Game design and woman player
from
JoeUser Forums
A white paper about woman in gaming industry (caution, 1,8 Mb PDF) Link says (among other things) that women enjoy games in a specific way.
**What a surprise! They enjoy most of the things in a different way than men - but that's another subject.**
Specifically, it says that the situations where You lose a life and irreversibly lose some abilities or achievements can force a woman to stop playing altogether. Can you not agree? There's nothing more irritating than losing a life and having to replay half an hour (or more) to come to the place where you lost it, probably not managing to get all the upgrades/abilities/coins/whatever on the way that you managed the first time.
I think it's not a "woman's way" but the problem with game design. There are games where asking a player to perfectly complete a specific sequence of moves is acceptable - I'm thinking platformers and such. But when an adventure, RPG or something of that ilk forces you to save a position only in a specific place that's just plain wrong. That sort of games should be about exploration of new locations and discovery and solving of complex problems devised by the programmers. And when You explore a place once and solve a problem the first time, the next time it's just hassle and lost time. Don't the programmers know it?
Probably they do, but if they decided to act sensibly most of the games would be much shorter and people would complain about low 'value for money'. This way, the bad players get the 'value for money' and the good players get the shorter but more enjoyable game.
And the intelligent people who are maybe not so good players get fed up and leave. Is this third group composed only of women? I don't think so.
**What a surprise! They enjoy most of the things in a different way than men - but that's another subject.**
Specifically, it says that the situations where You lose a life and irreversibly lose some abilities or achievements can force a woman to stop playing altogether. Can you not agree? There's nothing more irritating than losing a life and having to replay half an hour (or more) to come to the place where you lost it, probably not managing to get all the upgrades/abilities/coins/whatever on the way that you managed the first time.
I think it's not a "woman's way" but the problem with game design. There are games where asking a player to perfectly complete a specific sequence of moves is acceptable - I'm thinking platformers and such. But when an adventure, RPG or something of that ilk forces you to save a position only in a specific place that's just plain wrong. That sort of games should be about exploration of new locations and discovery and solving of complex problems devised by the programmers. And when You explore a place once and solve a problem the first time, the next time it's just hassle and lost time. Don't the programmers know it?
Probably they do, but if they decided to act sensibly most of the games would be much shorter and people would complain about low 'value for money'. This way, the bad players get the 'value for money' and the good players get the shorter but more enjoyable game.
And the intelligent people who are maybe not so good players get fed up and leave. Is this third group composed only of women? I don't think so.