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Making Better Games for Women: Or, No Binary Ever Made Love to a Woman

Why are so few women interested in gaming? The answer is simple: It’s the binary, stupid.

Every six months or so there's a little flare up in the media about how the videogame industry has failed women. The usual argument is that 99.9% of games are designed for and marketed exclusively for young males, and women (as well as gay players) are ignored. Game developers and publishers don’t care about women because women don’t care about videogames. And so it goes. While this argument is ill-informed (it totally ignores the amazing success of Her Interactive's Nancy Drew series, which has been a hit among pre-teens as well as adult women of all ages), I’m the first to admit that there is a problem when the few games that do feature women use them primarily as sex objects. However, rather than blame the game industry and give the same old tired statistics and claims, I think it's time someone pointed out that the true problem is the hardware: or, more specifically, the architecture of the computer itself. It is my belief that the computer's architecture was itself designed with and for a particular mindset, one most comfortable in the world of "binary," or simple either/or decisions--in short, the masculine mind. This fact has made it especially difficult for women to become proficient in programming and, by extension, the computer industry as a whole, since all programs (applications as well as games) have been built on this masculine framework.

Now, before anyone gets riled up at this polite observation, let me point out that I don't subscribe to any totalizing views of men or women. You can't start talking about EVERY man or EVERY woman without making yourself look like a jerk, idiot, or both. Yet it's true enough that women are socialized much differently than men, both institutionally and through more traditional means (friends, family, and so on). I don’t claim to be as well acquainted with feminist theory as many of my colleagues, but I’ve noticed that much of it is concerned with communication (or the lack thereof) between the sexes. To make a long story short, what we read about is the famous dialog about problems: Women experience emotions differently than men. Men try to identify and "fix" the problem. However, this "Mr. Fixit" attitude only aggravates the woman further, who is probably looking more for solace than a "solution." There are few men who enjoy crying. There are plenty of women who love it almost as much as chocolate.

The Soaps:: That's sex AND suffering, not OR, chump.The Soaps:: That's sex AND suffering, not OR, chump.Time and time again, we men try to approach women with a one-size-fits-all approach, even though, time and time again, women try to tell us (rather patiently, when you think about it) that that's just not how it works. Women don't want clear-cut, easy solutions any more than men delight in "drama." Yet, deep down any male who's spent enough time around women will realize just how confusing and, indeed, bewildering they can be--and it's on purpose. "What's wrong?" we ask, but the answer is never forthcoming. Indeed, the very act of insisting that a woman give us a clear answer about what's bothering her could very well itself be part of the problem. Some friendly advice: Just put your arm around her and shut up.

Now, when we take a peek under the hood of a computer, we instantly recognize it for what it is: a model of a man's brain—or, more specifically, a model of his more "rational" part. For every question, there is one of two possible answers: Yes or No (one or zero). Programs, no matter how complex, can ultimately be boiled down to a series of questions that must be answered yes or no. Does the player wish to start a new game? Yes or no. Has the player entered the command that breaks the game loop? Yes or no. At each interval, and on something of the order of millions of smaller intervals, the program must ask and ascertain all these questions and somehow emerge with the "correct" response.

Needless to say, this binary thinking that lies at the heart of every computer can never hope to offer women what it offers men: A friendly, familiar simulation of their own minds, whirring and purring in perfect synchrony, goose-stepping with all the power of a Pentium. For women, a computer is the man who keeps asking, "Will you please tell me what's wrong with you?" in louder and louder tones, even though it's clear that asking that question again is a really bad idea—almost, but not quite as bad as asking a woman if she would like to "abort."

At this point, you're probably asking, if binary is the problem, what's the solution? Well, isn't that rather male of you. But, in all seriousness, there have been suggested alternatives for binary. One example is "ternary computing," which involves a -1, 0, and 1 rather than just a 0 and 1. No less an authority on computers than Donald Knuth has predicted that ternary computers will eventually replace binary, though it is uncertain how long this might take. My guess is it will take about as long as it takes for more women to get those engineering jobs and make their male counterparts look like the nitwits they are.

However, a more immediate and feasible solution would be to try to work with existing binary computers to offer women more appropriate ways to interact with a program. What developers have to focus on is avoiding the "yes" and "no" and understanding that "hopeless" ambiguity and complexity have their place. The goal or task-oriented game must give way to the goal or task disoriented game. The "fun" of these games will exist primarily in seeing just how far you can push a system before it breaks down completely. Likewise, the system must constantly adapt in unpredictable (and hopefully entertaining ways), and allow players to push and pull without ever achieving the same effect twice. "Knowing" the rules and "understanding" the game become secondary to the joys of wreaking chaos.

Imagine, for instance, a game that focused on a series of characters engaged in various dramatic conflicts (i.e., something like Façade or the Sims). Whereas a male player would probably expect the game to always respond the same way (i.e., if you try to kiss the female character, she slaps you), a female player would enjoy the game much better if such things were left virtually random (or, to be more accurate, inexplicable). Furthermore, the fun of the game would be not in "clearing things up," but rather digging deeper and deeper, drawing out the complexities of the relationships to mind-boggling proportions (see typical Romance novel for examples). Finally, the game play would avoid the simple emphasis on decision-making that dominates almost every game on the market today. Instead, rather than make decisions, the player would be engaged primarily in complicating decisions made by other players (or perhaps by computer-controlled characters). The joy in these games would be in seeing simply what happens now that the pieces have been arranged so intricately.

Another tendency to be avoided is giving the player too much control over a game. In a game designed for women, the player should have only partial control, and mostly indirect control at that. Again, rather than controlling a character or avatar directly, the better approach would be to stand by the sidelines, offering various incentives (or the opposite) to independent characters or pieces. The player is not so much the center of the action as she is the center of attention. The "fun" of these games is not so much in dictating the "action," but rather in paying crucial attention to the particulars. Sometimes it's more important to select what a character should wear than the weapon he should wield.

Now, at this point, someone might point out that it's not violence par se that women object to in many games. The real objection it seems, at least to me, is not so much the fact that a game is violent, but rather that the violence is so damn uninteresting. Kaboom. Pow pow. There's no dramatic interest to it. It's the violence of an Arnold Schwarzenegger film compared to a murderous intrigue in a soap opera. And, please, if you don't think women enjoy violence, just watch the soaps. What you'll discover is that women are just as "violent" as men, but the devil is literally in the details. Women aren't interested in shooting total strangers or faceless "soldiers" and the like. They want to kill their ex-best friend who has been secretly sleeping with their fiancé. How DARE she. And, of course, dealing with the aftermath will be even more fun.

Halo: Games try so hard to strip the character of the very aspects that women desire most...Halo: Games try so hard to strip the character of the very aspects that women desire most...The advice I have about making better games for women isn't academic stuff. It's just simple observations that anybody could make who was willing to spend just a few minutes thinking outside the check box. If a man's game begins with complexity and ends with a simple resolution, a good woman's game begins with simplicity and ends with sprawling, delightful complexity. It's the story of the big city girl who shows up in the country village, driving all those yokels to the brink of insanity (but in a good way, of course). It's the game that offers rewards not for fixing problems, but for making them.

Of course, we could wait for men to get wise enough to start making better games for women, but I have a better idea. Stand aside, Mister.


Comments

Bill Loguidice's picture

Dallas Quest = Good

Again, it errs on the easy side as I did complete it in my mid-teens in about a 5 hour or so straight run (the first and only time I can recall doing that with any game, though I probably got about 3 in-game hints), but I had fun with it. It had little to do with Dallas, really (it had the surreal anthropomorphic animal "helper"), but as a text and graphics adventure that's a bit silly, it's really all right from what I remember. I should dig it out again one day and try to speed complete it.

It's interesting in that I remember getting Dallas Quest along with a bunch of other wonderful games, like Mancopter and Colonial Conquest in a huge close-out mail order sale in the mid-80's. It was probably among the best deals I've gotten over the years. It's too bad I was unable to keep most of the boxes from that lucky budget binge.

=================================
Bill Loguidice, Managing Director
Armchair Arcade, Inc.
[ My collection ]
[ http://www.MythCore.com ]


Matt Barton's picture

Dallas Quest

You know, it's interesting how many women were involved in developing that game. Looks like there's only guy doing "programming." I'd love to learn more about the story behind this title.

Judging by this review, the game was terrible beyond belief! Now, I'm definitely going to have to track this down and see for myself.


Bill Loguidice's picture

The Dallas Quest

Here's a good overview of the Color Computer version, which seems about the same as the C-64 one I have: http://nitros9.lcurtisboyle.com/dallasquest.html

=================================
Bill Loguidice, Managing Director
Armchair Arcade, Inc.
[ My collection ]
[ http://www.MythCore.com ]


Didi's picture

The Sims on consoles and

The Sims on consoles and handhelds takes care of the "open endedness" with a story mode and quests, specific goals and an ending. I played The Sims 2 on the PSP all the way through, and it was a different experience. The core of the game is there (take care of your needs, raise skills) but there's a plot and characters with little tasks, mini-games, it was fun aside from the horrible loading times. The console versions never caught my attention for too long, since they're too limited as far as building and decorating.

The Singles, well, if you wanted a boring relationship sim or a masturbation tutorial, you got it. The ultimate goal is to have sex with your roomate, there's not much advancement in the game except for the exerience points to level up and gain traits that apply to your job or personality. An interesting concept that could have been developped more. Maybe something for The Singles 3...

Soap operas never had my interest. I really, really hate them. They just drag, and drag, and offer nothing new. I can't understand how my mother in law watches like 4 religiously every day. I mean, I don't watch it and if I happen to glance at the TV, it's always the same thing going on.

Casual games are a good way of introducing someone to gaming. It's hard to explain, and no matter how much I love my Diner Dash and Bejeweled, they're only something I play here and there, but I would totally recommend them to someone who is new to games. I guess because they're not long-lasting experiences, are extremely easy to get into, and pretty addictive.

I don't oppose introducing games to girls of young ages, as long as it's not Bratz. I had to review Rock Angelz a while back and I was finding it hard not to say "This game really sucks and it's a horrible example for girls". I euphemized the best I could, since it was given to us at Grrlgamer. This, after having played both Evergirl titles (which are actually good games with good examples for little girls), was a complete disappointement. Lets just pop together a game where girls dress up as sluts, put tons of makeup, wear high heels and where money nearly grows on trees (you come across it on the ground)...

Women won't be discouraged by FPSs, unless they keep getting that "OMG YOU'RE A CHICK?!?!" attitude from all the guys, followed by the torrent of stereotypical comments. Heck, I happened to say something while playing with my husband on a Capture the Flag match, and was told I sounded like a 10 year old boy and probably was one, "There's no way that's your wife" comments kept soming. WTF! I don't go online to have kids jumping to conclusions about me. In fact, I just stopped going online altogether after that. Seems difficult to find mature people to play with, but all we seemed to get was little kids who scream all kinds of swears that melt your inner ear, for no apparent reason. Why are these kids playing Halo 2 in the first place, hm? Parents never heard of ratings? I was CARDED to buy it when it came out, how come there's so many underaged people playing M-rated games? But I digress, in a big way.

Grrlgamer.com | SimGrrl.com


Bill Loguidice's picture

FMV and CG - Perhaps CG is the only way to meet all needs

Certainly EA has done that lately, mixing real actors in with the CG (look at the latest Need for Speed games), but blending it is such a way where it's more seamless and less jarring (almost like the actors are CG). The precedents are certainly out there, the question then becomes would there be enough filmed variations to accomodate a sufficient amount of variation? Probably not. Grudgingly, pure CG is probably the only way to go just due to its extreme plyability. I think we've eliminated a good portion of the target audience of non-gaming women with that, but if nothing else, it highlights some of the issues modern designers face outside of any publisher demands. I'd still love to see that type of game done right, however...

=================================
Bill Loguidice, Managing Director
Armchair Arcade, Inc.
[ My collection ]
[ http://www.MythCore.com ]


Matt Barton's picture

The Quandary

No doubt, you're right, this is a quandary. On the one hand, FMV would definitely make the game more enjoyable because a major part of the appeal of soaps are the actors. Indeed, viewers seem to get almost as obsessed with the "real life" of these actors as much as their characters in the show. Once you switch into a "synth" actor via CGI, there goes that.

Perhaps the best solution would be a mix of live action vs. CGI, something like what Gabriel Knight 2 was trying to do but with today's (or even next gen tech). At the very least, it shouldn't be a bucket of cold water in your face everytime you switch from a live action scene to a CGI sequence.


Bill Loguidice's picture

Real Actors versus CG - A Quandary

Well, I have yet to try Battle Heat (the real-time FMV fighting game) on my newly acquired NEC PC-FX (Japan only), but real-time video should theoretically be possible. My concern though is that in order to reach the "read the emotions" part of the game that I'm assuming we both think the game needs to enhance the dialog/interactions, we'd need complete, real-time control of the characters' facial expressions. That's probably only possible with a fully modeled CG character. That to me is the one argument against actor-based FMV, though certainly it would be significantly more compelling with not just virtual representations of the popular actors, but the actual actors doing their thing (we're probably as many as at least 10 years away from creating something truly indistinguishable in the home). I suppose I'm saying if the use of real actors and FMV didn't impact the design aspects of the game - meaning that it was able to accomplish everything we wanted - it would certainly be ideal. I just don't think it is. Certainly using footage of the real actors would help to break down barriers to many present non-gamers, rather than just "lifeless" CG that's not as readily familiar to them.

=================================
Bill Loguidice, Managing Director
Armchair Arcade, Inc.
[ My collection ]
[ http://www.MythCore.com ]


Matt Barton's picture

on to something

I haven't played the two games you mention, Bill (though now I intend to check them out, hopefully), but I think that's definitely key. I'd also argue that it'd be necessary to find great actors and use live-action in a tasteful but effective way. I just can't see something like this working effectively with CGI, unless it were extremely high-end and photorealistic. Probably easier just to recruit real actors.


Bill Loguidice's picture

Take a Cue from Star Trek: 25th Anniversary for "Soap Opera"

Perhaps the answer then would be to break them up into partially scripted and themed independent episodes, much like Star Trek: 25th Anniversary and Star Trek: Judgement Rites, two classic adventure games. This way you have the sandbox play environment, but you have more structure than just a free-form game. You can then play these "missions" over and over again, trying different things with the "soap opera" characters to create different outcomes and interactions. Episode 1 could be something like "Angela cheats on Marty", Episode 2 could be like "Monica gets Amnesia", etc. Hell, I'd even play a game with a structure like that!

=================================
Bill Loguidice, Managing Director
Armchair Arcade, Inc.
[ My collection ]
[ http://www.MythCore.com ]


Matt Barton's picture

Open Ended Probably Not Ideal

I thought about the Sims, too, but I think that having the game be too open ended might harm it, since part of the fun (if not most of it?) would be when the women chatted about the events in the game and the characters. The game would have to walk a fine line between linear and dynamic gameplay, since if the events were totally different in each gamer's experience, there wouldn't be much to talk about. Maybe there could be certain "big" things that would happen across the board, but smaller things could be left up to the players. For instance, if a main character gets murdered, that'd have to be experienced by everyone. However, a player ought to be able to make smaller decisions. It's a bit hard for me to even imagine how all this might play out (haven't thought it through enough), but I think the "shared experience" that women have all watching and discussing the show everyday is a vital part that'd have to be integrated into the game somehow--though I'm admittedly hazy on the details of how this would work out.


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