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). |
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."