In her essay, Brenda Laurel explores what kind of gaming experience takes interest of female and male players. Likewise, I have always believed games that has narrative construction used to be underestimated probably because of the incapability of going further then pressing a couple of buttons to save the princess or shooting the villains. However as a formal video game player I think things have started to change along with the improvements in graphics and progression has taken in programming of games and of course the awareness of the sector about the possibilities of such genre can create. I recall that in the late 90’s most of the games i had were the games you put in a situation to complete very similar tasks, for example the best seller games were always first person shooter or third person shooter games which you were always required to beat villain characters until you make it to the final boss and beat him as well.I sort of understand why female players in general wouldn’t want to engage with this kind of playing experiment. But not like Laurel I think it’s not just the missing narrative construction what used to keep them away. the other change in the early games i realized is the fact that they mostly used to be games where you expected to play only the male main character which is usually very muscular only girl character was always a girl to rescue like super Mario’s princess. The only game I remember has a female character is The Tomb Raider series. It’s not very difficult to see traces of male gaze in the design of the main character Lara Croft; she has the unrealistically perfect body proportions and wears her really short and tight outfits even in the levels where she comes across with her enemies on the mountains of Nepal. Ah, and the task is still the same; beating the villains with various kind of guns. I had a conversation about this issue with a female game player friend of mine, she mentioned that those dated games used to have bold and darker colours that she couldn’t find the interest to engage herself with such atmosphere.I believe the game industry started to take female players big attention by Electronic Arts’ release of The Sims game. This game was a real life simulator where users were able to create surrogates called Sims. Sll the real life events could able to happen and It was possible to create each sim with a unique personality and interfere in their relationships to career decisions. In addition, the game had another part where players could design their own house and customize how it looks. The games basically didn’t have an end it was possible to play it for a really long time. Even with the fact that the game had male players, it was considered as girl game by most of the game players. Electronic released the Sims 3 in 2009 and still updates the game with variety of expansion packs that allow users to do different stuff like having a pet or expand the career options and life goals in the game. It seems like each gender has different expectations in games.Today video games have much intensive scenario flows that react to the players’ behaves and decisions during the game. It is possible that each player might experience a different game play and finish the game with a different ending. Also it is possible to customize the main character and choose its gender. these important improvements not just allow games to take attention of both genders. I think it also carries the narrative construction to a higher level where it can challenge with the film industry and maybe take its place in the future
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