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What makes a game a "Girl Game"?

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InvisibleJon
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Hi All,

A while back, I was told that the "girl games" market is a hot market, and that I should design some games to target it. That brings us to the million-dollar question:

What is a girl game?

The easy answer is to say that a girl game is one with unicorns and pegasi and princesses and shopping and accessorizing and with social status and structures and making friends and without warfare and fiddly bits and fighting. I suspect that this is unfair.

I also suspect that there's a teeny kernel of truth that we can take away from those gross stereotypes. I've conducted a few interviews with women I know, and I've found that they don't like lots of fiddly bits. One friend is avidly word-focused and only plays word games and abstract games; the others have strong leanings in that direction.

Right now, I have a mostly-developed game. Its narrative flow is similar to that of Naria or Alice in Wonderland (Enter a fantastic realm, journey through it, end your quest, and return to the real world.). There's conflict, but no overt combat. It subtly (and not-so-subtly) encourages developing strength, knowledge, and compassion (which are traits I think both genders would do well to grow).

I'm just wondering...

I suppose I want to know what people think are the overt traits of games for girls, and what covert (mechanical) traits girls and women find appealing. Regarding covert traits for example: Do females have a preference for randomness or player-selected movement? Do they like trading and bartering (Catan)? Do they like perfect knowledge or hidden information? I could go on and on...

Any thoughts?

Zzzzz
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Targeting Mass or Euro/Hobby

Targeting Mass or Euro/Hobby market "girls/women"?

InvisibleJon
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It's up to you.

Zzzzz wrote:
Targeting Mass or Euro/Hobby market "girls/women"?
That's a good point. I was thinking about games that would target the average German family and American homeschooling family. Please feel free to answer in any way you choose to.

FunkyBlue
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Ponies.

Ponies.

Brykovian
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FunkyBlue wrote:Ponies. That

FunkyBlue wrote:
Ponies.

That made me giggle. :)

-Bryk
(father of an 8-year-old girl who still loves ponies)

FunkyBlue
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Brykovian wrote:FunkyBlue

Brykovian wrote:
FunkyBlue wrote:
Ponies.

That made me giggle. :)

-Bryk
(father of an 8-year-old girl who still loves ponies)

I couldn't help it, especially after seeing the giant purple pony monstrousity at GenCon last year. An entire CCG based around ponies.

Brykovian
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FunkyBlue wrote:An entire CCG

FunkyBlue wrote:
An entire CCG based around ponies.

Are you talking about Bella Sara (http://www.bellasara.com)?

If so ... yeah, she's already there. :-p

-Bryk

FunkyBlue
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Brykovian wrote:FunkyBlue

Brykovian wrote:
FunkyBlue wrote:
An entire CCG based around ponies.

Are you talking about Bella Sara (http://www.bellasara.com)?

If so ... yeah, she's already there. :-p

-Bryk

That would be the one.

Although, if she finds an extra Gnome card, I'd be willing to trade for it. :)

InvisibleJon
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The "Pony Mandate"...

Brykovian wrote:
FunkyBlue wrote:
An entire CCG based around ponies.

Are you talking about Bella Sara (http://www.bellasara.com)?

If so ... yeah, she's already there. :-p

...But are there mechanics that females tend to prefer? Bella Sara is (essentially) a generic playing deck with pony flavor and web-enabled codes sprinkled liberally all over it. My understanding is that there's very little game to actually play with the cards themselves. The games that you play with the cards are just versions of classic Poker card games like War and such.

Can we do better than this? Can a girl game have an engaging game engine behind it?

Do girl games have to be "girly"? Do they have to be pink and powder blue with rainbows and sparkles?

I believe strongly in the power of games as learning tools, and as subtle tools for societal change. If I make a "girl game", I'd like it to be one that promotes self-affirming, accomplishment-driven thinking and behaviors. If it has to have ponies in it, then I'll do it.

But does it? Are there other options? Is the "Pony Mandate" a result of societal role expectations and media pressures? Would I/we be perpetuating and reinforcing Pony Power by producing pony-themed games for girls?

It makes me wonder...

FunkyBlue
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Pick up an issue of this

Pick up an issue of this month's Play magazine. Their female editor writes a very nice write up on what it means to her to be a girl gamer and why these types of games really tick her off. Basically, a few companies approached her to review some girl-targeted games like "Makeup Master 3" and "Barbie Horse Adventures 12" (I'm done with the pony references, honest...) What upset her was that she was a gamer first and girl second but companies seem to insist that because she was a girl that these titles were automatically of interest to her. Basically, by creating games that focused on ponies, makeup, and prom dresses, she felt they were doing more damage than good for gamers in general.

I tend to agree. The girls in the gaming club my school hosts for the kids really latch on to euro titles a lot and seem to get into strategy games once you sit them down to play. There are a couple that constantly ask me to bring in Manila each week. They wouldn't think about trying a game that was targeted to girls in that way. I would think it smarter to target at the age, not gender, when designing a game even if it is to try and reign in a certain demographic.

Food for thought.

Brykovian
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I think today's girls will be

I think today's girls will be attracted to good games -- regardless of theme -- if they like to play games.

While I had a chuckle about ponies earlier, my daughter seriously loves horses and has from little on. She's taking riding lessons, subscribes to "Young Rider", and has at least 3 or 4 PC games around horses (yes, one of them is a Barby game).

But, what games do she and my wife and I play when she wants to play a game? Mancala, Cribbage, CatchPhrase, Clue, Halabaloo, Balloon Lagoon -- it's all over the board ... she's extremely competitive and likes to figure out how the system works in order to win.

She turned 8 this past spring and started in drama productions last year ... she likes a good story and the chance to make it fit into a game -- so, we tend to take small breaks when playing Clue so that she and her little brother can work out some drama involving the pawns and weapons.

I think you can make a good "girl" game by making a good game. My daughter likes relationships, stories, and systems that work together where you can directly see how your choices and actions turn into results. And she likes things of the equine sort.

If you've noticed the explosion of organized girls sports over the past 15-20 years, I think the generation of girls/women growing up through that simply want something interesting to play and good competition to play against.

-Bryk

kiwasabi
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What is a girl game? This is

What is a girl game?

This is a tough question that designers and publishers all over the world are still struggling to answer (obviously). I don't have much of a background in boardgames just yet, but I do have an extensive background in video games.

The two "girl (video) games" that I have paid a lot of attention to are The Sims and Bejeweled. First of all, The Sims is the number 1 selling PC game of all time, and this is due to the fact that it's highly appealing to women. Second of all, Bejeweled seems to be a game that many women of all ages pick up quickly and have a hard time putting down.

The Sims seems to appeal to women because it's a very social-oriented game. It is scientifically proven that women have more developed empathetic systems in their brains ("mirror neurons") and are more social than men (keep in mind that everything that I say is only *on average*). It's important to note that we as humans are always drawn towards things that we are initially good at. It is fun to play a game that you have natural talent for, so long as the game also presents a challenge. The Sims satisfies both of these criteria for the majority of women (though I'm not quite sure what the challenge would be in The Sims).

As for Bejeweled, on average women are much better at identifying colors than men and are also better at remembering the placement of objects (this is called "high interference memory" I believe). The combination of both of these natural talents for the average woman draws tons of women to play and love Bejeweled. The theory I have as to why women possess both of these natural abilities is due to the fact that women used to fill more of a gatherer-type role in the social hierarchy many thousands of years ago. Women had to remember not only which color of berries were ripe, edible, and not poisonous, but also where those berries were located. I realize none of this is necessarily relevant, but I think it's interesting nonetheless. A game designer should always keep his/her interests broad in order to spur creativity.

So what useful information can be extracted from the top two examples? Well, first of all, women love games that are more socially engaging. My girlfriend likes games such as Catchphrase and Apples to Apples due to the fact that they're very socially engaging. Second of all, it's very possible that women like games that require remembering placement of objects that are categorized by color. I realize that this information isn't incredibly helpful in answering your question, but it may be a start.

One more thing that's important to note is that even though the two genders possess different natural talents, that doesn't mean that one gender can't develop abilities that meet or exceed those of the other gender that possesses the ability more naturally. The useful takeaway from this point is that while people are drawn to games that they are good at, they can also be convinced to try a game they don't like initially and then develop a deep passion for that game over time. However, when it comes to making a game that is marketable and profitable, it's definitely most important to make a game that will be compelling to the target audience based on their natural talents and not rely on them to overcome their initial indifferent reaction after they've played the game a while.

-Adam

P.S. Sorry for the rambling, I hope some of that is useful and/or interesting.

Willi B
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I posted something before....

Where I suggested that a good game for men and women to play was a caveman game where men had to win the game through battle and women collected berries. I know, that's a general and somewhat sexist statement, but it seems to reflect mechanics that the genders prefer a bit. That being said, I can't wrap my head around the success of Killer Bunnies... it has to be the theme, right?

For the majority of women, the preference seems to involve more social and party games to that of big thinkers or strategy. I think that charades will beat out most Euros when you ask women what they want to play. I hope this trend strays a bit, but for the larger numbers, it seems to be the truth.

I am currently reading Confessions of a Part Time Sorceress because I spied it in the games section of my library and thought it would gain me more insight into that particular frame of mind, even though it is about D&D mostly so far.

When I go to conventions I see Apples to Apples and other Out-of-the-Box titles getting more seat time from females than Rio Grande... Playroom entertainment gets more than Mayfair - right at this moment, I'd say that these companies are making games that cater better towards females.

I can't stand Killer Bunnies.... but they have tons of females playing it. It isn't a good design to me at all, but the theme of the bunnies gets them every time! As a poorer design, it continues to perpetuate bad design to a larger female audience that I would like to get to play better designs (regardless of theme).

Mechanics preferred by females:

Artistic
Social
Simpler the better
collecting sets
drafting
less confrontation
more cooperative

(PROBABLY WRONG ON EVERY COUNT)

So I'll put a challenge to you - make a better bunny game... PLEASE!

larienna
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I think there was a thread in

I think there was a thread in the old forum, or maybe it's the very old forum, where we actually talked about female preference. I have a bad memory, but if I remember right it could be sumarized as follow:

Theme: No war, death, violence ,etc. Having a girly theme is optional.
Mechanics: Social interaction is good
Playing time: an average of 1 hour is almost a must, especially for casual gamers.

There was other things but I can't remember.

larienna
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Toyplay

Oh yes, there is anothing. About "the sims", this game is considered to actually have more toyplay than game play. In fact this game could be considered as a virtual play house.

As for bella serra, it looks like "neopets" with horses. Neopet is a website that my girl friend loves a lot. Personally, I don't see the interest to it.

kungfugeek
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My non-gamer wife

Been trying for a while to find a game we can play together. She's open to party games as long as they are heavily interactive (Zobmondo) or really really quick (Apples to Apples). But those aren't games that we can play just the two of us. That's where I've really been stumped. Carcassonne worked ok, and I'm not really sure why (cute meeples?), but since it was the only game we found, we ended up playing it to death. I tried Lord of the Rings (the Knizia cooperative one), thinking that the rules were fairly simple and that she'd like the cooperative aspect of it, but it failed. She said there were too many rules, and she didn't like the "unhappy ending" (we got snookered about two steps into Mordor). :(

Basically, she hates rules. They stifle her creativity. She liked The Sims I think because there were no rules, and no set goal in the game. The game didn't punish you if your Sims didn't have the best weapons, or weren't in enough relationships. The game just let you play. She did have goals, but they were goals that she had set for herself. They weren't imposed on her by the game.

I think designing a board game with almost no rules and where you set your own goals, but was still fun and competitive, would be very, very difficult.

fwiw, we have two daughters, 5 and 2. I've been playing games with the 5 year old for a couple years now (I usually bend the rules if I think they'll be too complex) and she seems to enjoy most of them. She's also into Bella Sara, Byrk. :) She's interesting because she hates to see anyone, herself or others, lose. If I'm winning she'll get frustrated, if I'm losing she'll tell me to take extra turns or something. If there's a dirt-simple (she can't read yet) cooperative game for children out there, someone wanna let me know?

My point -- some women (like some men) don't play games because games are just a poor vehicle for what they consider to be "fun".

lucasAB
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Zzzzz wrote:Targeting Mass or

Zzzzz wrote:
Targeting Mass or Euro/Hobby market "girls/women"?
InvisibleJon wrote:
That's a good point. I was thinking about games that would target the average German family and American homeschooling family. Please feel free to answer in any way you choose to.

Most homeschooling American familes like educational games. I stopped by a homeschool curriculum conference and the gaming booth included: Blockus, Settlers, Hey That's my Fish, Pente, and a few other strategic games. Even if they don't have a lot of educational value, games that require thinking and strategy are also smiled upon by homeschoolers. Homeschooling girls seem to like games that are fun(unlike some of us men who like a good hard challenge). A few I know like Mille Bornes, Pente, and Hearts(54 standard card deck game).

If the game is educational and is fun, the parents will buy it for the homeschooled children. I was about to self-publish a American War for Independence game and had lots of interest from parents that were eager to get their children playing educational games. Some homeschooling parents, think that some board games can teach more history then books! And as a bonus, can be played in a 1-3 hour timespan(although I am not discouraging reading books).

Hope this helps.

Lucas

InvisibleJon
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A follow-up on the pony front...

I was talking to my wife about this thread, and the amusingly rapid introduction of ponies into it. I rhetorically asked if ponies are thrust upon girls as a theme, or if they gravitated to them naturally. Sharon observed that horses, (and ponies to a lesser degree) symbolize freedom and power. They're intelligent and strong. They enable you to go farther and faster than you could on your own. When you're on a horse you're tall and regal, like nobility. They're better than a car or a motorcycle because you befriend them; they're living creatures with personalities.

So I have a game idea now: Near the beginning of the game you can befriend a horse (or other animal familiar). During the game you encounter various trials, and use your skills and your familiar's skills to overcome these trials. As you pass through trials you and your familiar grow in competence and skill. Eventually, there's a final confrontation and the story wraps up. Properly designed, this should be playable as a competitive or cooperative game.

Hmmmnnn...

kiwasabi
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kungfugeek wrote:If there's a

kungfugeek wrote:
If there's a dirt-simple (she can't read yet) cooperative game for children out there, someone wanna let me know?

This is a great geeklist to check out if you're interested in co-op games:
http://www.boardgamegeek.com/geeklist/32994

There's a publisher mentioned specifically called Family Pastimes that the list says puts out a bunch of co-op games and they look kid friendly. The game they mention specifically is Max:
http://www.boardgamegeek.com/game/4637

This has been brought up several times: Women seem to prefer cooperative games. I find that I'm almost never able to hold my girlfriend's attention for very long in a video game or board game because she gets frustrated when she is doing worse than me. However, when we play games that are more cooperative she seems to stay interested for a lot longer. This is something I think that the original poster should strive for: Make your game cooperative.

kiwasabi
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InvisibleJon wrote:I was

InvisibleJon wrote:
I was talking to my wife about this thread, and the amusingly rapid introduction of ponies into it. I rhetorically asked if ponies are thrust upon girls as a theme, or if they gravitated to them naturally. Sharon observed that horses, (and ponies to a lesser degree) symbolize freedom and power. They're intelligent and strong. They enable you to go farther and faster than you could on your own. When you're on a horse you're tall and regal, like nobility. They're better than a car or a motorcycle because you befriend them; they're living creatures with personalities.

So I have a game idea now: Near the beginning of the game you can befriend a horse (or other animal familiar). During the game you encounter various trials, and use your skills and your familiar's skills to overcome these trials. As you pass through trials you and your familiar grow in competence and skill. Eventually, there's a final confrontation and the story wraps up. Properly designed, this should be playable as a competitive or cooperative game.

Hmmmnnn...

This is a great start. Here are some questions you should answer to give your game more detail. What types of trials are you trying to overcome? Where is your journey going to take you?

My idea for this would be that you're trying to get somewhere in a specific amount of time and come across obstacles (rivers, pile of boulders blocking the path, fallen trees, predators, etc) that require cunning. I would definitely recommend that you try and focus this game on being cooperative. Perhaps if you have 2 people come across a predator, one person could distract the predator while the other escapes, then does something to help the other person escape, etc. Just some random thoughts.

SiddGames
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CDGs for Kids?

Maybe it's just because I was eying the sale over at GMT, but the first thing I thought of when I saw "American War for Independence" was card driven games (CDG).

One of the things I really enjoy about some recent CDGs (1960 and Twilight Struggle, for example), are the historical tidbits, either flavor text on the cards, or the card names themselves. It piques my interest and makes me want to go look up more info about that particular event or person.

So how about historical CDGs aimed at kids? Say, the founding of the United States. The players are collectively trying to write and ratify the Constitution, but also meet their own goals. You could have the card deck include tons of pieces of the Constitution, the Bill of Rights and other amendments, historical figures that support or oppose different clauses, etc. Not too complicated gameplay, but each card could prompt historical lessons, or taken as a whole, the game could illustrate the many conflicts that ultimately led to consensus in the found of our country.

Fer example.

InvisibleJon
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Nifty!

SiddGames wrote:
So how about historical CDGs aimed at kids? Say, the founding of the United States.
This is a nifty idea. I'll have to work on it. I think I'll start with the lesson plan from a teaching module, then design the game to meet the learning goals.

Ekobor
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As a female gamer, I'd have

As a female gamer, I'd have to say that fluffy ponies and rainbows are... nice... but not really relevant.

The main problem isn't so much adding frills to games, it's making an ingaging game, then breaking down the social barrier that seems to keep females from playing 'games'. A lot of the females I know want to play things such as DnD, Warhammer, Magic:TG, Settlers of Catan, Go, and other board/card games, but seem to have very negetive connotations to it, simply because they're male dominated.

I took the card game Gargon:AoP, and presented it to my group (6 females, 4 males) Because of the art, said 3 of the girls, they thought it was less masculine. Clean lines, bold colours.

Also, it's based on a simple, already known concept of War.

The mechanisims behind the game don't decide the gender, the presentation does. Feminine games aren't really what's necessary, in my honest opinion, it's gender neutral with slight feminine hints that are needed.
Females are ready for the games, we just need to pull down the game-master's screen and invite them in.

But that's just my two cent CAN.

coco
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My wife

My wife likes a game if and only if:

1. It is a card game.
2. She wins.

InvisibleJon
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Advocating game neutrality.

Ekobor wrote:
As a female gamer, I'd have to say that fluffy ponies and rainbows are... nice... but not really relevant.

(*snip*)

The mechanisms behind the game don't decide the gender, the presentation does. Feminine games aren't really what's necessary, in my honest opinion, it's gender neutral with slight feminine hints that are needed.

This mirrors my suspicion - that gender-neutral games are the right direction to go. This "explains" the popularity of abstract and word games with women I know. I'm striving for a more neutral, but themed stance, with a few of my upcoming designs.

apeloverage
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so the ideal game for everyone

would be about Genghis Khan.

Grim and unending war - on ponies!

Gogolski
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Games that women I've played with like...

Here are a few things I noticed about women and games.

Note that this is a generalisation and that it only counts for female players I played with...

1] Women do not like complicated rulesets. A game should be explained in no more than 5 to 10 minutes. While this is true for many men too, I noticed an even stronger "Pffft... is this going to take much more time??"-feeling when explaining rules to women.

2] Women do not like direct conflict. Taking an action in agricola, or taking money in alhambra that the female player wanted to take, is fine. Destroying/taking something that a female has build or acquired is not enjoyable and ruins a game.

3] Shorter games are often better games. (This seems also true for computer games. They love computer games better when you play a little (1-3 minutes per game or per level) than an RPG-game where you save and continue playing next time.)

4] They like the games they know better than new games. This leans towards the first point about not liking ruleset-digesting.

5] Women like to build/connect/acquire stuff, in a way that they can see what they have built/connected/acquired. While this is also true for many men, it seems that women have a greater sense of accomplishment when seeing (or being able to touch) the stuff they've done in a game. The most simple implementation of this is open scoring, but building and expanding an alhambra or putting down trains in ticket to ride are even better than seeing a pawn on the score-track or having a stack of cards (like the bean/thaler cards in bohnanza).

6] Women like the game-hits by Alan R. Moon. (Men do too, but I noticed that "Elfenland", "Ticket to ride", "Andromeda" and "Incan Gold" are VERY WELL received by women)

Again these are generalised observations...

There was an interview with Alan R Moon ( http://archive.bgdf.com/tiki-view_forum_thread.php?topics_offset=1&forum... ) in which he has six design rules or design guidelines to make a good game.

In the archive, there's a bit of discussion about these design rules: http://archive.bgdf.com/tiki-view_forum_thread.php?topics_offset=1&forum... .

Cheese!

MusedFable
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My wife doesn't fit any of

My wife doesn't fit any of the stereotypes.

She like direct conflict. She likes sneaky underhand tactics. She likes brain burners. She's incredibly good at spacial awareness games.

She doesn't like memory hindering her play. She doesn't like calculating long odds and probabilities on the fly.

She doesn't like playing Carcassonne against me since I memorize every piece that's played and can predict what will get pulled. She likes playing a Diplomacy-Risk hybrid I designed. She liked Twilight Imperium but agreed with me that it was too bloated. Cosmic Encounter is fun for both of us. She initially kicks my but at Blokus and Through the Desert until I slowly learn my strategies to these games.

My point is that she is a gamer first and a woman second. Sure, you can appeal to the Oprah watching stereotype of women. There might be a market their if you can figure out what appeals to them. Non-aggressive multiplayer solitaire eurogames might be a great fit with just the right theme.

hoduken
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we have a good female to male

we have a good female to male ratio in our gaming group. most of the girls in our group really dig games like Settlers, Arkham horror, munchkin, runebound, and even the occasional last night on earth. The only complaints i hear from them relate primarily to games where they take on the "role" of the character, such as runbound or last night on earth. They reall dont like the selection usually. Its really strange because they all conflict on what they like. Its the same with the guys i guess, but i have taken some notes for my own game design.

For example, one girl doesn't like any of the characters in Android because they all look realy plain. All of them are wearing too many clothes, and non of them reflect a character that they would be in the future. Then another girl likes them because she can relate to them, modest, down to earth, no peircings, ETC.

Last night on earth really fails on both ends of the specram for all the girls. They cant relate to any of them because non of them are A) hot (half naked) and convey a strong female personality or B) modest but cute, and convey a strong female personality. The biggest turn off to girls playing a generally male stereo typical genre i have found is that the characters that are "cute" dont have the personality types that they would want to have in those given scenario's.

Something that is very important to all the females in our group. (aswell as a lot of the males) is the characters have to look like someone they would want to be. Ya, its realistic to have a fat grimy 30 something in my zombie survival game but i dont want to be them........

The games our company is going to make will really prioritize strong character design. we want to make characters that everyone would want to be.

InvisibleJon
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Rewarding Patience vs. Rewarding Risk Taking

A while ago, my wife and I were at a board game party. While there, she played Can't Stop, Ghost Stories, and Dominion (She's become a big Dominion freak. It's her first big "gateway" game.). I think she likes Dominion because it uses a subset of a diverse component set. I'm pretty sure she likes Ghost Stories because she's very good at project management, and Ghost Stories rewards that skillset.

Sharon won Can't Stop because she played conservatively, while the men she played with consistently pushed too far and went bust. Since then, Sharon and I have had conversations about games that reward patience vs. games that reward risk-taking. This is yet another vector I'm exploring in making games that appeal to men and women.

The more I explore this space, the more I feel that this isn't about appealing to men or women, but appealing to a wider range of people.

Taavet
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Interesting to me

Gogolski wrote:
2] Women do not like direct conflict. Taking an action in agricola, or taking money in alhambra that the female player wanted to take, is fine. Destroying/taking something that a female has build or acquired is not enjoyable and ruins a game.

A lot of good stuff in this thread. This one stuck out to me and I thought about how boys and girls are raised differently to deal with conflict.

Most of the time boys are left to tuff it out or deal with it on their own and usually develop skills to do so. Girls for the most part are pampered a little more with its okay to cry or I'll make it all right type of stuff. I think these are both deep set in everyone (although being politically correct aren't applicable in every case and are changing and not binding and....). So enough PC, boys/men are taught/expected to be the protectors and deal more with conflict while girls/women as explained above are more social/nurturing. It's the protector/provider role that makes war games, direct competition, and other such male themes more appealing to men and the social/nurturing which makes non-confrontational, cooperative, social, creative, games more appealing to women. Taking those in reverse when a woman creates and nurtures something it makes her feel failure when/if that something is destroyed. If a man plays a game but there isn't a winner (coop/social) or he doesn't in some way establish dominance or show his superiority during the process of the game it makes him feel failure at a core level. The failure isn't of course the determining factor but I think we all have it at a core level, and also as stated above those things which come more naturally appeal to us although aren't the end all.

I think that is the only applicable structure we should use when designing for men or women. All the other girly stuff isn't really applicable and good solid designs will appeal to both men and women.

My wife hates conflict and confrontations but likes playing Munchkin, really wants the Carcassonne expansion that allows you to destroy someone's town making it worth half as many points and its mostly just with me but anything she can do in a game to screw me over passively or directly she will!! LOL, this is because I usually always win so she has to escalate it to that level in order to compete which is fine by me.

So those are MY thoughts (and PC blah, blah feel free to restate what I said however you like so it doesn't offend you)

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