Tuesday, January 14, 2014

Female gamers, the forgotten segment?

We’re facing a wave of female bloggers and woman rights activists whom complain about the depiction of female characters in games and how poorly video games is marketed and customized for women in general. Why can’t mainstream games be unisex and is women really the forgotten segment within the videogame industry?


Recent studies have shown that about 55% ofgamers is men and that 45% of gamers is women. The share of women playing videogames is surprisingly high according to mine and I guess some people’s expectations. So what kind of games do women play? Do men and women play the same game genres? This survey poll gives us some idea of how the gaming pattern of men and women is. 


Not only do women play less violent games, but they also tend to be more into more non-violent games such as social- and puzzle games than their male counterparts. Even so, 40%< of the woman asked in the survey preferred to play violent games, which is about half of the male players. Would making games unisex by creating strong (and healthy) female role models necessarily lead to less sales in their major segment, the male gamers? Well, there’s obviously an unhealthy women ideal in today’s society and in some games women are made weak and vulnerable or have almost inhuman body proportions, and in worst cases both. This is a trend that needs to be changed for the better, but it might be hard for developers, a mostly man dominated profession, to take the risk and dive into the field of making a unisex game.


Tomb Raider was formerly a game made for male gamers where the main protagonist was a female badass archaeologist with large breasts and a big wellshaped butt, which had great sales during the 90’s, but in 2013 they rebooted the series by going back to when she was 19years old and innocent. She starts off as a normal female student in archaeology searching for the Japanese sun goddess, Amaterasu, and in the end she gradually turns into a real badass. This time around she was more like a real woman than the sex symbol she was during the 90’s and early 00’s. The game was the overall fastest selling Tomb Raider game in the series, and sold about 4 million copies worldwide. Tomb Raider is a prime example that having a strong, not overly sexualized, main protagonist will not necessarily affect sales negatively.

 Tomb Raider 1996
Tomb Raider 2013

"A game like e.g. Gears of War, where steroid induced overly manly men fight off aliens with humongous guns with different brutal techniques like sawing the enemy in half with a chainsaw attached to a machine gun has a somewhat greater appeal to boys and men."


By making the game unisex-ish it may have had a better appeal for women, and will be a better influence for the younger female gamers. Mass Effect is also an example of how developers could make a unisex game, at the start of the game you can actually choose between a male or a female character and they can have romantic interests throughout the game across genders. One should not underestimate the female gamer! They also buy games. However, certain video games within the fps, tps, rts and rpg genre is mostly played by men, in those cases it would be better to advertise directly to the major consumers. A game like e.g. Gears of War, where steroid induced overly manly men fight off aliens with humongous guns with different brutal techniques like sawing the enemy in half with a chainsaw attached to a machine gun has a somewhat greater appeal to boys and men.
Gear of War: Two guys chainsawing an alien

In those cases I would say let boys be boys, and girls be girls. The women rights activists tend to forget that equality does not mean that we need to erase gender differences, but rather have equal rights. Women are definitely the forgotten segment in the video game industry, even though they play less violent games than the male gamers, they should not be excluded from game developers and marketing teams as long as they promote healthy women ideals. 

Tuesday, December 17, 2013

The Development of The Gaming Industry

Indie Games, AAA Producers and Digital Distribution


Indie game developers has been around as long as since the 1970’s but sometime around the mid 80’s it became increasingly hard to develop and publish games due to the rise of multiple platforms with high licensing fees and requirements of advanced equipment and programming skills. 6th of August 2009 a famous game by the name of Braid was published on the Xbox 360’s Xbox Live Arcade and less than a year later on PC for the Windows OS. For many developers, the success of Braid is considered to be the reawakening of indie games development and soon it would turn out that indie games definitely were profitable. Minecraft would become a prime example of how latent the market was for indie games, having sold impressive 33 million copies across multiple platforms worldwide made the Swedish creator Markus “Notch” Persson well-off to say the least.

  Picture: Minecraft

The growing trend of indie games has become a profitable industry while the situation is almost reversed for some of the AAA developers where sales of game franchises is decreasing and performing below expectations. Ubisoft reported that both Rayman and Splinter Cell sold below the sales targets in 2013. There is however some exceptions to this theory, GTA V reached an impressive 1 billion US dollars in retail sales within three days. So the triple A producers is far from bankrupt yet.

Another debate is whether or not game developers should throw themselves into digital distribution as services like Steam, Good Old Games, Desura and so on. Ubisoft launched their own digital distribution platform Uplay in the end of 2012 to counter the growing competition and to regain the profits lost by selling through third party distributors like e.g. Steam.



Development of AAA games is also becoming more costly since the equipment and workforce needed has vastly increased. The game developer companies have challenges ahead in terms of generating more profit from their games and reducing costs. Outsourcing parts of the development progress to third parties in India or China might be a more common solution in the future.

Smartphones and tablets have also become a huge market for free-to-play games with micro transactions. Developers are fighting to get a share of that market and more and more players are using smartphones and tablets instead of investing in portable consoles and in some cases household consoles. A trend I fear will create a paradigm shift over the next couple of generations where around 10-years into the future handheld smartphone/gadget devices will have replaced consoles as a gaming device. I would not mind this development if the quality of the gaming industry for computers and consoles was adapted to the handheld devices/gadgets, but that’s just wishful thinking.

So what is the future of the triple A producers? What are they doing wrong? Well for starters, personally, I think that the industry is focusing too much on technicalities rather than gameplay. Of course, having some graphical improvements over the course of gaming history is crucial for the development of games, but the gameplay should always be the main focus. Franchises like Call of Duty have seen a decline in sales, most likely due to lack of innovativeness in their newer titles.


“You don’t change a winning team”, is a common saying in sports, but some changes is definitely needed for the triple A producers to stay on top of the gaming industry. 

Sunday, November 3, 2013

Xbox One Marketing Retrospect

Xbox One Marketing Retrospect.
The Xbox One had quite a rocky start on its official reveal in May 2013. The overall reception for users being required to be online, DRM features prohibiting reselling games and limiting the release to 13 countries, whereas additional 8 countries will receive the console later on in 2014, was not well received among journalists and consumers around the world. Some of the improvements of the console were seen as restrictions rather than progress.

The intentions of Microsoft were actually not that bad, by having all of their console users online at all time would opt for an interesting way of being a part of a gaming community, keeping track of your friends online achievements and leaderboards. A vast majority of people is online for long periods during the day and actually wouldn’t mind being online on the console, but the thought of being “forced” to do so might have been why people were raging over this matter. I did not initially like Steams concept of always being online to play games you purchased (with the exception of an offline mode) when I first heard of Steam Store. I thought that only being able to play the game while being online and not owning a physical copy of the game, made me feel like I was renting the license of the game rather than owning it.

A few years later and having 30+ steam games in my gaming library, the skepticism was gone. I realized that 99.9% of the times I sat down to play games on either my laptop or stationary PC I was anyways connected to internet and the seamless patching of each game and being able to reach and play with friends on Steam was as fun as it was pragmatic. Growing up in the 90’s and early 00’s I knew the challenges of downloading patches manually and how troublesome gaming online could be at times, and Steams innovative solutions was truly a blessing.
"Personally I think Microsoft was on the right track, bringing innovation and greatness on to a slightly conservative industry, but that the way they wrapped the package backfired and got themselves cornered by peer pressure."
Even though we consumers like to think that we know what we want, doesn’t necessarily mean that we know what we really want. Iphone and Ipad is a great example of how something completely new and innovative became something lots of people desired and wanted. The journalists and active users on internet forums were slaughtering Xbox One’s new features without truly knowing what could have become of the new online functions.
The downsizing of the market by restricting the release to 21 countries was also negatively received by the press. This is most likely a strategic move made by Microsoft in order to get rid of the anti-segment and reduce costs by not releasing the console in non-profitable areas. Shifting their focus to their main segments and mainstreaming their console in those selected areas might generate more profits than trying to grasp the entire worlds gaming market. This is actually a smart move by Microsoft, since Xbox One’s position in those areas will be stronger and more present in contrast to past achievements with the Xbox 360. There are also a few cons with the new strategy, middle-scaled markets like e.g. Poland will not get a Xbox One release. The Polish game developers CD Project is making The Witcher 3, a game for the Xbox One that ironically not will be released in their own country (will be released on PC though).

Xbox One, will be released in 13 countries in the end of 2013 and another 8 countries in 2014.
DRM is an overheated topic in the world of gaming, mainly due to the limitations the industries put on the consumer in order to prevent piracy. DRM is especially enforced on digital copies of products, but Xbox One was going to put DRM not only on digital copies, but also on physical copies of games, making it contradicting the First-sale doctrine. Reselling games is a big industry in which most developers don’t get a profit, but are searching for ways to receive some royalties. The first-sale doctrine limits some of the rights of copyright and trademark holders, and allows the consumer to sell products to other consumers. Limiting secondhand sales of games is clearly a violation of the above mentioned doctrine and some countries consumer legislation. Retreating from enforcing DRM on physical copies of Xbox One games was a smart move made by Microsoft, especially after Sony’s press conference in which they differentiated themselves from Microsoft by saying “no to DRM” after the controversies.
Making the Xbox One a stronger media station than its predecessor and by making exclusive series for the system like i.e. a Halo series, in which Steven Spielberg is involved, makes the console a must for the living room and an entertainment system for the whole family. This kind of strategy might be the savior for the console market since many large companies is finding it harder and harder to remain profitable whereas indie-developers is increasingly growing. My fear is that about 10-years into the future top-notch consoles will be replaced with smartphones and tablets, while the consoles just become expensive media stations.

In conclusion, Microsoft quickly recovered from the controversies, but had to sacrifice some of their initial plans and gave Sony’s PS4 a head start into the lead of the 8th generation console market (I excluded the Wii-U since the sales isn’t that good). 

Tuesday, July 2, 2013

Retro Review: Alundra

In 1994 Oohori Kousuke gathered a team of former game developers, creating a game company, in order to  "bring people serious game content". The new-founded company named Matrix Software started making ideas for their first game. After three years of solid planning and hard work a game got published by the title Alundra (アランドラ in Japanese). The game was critically acclaimed for its hard but rewarding puzzles, gameplay and the charming isometric graphics.

                                          Alundra on the boat in the beginning of the game

The adventure starts off with the main protagonist on a boat heading for the village Inoa, he's been having nightmarish dreams about the place for quite some time and feels he has to travel there to figure out what's going on. The boat shipwrecks due to an unusually strong storm and he wakes up on the shores close to the very village he was heading for. One of the inhabitants, named Jess, finds you and expresses how lucky you are to be alive, claiming that none of the remains of the ship were larger than his own fist. Later on it turns out that Alundra has the ability to enter people dreams and that everyone in the village has a terrible curse related to, take a guess, dreams. The story itself is actually really dark and in strong contrast to similar puzzle isometric rpgs such as for example The Legend of Zelda: A link to the past.

                                          The village of Inoa, quite similar to A link to the past, is it not?

The graphics is somewhat simple compared to technically advanced games like Final Fantasy 7 that set a high standard in 1997 with its 3D computer graphics with polygons. The 32bit graphic style appealed more to nostalgic gamers from the famous SNES era and it looks gorgeous even to this date. That being said, I think the trend of the indie games being pixelated has made me more open to this graphic style instead of the e.g. polygon style. 

                                                                 One of the more difficult puzzles in Alundra

One of the best traits of Alundra is the sometimes frustrating puzzles. Note that by frustrating I don't mean that the puzzles in the game is illogical or insanely hard, but just hard enough to challenge your brain through word problems, switch orders, etc. 

                                          One of the bosses

The gameplay is all about where to position yourself according to the enemies and bosses, avoiding their rapid movement or projectiles heading your way. In terms of boss fights the gameplay is somewhat similar to the shoot'em up genre, since you have to move around a pattern of moving objects they keep sending in your direction, avoiding their direct attacks and manage to put in some hits with your dagger, sword or some of the ranged equipments you get throughout the game. 

Personally I bought this game around the millennia change and it was as highly addictive then as when me and my brother picked it up again just a few days ago. I you like the isometric puzzle rpg genre and wants a darker Zelda game, then Alundra is the game for you. The game is currently available at Playstation Store. Enjoy your gaming!

                                          The European Alundra cover