Back in the 80s, someone tried to make a game for women and came out with Pac-Man. Today, someone tries to make a game for women and comes out with... Imagine: Babyz. One is inclusive, approachable and timeless, and the other is the video-game equivalent of spit in the face.
That basically sums up the current game industry's attitude and approach towards expansion in my eyes. I would have loved to be in that boardroom... "We've already burned through cooking and fashion... what else are women good for..." "Having babies, sir?" "Of course! What self-respecting women wouldn't trip over their heels for a chance at simulating motherhood! Fantastic job, everyone, bonuses all round!" The whole situation just gives me the willies.
It seems to me that the industry sees the success of The Sims among the fairer sex as being tied to its dealing with domestic life and "woman stuff" rather than its habit-forming gameplay and ability to accessibly convey a sense of omnipotence and voyeurism. Also, it's hard not to get the sense that since women do not traditionally play as many video games that they must have lower standards (perhaps that's just the women in their lives).
Anyway, I just thought I'd share that fascinating historical tidbit concerning Pac-Man and perhaps spark some discussion concerning the apparent myopy and misogyny of our beloved industry, and how it might be able go about expansion with a greater degree of success and tact. It may just be me, but I would see Pac-Man as an ideal initiation into gaming for either sex, whereas the Imagine line seems to follow a slash-and-burn approach to extracting video-game dollars from the female wallet. What do you guys think? Agree? Disagree? Pointless discussion?












