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

mZuzek said:
DonFerrari said:
Nope. I also never bought a console made for boys.


https://www.youtube.com/watch?v=evI5pF5h8Ck

I didn't bought N64 at the time it was made =p I had a Genesis at that time and bought PS1 at 2000.

But jokes aside I don't remember much marketing made for consoles in Brazil as a boy... actually even now marketing is pretty low here.

Last edited by DonFerrari - on 02 January 2019

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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DonFerrari said:
mZuzek said:


https://www.youtube.com/watch?v=evI5pF5h8Ck

I didn't bought N64 at the time it was made =p I had a Genesis at that time and bought PS1 at 2000.

But jokes aside I don't remember much marketing made for consoles in Brazil as a boy... actually even now marketing is pretty low here.

I once saw a Donkey Kong Country Returns ad on TV... But I think it was on some pay-per-view channel...



Alex_The_Hedgehog said:
DonFerrari said:

I didn't bought N64 at the time it was made =p I had a Genesis at that time and bought PS1 at 2000.

But jokes aside I don't remember much marketing made for consoles in Brazil as a boy... actually even now marketing is pretty low here.

I once saw a Donkey Kong Country Returns ad on TV... But I think it was on some pay-per-view channel...

Interesting. Although I only had cable in my house when I was 15, before that I watched cable on my aunt like a weekend every 2 years =p

And I'm not saying there were no marketing (well PS1 and PS2 I know for certain didn't because Sony didn't officially release the they here), just that I can't remember. I do remember the gaming magazines and being a member of Pro Gamer store (with the Super Game Power mag) or something like that during the heydays of Mega Drive vs Super Nintendo.



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."

Why would your hypothetical girlfriend be all about stickers though, girls have actual depth to them you know.



What would that mean exactly?



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I remember they had smth like that in spain, Game boy advance SP girls edition, the ad was everywhere I still remember that song haha

 

https://www.youtube.com/watch?v=rA2w_qanuBA



DonFerrari said:
SuperNova said:

Personally, I probably would have actually liked the sticker-aspect growing up, especially if it allowed you to print out cutscenes, but the game selection is just dreadful.
Where are my Zelda-style adventure games? Cute-em-ups? Platformers? RPGs?

'I Want a Room in Loopy Town!', sounds like a life-sim/animal-crossing rip-off/decorating game, so that might have attracted me as a kid. I loved the Sims build mode, even though I was always frustrated with the lack of options.
'Lupiton's Wonder Palette' and 'Caricature Artist' sound like drawing apps/games in the vein of Mario Paint, wich.....eh...I've always much preferred to draw on paper, rather then with a mouse or controller. If one of those came with an actual wacom-style drawing tablet I might have been interested, but I doubt they were throwing expensive acessories at this console.

Contrary to what marketing will have you believe, obviously girls aren't just into pink, fashion, parties, romance and puppies. Although admittedly I've wanted a real-life puppy ever since I can remember, doesn't mean I was ever drawn to virtual puppy games though. I prefer my virtual pets with more claws and scales and the ability to spit fire.

As for stuff I actually was into as a kid, I was definitely more drawn to adventure games, RPGs, platformers, puzzlers, visual novels and life sims than sports games, fighting games and car-sims.
Art-style and atmosphere was a big draw for me, I absolutely adored the Capcom Zeldas and like just about any kid in the 90s loved pokemon.

Overall I feel like targeting any toy to just one gender, rather that trying for universal appeal is pretty dumb, but I get what they were trying to do. Female gamers were a largely untapped market before the DS and Wii came along (not that tehy didin't exist, but gaming still skewed male) and Nintendo has had great success with specifically targeting female gamers over the years. For Animal Crossing they assembled and all female led dev team and let them go wild in order to create something that would appeal to a wider audience and it worked well, so Nintendo tried to incorperate those experiences into their next consoles.

If games before Wii/DS weren't largely targeted at a specific gender why would them the console ownership be so much bigger along boys?

I didn't say they didn't target a specific gender, where did you get that from? I said they largely didn't target a female audience. Video games were largely seen as a boys toy and targeted that market predominently, starting with the 80s. That trend lasted untl the Wii/DS. Of course you will find the occasional attempt at a game (or even entire console) marketed at girls, wich got tracktion in the mid 90s but that didn't reflect the majority of the market yet.

Pong was still sold as a family game and by virtue of that the Magnavox Odyssey was sold as a family system/toy.

But by the late 70s the arcade scene was on the rise though and through a complex web of circumstances, wich include cans of worms like genetical predisposition, societal norms, the sexual revolution and other way broader topics wich are relevant as to why it happened the way it happened, most of the programmers for early Arcade and home computer games ended up being teenaged boys.

People will try to make what appeals to them, especially without any outside forces to persuade them otherwise. So just by virtue of most of the developers themselves being teeaged boys, the target group ended up being teenaged boys as well. It was a working system and it stuck around for a while.

There's outliers for sure, two big ones being all of Sierras games as well as tetris, wich both had broader audiences, Tetris being one of the first major games to hit the mainstream since Pong, wich means it reached older and female gamers. Consoles themselves did a lot to broaden the gaming audience as well, through sheer accessibility. All of those factors led to a rise in female gamers, wich eventually got noticed and served.

Unfortunately a lot of purely 'female targeted' games are utter shovel-ware garbage to this day, wich is why I said in the first place just targeting one gender is dumb and ideally you should strive for as broad an audience as possible.



SuperNova said:
DonFerrari said:

If games before Wii/DS weren't largely targeted at a specific gender why would them the console ownership be so much bigger along boys?

I didn't say they didn't target a specific gender, where did you get that from? I said they largely didn't target a female audience. Video games were largely seen as a boys toy and targeted that market predominently, starting with the 80s. That trend lasted untl the Wii/DS. Of course you will find the occasional attempt at a game (or even entire console) marketed at girls, wich got tracktion in the mid 90s but that didn't reflect the majority of the market yet.

Pong was still sold as a family game and by virtue of that the Magnavox Odyssey was sold as a family system/toy.

But by the late 70s the arcade scene was on the rise though and through a complex web of circumstances, wich include cans of worms like genetical predisposition, societal norms, the sexual revolution and other way broader topics wich are relevant as to why it happened the way it happened, most of the programmers for early Arcade and home computer games ended up being teenaged boys.

People will try to make what appeals to them, especially without any outside forces to persuade them otherwise. So just by virtue of most of the developers themselves being teeaged boys, the target group ended up being teenaged boys as well. It was a working system and it stuck around for a while.

There's outliers for sure, two big ones being all of Sierras games as well as tetris, wich both had broader audiences, Tetris being one of the first major games to hit the mainstream since Pong, wich means it reached older and female gamers. Consoles themselves did a lot to broaden the gaming audience as well, through sheer accessibility. All of those factors led to a rise in female gamers, wich eventually got noticed and served.

Unfortunately a lot of purely 'female targeted' games are utter shovel-ware garbage to this day, wich is why I said in the first place just targeting one gender is dumb and ideally you should strive for as broad an audience as possible.

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.



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."

But can it run Crysis?



DonFerrari said:
SuperNova said:

I didn't say they didn't target a specific gender, where did you get that from? I said they largely didn't target a female audience. Video games were largely seen as a boys toy and targeted that market predominently, starting with the 80s. That trend lasted untl the Wii/DS. Of course you will find the occasional attempt at a game (or even entire console) marketed at girls, wich got tracktion in the mid 90s but that didn't reflect the majority of the market yet.

Pong was still sold as a family game and by virtue of that the Magnavox Odyssey was sold as a family system/toy.

But by the late 70s the arcade scene was on the rise though and through a complex web of circumstances, wich include cans of worms like genetical predisposition, societal norms, the sexual revolution and other way broader topics wich are relevant as to why it happened the way it happened, most of the programmers for early Arcade and home computer games ended up being teenaged boys.

People will try to make what appeals to them, especially without any outside forces to persuade them otherwise. So just by virtue of most of the developers themselves being teeaged boys, the target group ended up being teenaged boys as well. It was a working system and it stuck around for a while.

There's outliers for sure, two big ones being all of Sierras games as well as tetris, wich both had broader audiences, Tetris being one of the first major games to hit the mainstream since Pong, wich means it reached older and female gamers. Consoles themselves did a lot to broaden the gaming audience as well, through sheer accessibility. All of those factors led to a rise in female gamers, wich eventually got noticed and served.

Unfortunately a lot of purely 'female targeted' games are utter shovel-ware garbage to this day, wich is why I said in the first place just targeting one gender is dumb and ideally you should strive for as broad an audience as possible.

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.

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.

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 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.

 

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.