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?