How to
attract women to gaming is one of the trendy issues du jour. The
business keeps examining and re-examining the same roadmap of
suggestions and success stories: Women play The Sims. Women
play puzzle games. Women play games designed by female developers.
Women like cooperative gameplay. By now, there is a broad consensus on
how to get where we want to go, but a certain hesitancy about following
through. Nobody wants to be the risk-taker here. Not only is there a
large amount of money at stake, but I'm sure some companies are
privately afraid of losing valued developers and their traditional core
audience if they "go soft and make girl games."
Perplex City is an ARG that
offers clues through puzzle cards, featuring riddle, cryptography, illusions and other puzzles.
Well,
I've got good news for you. It's already been done, and it really
works. At the end of this road, you don't find an exclusively female
audience and a disenfranchised male ex-playerbase. Instead, you find a
gaming audience that looks a lot like the world we live in every day.
Welcome to the gender-balanced world of Alternate Reality Gaming.
ARGs,
for those few of you still unfamiliar, are what happen when you take
interactivity to the next level. Think I Love Bees, Art of the Heist,
Jamie Kane, and of course Perplex City. In these games, a cohesive
narrative is revealed through series of websites, emails, phone calls,
IM, live and in-person events. Players often earn new information to
further the plot by cracking puzzles. Most important, the players of
these games typically organize themselves into communities to share
information and speculate on what it all means and where it's all
going. These are platform-free MMORPGs, where there is no
out-of-character, no avatar, and no definite distinction between the
in-game world and the real world.
The birth of the genre is widely considered to be in 2001, when a team at Microsoft ran such a game for the Spielberg film A.I.
That first community, the Cloudmakers, were an introspective bunch, and
even then were aware that that merry band was a lot more
gender-balanced than anyone would have predicted. Sadly, no solid
figures are available. This wasn't just a one-time phenomenon, though.
This summer, a group of ARG players and developers gathered for a
convention in New York. There's one notable group photo from the event;
in this self-selected hardcore crowd of gamers and developers, nearly
half are female.
So
what's in an ARG that attracts women gamers? Let's take a quick
overview of those oh-so-famous pieces of conventional wisdom on what
women are looking for in a game, and see how ARGs have managed each of
these elements without alienating a male audience -- and how a
conventional game might follow suit.
Strong Story
Quality
of writing in games is a hot-button issue all on its own these days. If
you're trying to attract a gender-balanced audience, this becomes
doubly important -- Final Fantasy and Legend of Zelda
games are oft trotted out as examples of story appealing to women. I'm
not going to try to come up with some evolutionary psychology reason
why, but the pundits seem to agree that women are more sensitive to the
presence or absence of story in a game than are men.
In
the most successful ARGs, the game and the story are inextricable from
one another. In an ARG, there simply isn't a way to devise a game
without simultaneously devising the story, and the quality of the game
lives and dies based on the quality of the writing. In every ARG team
I'm aware of, the lead writer is a crucial part of the dev team. Poor
characterization, bad pacing, or lack of plausibility are showstoppers
just as much as a blue-screen would be.
The
action item here for conventional gaming: Make the writing an integral
part of the development process, and not an afterthought.
Strong Female Characters
When you're going after the holy grail -- the maximum-appeal playerbase
-- you need to take some care with how you choose to portray female
characters in your game. If you want women (and even some men) to take
your game seriously, evaluate the male/female character ratio in your
game, and then consider carefully what you have those women doing.
Here's a hint: If your women are in the game exclusively to be hot, you
need to rethink your strategy.
Many successful ARGs have featured strong female characters, beginning with Laia in the original A.I.
game, who was witty, sarcastic, and proactive without overt sexuality.
In Perplex City, there are female characters in roughly equal numbers
to men in all corners of the world. In fact, the joke is that to have a
good ARG, the protagonist *has* to be a strong woman. This isn't a
blanket truth, of course, but it doesn't seem to hurt any. These
characters aren't just somebody's girlfriend, nor are they primarily in
need of rescuing. Think Linda Hamilton in Terminator 2. Think Princess Leia in the original Star Wars movie.
Developers: Consider making half of your characters female. (Yes, even the bad guys.) Apply this to NPCs and PCs alike.
Female Developers
I've
heard laments that recruiting women into games development is
difficult. Qualified women simply don't exist, or so we hear. This is
against a backdrop in which, according to a recent IGDA report, the
share of women working in the industry dropped to 11.5% this year vs.
17% last year. And so we have a Catch-22. You need female developers to
make games that appeal to women; you need games that appeal to women to
attract women into the business.
ARGdom apparently missed the memo. The original team for the A.I.
game was almost entirely male, but since then, the rolls of ARG
development have grown to be studded with high-profile women: Brooke
Thompson, Krystyn Wells, Jane McGonigal. At Mind Candy, our staff is
roughly 30% women -- and though the actual ARG production team varies
in size, it's been as much as twice that for some arcs.
The
lesson here is: It's true that if you make a game that women want to
play, then women will want to develop, too. But the reverse isn't true;
it's possible for a bunch of men to make a game with cross-gender
appeal. There goes your easy out for not trying, gentlemen.
Vibrant Communities
Women,
we have learned, are somewhat more social creatures than are men. In
fact, women are more significantly more likely to participate in online
gaming than men -- 53% vs. 43% -- a fact that could be attributed to
the social element of online gaming. In MMORPGs such as World of Warcraft, guild leaders are slightly more likely to be female than male.
In
ARGs, the entire playerbase is usually structured into something like a
single guild, typically with a team of moderators in place. (In the
original A.I. game, two of the seven Cloudmakers moderators
were female.) Teamwork and cooperation are the very essence of playing
an ARG. A player in, say, London and one in Houston who have never
spoken to each other before can and will exchange phone numbers to help
propagate information during a live event. This kind of collaboration
leads to a strong sense of belonging to something greater than one's
self.
Not
every game can have the kinds of social structures that an ARG does,
but it looks like gaming as a whole is on the right track, here. Having
a well-moderated forum is important. Allowing networked play,
particularly between friends, is even better. There may be other ways
to allow and encourage social structures unique to your game. Don't be
afraid to look for them.
Accessible Game Mechanics
Women
are notoriously time-poor. I've personally tried and abandoned any
number of games because I can't be bothered to master the interface,
and I'm by no means alone. There are some interesting developments
along these lines, now, with Bemani games, EyeToy, and the coming
Nintendo Revolution controllers. Along this same vein, many men and
women alike don't have eight hours at a stretch to commit to their
gaming experience. Nobody wants to spend forty hours trying to get to a
single savepoint. That's not fun no matter what your gender is.
The
primary mechanic in ARGs have typically been entirely mental or social.
A typical ARG presents you with a wide array of puzzles, from cracking
a character's email password to decrypting Enigma. Along with puzzles
is character interaction; convincing a character to take a particular
course of action via IM, email, or even on the phone. Men and women
alike are adept at and enjoy both of these modes of interaction.
So
take a gamble on interface. Consider tailoring your game to deliver
rewards immediately and reliably, and not after hours of gameplay.
Consider making a sliding scale of difficulty (if you don't have one
now) and don't call the easiest mode "girly-man." Make it easy on the
moms and dads with full-time jobs who only have twenty minutes at a
pop, but still want an enjoyable gaming experience.
Conclusion
ARGs
conform to this list of criteria for attracting female gamers by sheer
serendipity. In 2001, this neat list of actions hadn't yet been firmly
ensconced in the mind of the public as "How to Appeal to Women Gamers."
Now that we've drawn out the roadmap, we find that ARGs are already
waiting at the destination.
It's
crucial to remember that all of these suggestions are generalities
about large groups of people, and not indicative of the preferences of
individuals. Just because men are, in general, taller than women
doesn't mean that Sally can't be taller than Bob. Likewise, Bob might
be happiest playing The Sims and Sally might be happiest playing Far Cry.
It's
also important to note that the dearth of women gamers is somewhat
overblown in the first place. When we as an industry decry the absence
of women in gaming, we're forgetting that 43% of PC gamers are women
already. (Only 19% of action gamers are women, though, and I'm pretty
sure that's where this women-don't-play idea comes from.) We don't have
as much catching up to do as you might think.
We
in the gaming industry like to compare ourselves to Hollywood these
days. This is one area where we have an important lesson to learn.
Hollywood does make movies geared separately toward men and women;
let's call it romantic comedies vs. baseball championship films. Sure,
some of these movies will defy expectations and attract broader
audiences. But at the end of the day, neither of these kinds of films
are the ones that we expect to win Oscars. The Lord of the Rings trilogy, Schindler's List, The Shawshank Redemption
-- all of these films succeeded on mixed-gender audiences.
Inclusiveness is key. Now, as an industry, we need to put our heads
together and figure out how to make our Oscar-winning games. We've got
our route to inclusiveness, and we know it works -- now we just have to
take a deep breath and go.