Results tagged “women in games” from Softcore Gamer

Getting in Trouble

| | Comments (0) | TrackBacks (0)
I get the impression that not a lot of people have heard of - let alone played - Dangerous High School Girls in Trouble. That might not be the case for long, though. The WGA just announced their nominees for best video game writing, and DHSGIT took the dark horse spot. I haven't played, um, any of the competition, except a little bit of Fallout 3, but I'd love to see a well-written indie game like this one take the prize.

I certainly recommend that you give Dangerous High School Girls a look, although it isn't by any means a perfect game. In this interview with Rock, Paper, Shotgun, author Keith Nemitz stated that "the story is about the culture of small-minded people and how strong, truthfully educated women can improve it." The writing is charming, funny, and does an excellent job of telling that story.

My reservations about the game come from some of the design decisions. Mostly, it's structured like a standard RPG, with semi-random encounters, experience, and character leveling - although it distances itself from any of that terminology. This structure works really well, actually, except that it doesn't allow the player to do any grinding.

In most RPGs, the player progresses the story by exploring a space and completing encounters. Succeeding in an encounter gives the player's party experience, which eventually causes them to become more powerful. Failing in an encounter, typically, does not give the player experience or progress the story (because, typically, it results in a fail-state, forcing the player to restore a saved game). The player, therefore, gets more powerful as the story progresses; later parts of the story open up new areas where the encounters are more difficult, theoretically matching the player's advancement.

Sometimes, though, the player doesn't level up fast enough. That's where grinding comes in. If the encounters become too difficult, the player can take a step back and play through some additional encounters in an easier area, gaining enough experience to tackle the continuation of the story on better terms.

Dangerous High School Girls doesn't have a death-equivalent fail-state, which I like. At least, it looks good on paper, but in practice, it doesn't always work out well. Instead of having to restart when you fail an encounter, you suffer some form of negative reinforcement and then play continues. At best, this negative reinforcement takes the form of a missed opportunity - a chance to have gained experience or some other bonus, while the story continues to progress. Frequently, however, you actually lose a buff or one of the girls in your party. Which makes it easy to find yourself falling behind the difficulty curve, facing encounters that are way out of your league.

Grinding is supposed to provide a way out of this situation. But Dangerous High School Girls takes away lower-level encounters as it opens up new, more difficult areas - or at least, it obscures the lower-level opportunities by putting them in the same space and not distinguishing between encounters of different levels. Add to that the pressure of time continuing to progress with each encounter, whether successful or not, and... well, the bottom line is that I feel like I'm falling further and further behind the more I play, and that my subversive little cadre of girls is becoming more ineffectual rather than more empowered as the story progresses.

Anyway, this post was really just supposed to be a couple of links and a brief review of the game. To sum up, then: worth playing, not perfect, but great writing. You can get a demo from Manifesto, here.

Turning the Tide

| | Comments (0) | TrackBacks (0)
I apologize for my absence. Grad school has been keeping me somewhat busy.

I'm on break, now - home for the holidays - and still recovering from the semester, but hoping to make some substantive entries before the next few weeks are past. This is not one of them, however. Today, I merely want to link you to a story that made me smile. Hopefully, it will do the same for you.

Perhaps you heard, a couple weeks back, about the data released by the Pew Internet & American Life Project? I'm talking about the study showing that more than half of American adults play video games. Culture is sometimes slow to shift, but it's only a matter of time.
ready.pngThe Softcore Gamer blog is something I've been wanting to start for a while now. I got the idea when I realized that the games industry is broken.

Many people will acknowledge it, even if they love games and have trouble describing precisely what's wrong. I'm not claiming that I have a solution to the problem, or even that I can fully illuminate the problem. But I do have some ideas, and I'd like to share them with you.

The gamer has evolved over the past twenty-five years, and the industry as a whole has struggled to keep up. The population of gamers in the United States is greater than it's ever been before. The mean age of gamers is increasing, the number of gamers over 50 is increasing, and the number of women playing games is increasing. But at the same time, soaring development costs have led to shorter games, reduced emphasis on story and gameplay, and a zero-tolerance attitude toward failure that necessitates a minimization of risk.

These hi-def, low-risk games are targeted toward the "core gamer" demographic. Core gamers are typically young and male. They want action, they want violence, and they want competition. They play a lot of first-person shooters and sports titles, and they've demonstrated that they don't mind repetitive content. They're willing to pay a high premium for incremental advances in graphics and interface. They also grow up to be game designers.

This is the audience that the games industry is courting, as well it should. The core gamer demographic is a lucrative market. But where's the long tail of video games? The current culture, which tends to invest heavily in proven franchises or genres, discourages the production of lower-cost niche titles or unconventional games that are unlikely to capture the core gamer demographic.

According to the ESA, 38% of gamers are women. But that figure is misleading. If you limit yourself to mainstream games - games targeted to core gamers, with high production quality and wide release on physical media - the percentage of female gamers decreases significantly. On the other hand, if you look to the major players in the industry - well-known design teams, console manufacturers publishing first-party titles, and publishers with a long history in games - and examine the number of games they release outside the mainstream, the figure is similarly low.

This doesn't apply just to women, but to any group that finds itself primarily outside the core gamer demographic. The people who are serious about making games aren't making games for us.

In the follow-up, I'll talk about what it means to be a softcore gamer, and what significance it has to the games industry. I'll also mention some of the industry's current trends away from a traditional core gamer audience, and how that may impact the industry in the future.