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So, That Women in Games Thing...

by Chris Remo, Nov 01, 2005 11:00am PST

This week's issue of The Escapist, which often has a general weekly topic, is themed around women in gaming and the games industry. More than many entertainment media, many feel that women are underrepresented in the industry and perhaps frustratingly represented in actual games. The two Escapist articles on the subject I found most interesting were Then and Now, an interview with a long-time gamer who ended up a community manager for Shadowbane, and Confessions of a Gamestop Girl, an interview with a long-time gamer who also had a gaming retail job. The first article deals with the juxtaposition of attitudes the subject saw between playing games as a girl with her older brother, and actually going to a tech school with plans for a degree in animation. The second article consists mainly of anecdotes regarding common reactions and biases faced by females who are known to be gamers.

In my twenties, my weekends usually found me at some friend's LAN party. We'd lug mid-tower CPUs and antiquated CRT monitors to someone's overly cramped, badly ventilated apartment to spend a night drinking "swill" (which was really canned Nestea) and playing. I was often the only female in attendance. ... But it wasn't until I made the decision to attend a tech school that I realized how sheltered I had been from the traditional bias toward women in technology. I was one of three to five women attending out of about 200 students.
Male gamers (that is, most gamers) frequently claim that this sort of thing is a self-fulfilling prophecy, that everything will suddenly change when more females are interested in playing games and making them. Maybe, if suddenly a whole ton of females got interested all at once, but I think current attitudes and trends are preventing a gradual evolution. I actually knew several girls who really enjoyed Prince of Persia: Sands of Time (PS2, Xbox, GCN, PC), and personally it was one of my favorite games of the year. Imagine my dismay when I played a demo of the sequel Warrior Within and at the end I faced off against a metal bikini-clad extreme Video Game Woman (in the rain), to whom the Prince says, "You bitch!" before unleashing his 94 different ways to decapitate his foes. That game heavily outsold its predecessor, and while I don't know how the female fans of SoT reacted to it, I'm guessing they weren't the primary reason for its success. Not only did the franchise not improve in terms of interesting depiction of females--and I really thought SoT did an awesome and completely enjoyable job in that regard--it actively worsened, and apparently that's what gamers want. I don't really know what the solution is to this, but I think the fact that most gamers don't seem to want a solution indicates, to me at least, that claiming a lack of female interest is the cause.




Comments

24 Threads* | 181 Comments










  • Strange how there's no mention of WoW which seems to attract lots of girl players (in addition to the guys who play girl avatars). I don't know how WoW stacks up against the other MMO's (like EQ, or GW) but I imagine there is a healthy gender balance there. Most of the girls I know who play (LAN party / clan / wow) got into it to be with friends (male and female alike) or play games for short periods - nintendo Wario Ware, or Mario where you can pick up, play and drop it. PP:SoT was like that too - episodic, pick up and play.

    I'm not sure if the "portrayal of women in games" agrument is a sound one, since it's pretty congruous with the portrayal of women pretty much everywhere, and the portrayal of guys for that matter. Games present augmented reality - guys are trim, attractive, muscled and witty. Girls are slim, sexy, pneumatic and sassy. The problem I think is one of story and characterisation. It's not that the player models re-inforce these hollow archetypes, is that they usually have lame dialog and are part of a throw-away plot, reminiscent of mid 90s action movies. If these games were movies, the average audience would be 16-30 males, so why are we surprised when the video game audience is like that?

  • Why is it up to anybody to encourage women to enjoy the same career paths as men? It's not as if women are completely excluded, there are a ton of non-violent games already out there for the taking, the arguement of bias always seems to assume there is absolutely nothing out there to play.

    So if women are typically just not as interested in video games and computer programming as men are, is this really a great social ill?

    Reminds me of a radio show I heard the other day about a firehouse that was accused of discrimination because they did not have enough female firefighters. Their response was they don't get any female applicants. So there was dicussion about what things must be done to make firefighting seem more like an enjoyable career path for women. Why? Same thing applies here, is it really a problem?







  • Being a gaming student, i can safely say that out of the entire art department, there are currently NO females enrolled in the gamers stream. However i'm not all that sure about the programming stream, although my best bet is also 0% female interest.

    Once the first year introductory course is over, females either leave and go off to do other things, or they enroll in the film courses.

    In my opinion both even male and female input into an overall design is the best way to get a well rounded product. Women have that input which coutermeasures the male ability to turn everything into generic shit, it is definately the best way to work. So yes, it is a shame that not enough females are interested in a career in the games industry. Perhaps then we would see more quality and less generic quantity.

    One specific person i can think of with an "i switched to the games industry" story is Kate Inabinet who now works for Atari in Melboune. Went down the film path at the same school i attend, graduated (Sony scholarship winner aswell) and chose to go for a job at Atari rather than work in film.
    She's also an active member of the "Women in games" program and advises women to join the industry as a career.
    http://www.gdaa.com.au/teachers-forum/inabinet.html#


  • The majority of Female gamers I know(and I know quite a few) tend to be casual-hardcore. What I mean by that is they find a game they like then play the hell out of it. This is opposite of the typical male gamer. Most men tend to either play few games, or switch between multiple games.

    Women tend to be(note I say tend because of course it differs from person to person) more picky in their choices. Now, in part, I imagine this trend is influenced by the lack of things that appeal to women in a large number of games. But, the situation is a catch 22 because women tend to know exactly what they want and will spend lots of time researching games until they find something that suites them.

    To say that the lack of "female" material in games is the core problem is really putting women into a stereotype. I know a number of female gamers that are looking for very non-traditional female things in the games they play. Again, it is more about women tending to play just the games that really appeal to them, whatever that might be.

    The one exception to this, however, is social gaming. Women do strongly lean towards games with more social content than games without. This is why, contrary to rumors stating otherwise, a lot of women tend to play MMO or pure multiplayer games. This is merely a reflection of the majority of women in real life who tend to be much more social than men.

    A good example of this would be Star Wars Galaxies. Say what you will about how the game ended up(I think its sad that it never met its potential honestly). But, in the first year of the game when, even with lots of bugs, it was extremely strong in social content(play cities, clothes, government, entertainer professions, etc) it attracted huge numbers of RL women to the game because it had a very strong social core. As the game became more pure combat focused and social issues were ignored, the number of female players slowly dwindled.