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Will's Opinion: Considering Gender Inclusivness In Game Design

Wednesday, December 1st, 2010

In this blog I want to discuss some of my thoughts on how to design games in a way which makes them the most inclusive by informing design choices, not on gender difference, but instead on cultural nuances.

It has been observed that the majority (an important qualifier) within a gender can have specific preferences or make certain choices in one direction more often than the other, which can be seen to characterise them. Whether choices, conscious or subconscious, which are more peculiar to a gender are created by a physiological or social conditioning of that gender is a long, on-going debate, however this it’s not what I want to discuss in this post, instead I want to look at the dangers of framing design problems, specifically in games, by gender as opposed to culture.

My thinking on this issue was provoked by reading LOLapps’ Brenda Brathwaite’s Creating Closure in Social Games on the excellent Inside Social Games. The piece is a great read on closure of play sessions and how it’s important in player retention, using Ravenwood Fair (I highly recommend playing it) as a case study. However, Brenda uses two terms I’d never heard before in videogame design: “gendered problems” and “gendered solutions”. (As an aside Brenda recommends Sheri Graner Ray’s Gender Inclusive Game Design for more info on this).

I feel uncomfortable with pinning issues in design to gender, because users are complex individuals, comprising of lots of converging and conflicting motivations, experience and expectations, which can’t be reduced by gender. In my experience, labeling a problem in this way can often be linked to a predisposed perspective and false positives. Moreover, when your solutions can’t be gender specific (which is often the case in games design), very little is gained, and perhaps a lot lost, in labeling an issues as ‘gendered’.

So, last night I put out an intentionally debate provoking tweet that read: “Gamers aren’t split by gender, they’re split by culture. Design games for people, not for males or females.”

Pocket Gamer (who we like a lot here at Mobile Pie), responded with a flurry of interesting responses, including the below:

Let’s look first at the premises: females chose female characters and males male characters; then the framing: the choice differs because of inherent gender differences; then the problem: females demand more choice; and the solution: create more female characters.

On the surface this seems true and sensible. I know when I started playing Golden Axe with my partner recently I choose the musclebound fella with the big sword, she chooses the scantily clad woman with the 80s hair and, as is traditional, nobody chooses the little green old man. Who is he for anyway?

So it seems obvious that we choose characters because of our gender and that Golden Axe would have been better adding another female character in place of the little green dude, offering a better proposition to the female gamer, increasing the appeal of the game to the market and thus making more money.

I disagree with this because the framing is by gender. If we look again at the premises: females chose female characters and males male characters; then change the framing: the choice differs because of culture suggesting the character represents the user and there is a taboo in choosing an opposing gender; then the problem: some fussy players demand more choice; and the solution: encourage users to pick characters from the full range, not just those within their gender.

For example, users playing Golden Axe realise pretty quickly that the characters have traits beyond gender, such as strength, speed and magical power. To get good and beat the game you need to think strategically about character choice, play style and, in two player co-op, the advantages and disadvantages of the team make up. As me and my partner got more and more in to Golden Axe, character choice became more varied and dependent on our individual play style.

In Golden Axe gender is disconnected from the gameplay, suggesting the user holding gender as a factor in their character choice is at a predisposition or under cultural pressure. However, any balanced team in the 2 player co-op element of the game includes the female and at least one male character, subverting and challenging assumptions, something which has been used to great effect in the Metroid series.

Modern gaming has rather unfortunately been born of a male-dominated industry, both in terms of creation and consumption. Thankfully, this has changed rapidly over recent years for a multitude of reasons, a trend which looks set to continue, creating a new much more balanced environment. To perpetuate inclusiveness  designer must build experiences by applying unifying, rather than divisive, thought.

Users of an experience are not best served when considered in gender terms, but instead experience should be consider through cultural difference. This may seem like a semantic argument, however, framing user preference by gender is fixed and unmoving (boys like blue and girls like pink, this is for girls, let’s use pink), whereas considering the culture surrounding a preference gives options for wider and more creative solutions (some people like blue, some people pink, everyone likes green, let’s use that).

That’s a quick run through on my thoughts of making design choices based on gender assumptions. Disagree? Had a differing experience? Gap in my debate? Something I haven’t considered? I’d love to hear it in the comments!

Develop in Liverpool 2010: Micro Studio Panel

Tuesday, November 30th, 2010

Last Thursday (25th November) I was very kindly invited to talk at the videogame industry conference Develop in Liverpool. Chaired by Will Freeman of Develop and billed as ‘The Rise of the Micro Studio”, I answered questions alongside Robin Lacey of Beatnik Games and Deejay of Binary Tweed on what it takes to make a success of a small team. The talk was well attended, with Phillip Oliver of Blitz and Michael Rawlinson of the trade body UKIE (formerly ELSPA) being spotted in the audience.

From left: Will from Develop, me, Dejay from Binary Tweed and Robin from Beatnik Games

There was a great deal of discussion on how to set up and run a successful micro studio (we like the term ’boutique studio’), with particular focus on balancing own IP projects with ‘work for hire’ or ‘contract’ work. The panel’s opinions ranged from the guys at Beatnik Game who only do original PC or console games, to Binary Tweed’s Deejay who took on web design to fund his excellent Clover: A Curios Tale. Here at Mobile Pie we take a mixed approach, with both our own projects, such as Oh, My Word!, B-Boy Beats, bada pool and My Star, and mobile games and entertain work for our varied clients.

Will raised what this approach means to the creative freedom of boutiques like us. It’s a great question and lead me to think back on our approach, where we have actively sought partnerships and worked with clients. There’s a very real risk on easily becoming isolated on a project and building something only the development team, having been on the journey of the production, wants. Working in partnership with other parties helps to ensure our goals and vision looks right to external eyes, so has become something we actively encourage. In fact, getting and interpreting feedback during development cycles has been one of our keys to success and something which is of really important to young, small creative endeavors.

We also talked on why being small means being more efficient and flexible, why small often means better in terms of quality and if micros like us could become the stalwarts of the industry as the big studios hit rough times. It was a very enjoyable 45 minutes with some great questions, debate and polite disagreement and I think we could have all talked on for another 45 minutes (we ran over by about 5 anyway).

Thank you to all who attended, listened, asked questions and gave such kind words after the event. I hope you got out of it as much as I did!

Friday Fun: The Lunchometer v2.0

Friday, October 15th, 2010

Food, glorious food,
Falafel King and Sausages,
While we’re in the mood,
Magic Rolls and Maximillions,
Cafe Amore and Pie Minster,
Who’s best? is the question…

We believe those would be the words sung by the little hungry orphan child Oliver should he:

A. Be working at an award winning mobile games dev in the heart of Bristol, and;
B. Have a blatant disregard for all known rhyming schemes.

Yes, by popular demand the scientific venue-value cluster-stacked column chart aka Lunchometer is back and it’s better, bigger and updated for a whole new decade.

Let’s feast our eyes on it shall we?

(click to enlarge)

Those with a head for data will instantly notice a new differentiating parameter: variety. “What is variety and why is it’s bold purple face all over the once elegant Lunchometer?” you may, foolishly, ask.

Well, over the 11 months that it’s been since we gathered the original data, we have had ample chance to revisit all the venues (other than those which have closed, with their allegedly fraudulent owners allegedly fleeing the country allegedly owing thousands of pounds to angry creditors*) multiple times. Therefor range offered at a venue has become a key differentiator when hunger hits and we need to get our lunch on.

* This rumor may or may not be true, we don’t know.

Clear out in the lead again is the old favorite Bristol Sausage Shop. However the venue was nearly eschewed from the list owing to the holiday-hungry lifestyle of Sausage Man (as he’s affectionately know here). In December last year the stall close because he went to Cumberland, then in August this year he was in Lincoln and then Glamorgan, most recently he spent two weeks in Frankfurt. Strange.

Hanging on to the second spot is St Nick’s Italian, despite a huge price hike of 25p on a salad, pasta and garlic gread combo. Large portions and a diversification in to soups and sandwiches have seen them through however.

Stalwarts, Cafe Amore, pick up the third position whilst new kids on the block, Rocking Chair Cafe, arrogantly slip in joint fourth with the confusion-inducing Maximillions, despite only being around for under two months and having had a shaky start (bare fridge displays?). They’ve been helped by generous portions and a competitive price point. Well done them.

Runt of the litter is the even newer kid that is Mexican Kitchen. Overly priced, poor quality food, service and portions that leave you asking: “Please, sir, can we have some more?”. There’s clearly a market for quality Mexican wraps and nachos and we hope that this time next year they’ll be worthy of a most improved gold star. Come on Mexican Kitchen, you can do it.

Until then, remember it’s not what you eat or how much, but about the data you gather when you do it.

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