still being enjoyed by some women, these games are not made with them in mind), and these genres dominated the arcade. Shooters, brawlers, sport tiltels, racing sims and fighters had overwhelmingly male character options, gory depictions of violence (for the time) accompanied by fast paced action gameplay.

Please advise me on why being gory and fast play were gender aimed, also most games that had women in then (like SF) had a very high usage per male (although I can agree that was generealy on two ways, either sexual attraction or in my case the female were usually faster to move/hit and some had easier gameplay granted).

But even back in those days the breakout hits, like pacman worked becouse they had cross-over appeal and weren't audience limiting (Pacman in particular was famous for it's big female audience, hence why they made MS. Pacman, to better cater to that market). That's why they were big hits. But again they weren't the norm.

And Ms. Pacman was a very big hit and made several games and sales right?

And from what I can tell, you seem to agree with me on that, but think that gender specific preferences to certain genres are genetically predisposed and have little to nothing to do with presentation...ok.

Honestly I don't think either of us is educated or smart enough to make such a detailed nature vs. nurture call and all you're doing here is guessing.

What we have presedence and proof for are marketing and sales trends and they prove that if your console is accessible and marketed at all genders you will end up selling more to older and female gamers as well as just more overall.

Yes sure, I don't have anything against consoles (and games) being whole family oriented, or even some niches that aim to girls or even old ladys. There will always be games aimed to the most generic population and them several niches that aim to small portions (like some japanese games, date-sims, graphic novels, candy crush style, etc).

Honestly I'm not quite sure what we are discussing at this point or what you are taking issue with in the first place, but his has as good as nothing to do with my initial post, wich basically said:

'Female gamers in te early 90s were a largely untapped market. It makes sense to want to cater to that market (blue ocean) to release previously untapped sales potential. This company (Casio) who chose stickers and bad model party gamesas well as an overtly gendered approach to do that, was dumb and another company (namely nintendo) did it better and more sublty, while actually doing reseach any analyzing what attracts female gamers.

I feel like none of that is really up for debate.

I was initially just joking around, as for me the idea of the OP was more like a joke in itself. And you see to agree that even several games that aren't directly geared or marketed towards a gender still have very different purchasing demographics).

I told you several times now how games in the 80's ended up being more targeted at a young male demographic, and it initially (late 70s) had nothing to do with market research. There wasn't a market yet to do any research on. In fact when they did start to research their demographics and noticed games appealing to more than the teen-boy demographic, some tried to capitalize on that (aka. MS.PACMAN 1982) read up on it if you don't believe me.

You're constantly mixing up eras and facts as well. The original 1987 SF arcade release had no female playable characters whatsoever in fact it doesn't contain any female characters at all. Starting with the mid 90s you're talking about a diffrent gaming landscape with diffrent demographics as the trend of trying to cater for female gamers had started to gain traction (not that I think Chun-Lee and Blanka were envisioned to attract female gamers....).

As for why games with themes of violence and gore with fast paced gameplay to accompany it were primarily appealing to young 80's boys, there's tons of research out there about adolecent play habits. And while of course there are outliers, like just about everything this isn't a binery, the majority of girls prefer social and imaginative play, while the majority of boys prefers more constructive (i.e. building stuff), physical play. Science isn't quite sure why this is the case on the nature vs. nurture scale and everything we've found so far points to some nature being involved, but a significant amount being due to nurture and the way children have been encouraged to play. If you are interested in this topic you can read up on it.

Anyways the way that can manifest in video games is pretty easily apparent if you contrast, for example, Double Dragon and Animal Crossing. One was produced by an all male team and is basically styled after a traditionally male power fanatasy of buff dudes beating up even buffer dudes and dragging the trophy girl back to their caves in the end, with an art-style grounded in realism, accompanied by fast-paced action gameplay vs. a slow-placed game about resource gathering through relationship builing with the stylings of a bright and colorful imaginative world full of cute animals, produced by an all female-led team.

One is a test of physical skill aimed at boys with realistic trappings, while the other is  definitely styled in an aesthetic that appeals to most girls and women, but is essetially social play aimed at everyone. The same, for the record, also goes for Candy Crush it is styled in a bright and cute aesthetic, without being so overtly 'female' as to exclude men and is a puzzling game, one of the traditionally more inclusive genres, with teh higherst amount of female players.

As for games that are in traditionally male-dominated genres and despite that have a higher than average female player base, look no further then Fortnite and Overwatch, two games with a bright, friendly, colorful aesthetic and gameplay elements that go beyond just trational twitch gunplay (Twitch shooters being the genre with the second lowest female player base). 

Yes, MS. PACMAN was a big hit as it was the bestselling aracade cabinet the year it released and was one of the most popular and profitable arcade cabinets of all time. It also got a litany of console ports, well into the 90s. Again, do your own research if video game history, development and deographics actually interest you, there's tons of good channels, websites/blogs and even books out there that cover a lot of this stuff.

 



SuperNova said:
DonFerrari said:

I told you several times now how games in the 80's ended up being more targeted at a young male demographic, and it initially (late 70s) had nothing to do with market research. There wasn't a market yet to do any research on. In fact when they did start to research their demographics and noticed games appealing to more than the teen-boy demographic, some tried to capitalize on that (aka. MS.PACMAN 1982) read up on it if you don't believe me.

You're constantly mixing up eras and facts as well. The original 1987 SF arcade release had no female playable characters whatsoever in fact it doesn't contain any female characters at all. Starting with the mid 90s you're talking about a diffrent gaming landscape with diffrent demographics as the trend of trying to cater for female gamers had started to gain traction (not that I think Chun-Lee and Blanka were envisioned to attract female gamers....).

As for why games with themes of violence and gore with fast paced gameplay to accompany it were primarily appealing to young 80's boys, there's tons of research out there about adolecent play habits. And while of course there are outliers, like just about everything this isn't a binery, the majority of girls prefer social and imaginative play, while the majority of boys prefers more constructive (i.e. building stuff), physical play. Science isn't quite sure why this is the case on the nature vs. nurture scale and everything we've found so far points to some nature being involved, but a significant amount being due to nurture and the way children have been encouraged to play. If you are interested in this topic you can read up on it.

Anyways the way that can manifest in video games is pretty easily apparent if you contrast, for example, Double Dragon and Animal Crossing. One was produced by an all male team and is basically styled after a traditionally male power fanatasy of buff dudes beating up even buffer dudes and dragging the trophy girl back to their caves in the end, with an art-style grounded in realism, accompanied by fast-paced action gameplay vs. a slow-placed game about resource gathering through relationship builing with the stylings of a bright and colorful imaginative world full of cute animals, produced by an all female-led team.

One is a test of physical skill aimed at boys with realistic trappings, while the other is  definitely styled in an aesthetic that appeals to most girls and women, but is essetially social play aimed at everyone. The same, for the record, also goes for Candy Crush it is styled in a bright and cute aesthetic, without being so overtly 'female' as to exclude men and is a puzzling game, one of the traditionally more inclusive genres, with teh higherst amount of female players.

As for games that are in traditionally male-dominated genres and despite that have a higher than average female player base, look no further then Fortnite and Overwatch, two games with a bright, friendly, colorful aesthetic and gameplay elements that go beyond just trational twitch gunplay (Twitch shooters being the genre with the second lowest female player base). 

Yes, MS. PACMAN was a big hit as it was the bestselling aracade cabinet the year it released and was one of the most popular and profitable arcade cabinets of all time. It also got a litany of console ports, well into the 90s. Again, do your own research if video game history, development and deographics actually interest you, there's tons of good channels, websites/blogs and even books out there that cover a lot of this stuff.

 

Thanks for the well thought response and to actually even agree that a lot of the gaming atraction comes to the type of games, not to shoehorned aiming at boys or girls on the marketing itself.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

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Nope and there is probably a good reason why the PS4 and Xbox One are primairily targeting males, both in advertising and the games MS and Sony make. Some might be more apealing for females like The Last of Us, but most games are made by men for men. And even in TLOU males where the primairy targeted audience.

Nintendo tries its best to be the dev for everyone, but even they don't really go out of their way too much to really cather to female gamers. Even though the estimated amount of videogame console owners in the US is pretty equally split males almost play twice as much.

https://www.marketingcharts.com/cross-media-and-traditional/videogames-traditional-and-cross-channel-82362



Please excuse my (probally) poor grammar

Qwark said:

Nope and there is probably a good reason why the PS4 and Xbox One are primairily targeting males, both in advertising and the games MS and Sony make. Some might be more apealing for females like The Last of Us, but most games are made by men for men. And even in TLOU males where the primairy targeted audience.

Nintendo tries its best to be the dev for everyone, but even they don't really go out of their way too much to really cather to female gamers. Even though the estimated amount of videogame console owners in the US is pretty equally split males almost play twice as much.

https://www.marketingcharts.com/cross-media-and-traditional/videogames-traditional-and-cross-channel-82362

I'm quite positively surprised on the number of female owners (although that is on a single stratification, 18-34 years. That is 29% of gaming population on their study). It is quite possible that on the other stratifications female ownership is even smaller than the 45% on this specific population.

The other "studies" that tried to put female gaming population higher than male where just putting together facebook gaming and spider/similars as same thing. Like someone playing 8h a day of e-sport and someone playing 15 min a day of candy crush meant basically the same.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."