[UbuntuWomen] What makes a video game "female friendly"?
Kathryn
crunchyfroggie at gmail.com
Thu Feb 28 09:33:39 UTC 2008
Maybe my eyes are painted on, but could you email the link to the blog? I'm
interested...
On 28/02/2008, Thierry <psyping at gmail.com> wrote:
>
> On Thursday 28 February 2008 08:58:14 Kathryn wrote:
> > Not having to kill the enemies is a commendable idea, but that is
> typically
> > the method by which a player can add to their skills and 'hit
> points'. I
> > guess there might be other (more creative) ways to strengthen the
> > protagonist and their team, as the enemies gain power.
> >
> > I love the idea of sneaking around enemies or trapping them... make sure
> > you leave those elements in. I much prefer the covert style of gameplay
> to
> > confronting a room full of enemies at once. I'll abandon a game if the
> > adrenaline rush is excessive. I guess that's why I prefer turn-based or
> > other strategy to first person games.
> >
> > Some games (e.g. Evil Genius) offer characters who can distract or
> divert
> > enemies, for example with charisma or by confusing them somehow. If
> > there's a magical element to the game, you could lure enemies to "dummy"
> > (mirage-like) characters and trap them that way. In Alpha Centauri,
> > Dierdre can 'harness' the native locusts and flora and turn them against
> > her enemies. I really liked that idea, and it offered a kind of attack
> > that the (human) enemies couldn't match.
>
>
> We have a weapon that can confuse enemies into attacking a certain target.
> When the player gets it, is not sure, but it will probably be halfway the
> game. There's one gun for general purposed, which can be used in almost
> all
> fights, and a number of weapons for those who prefer strategy. :)
>
>
> > I really like this thread of discussion. I've never before met anyone
> > involved in game design. I'll stay keenly tuned to any further posts.
> :)
>
>
> I'm not planning on using this mailing list as a marketing tool, so I
> probably
> won't send updates here unless I have questions. ^^
> But you can always follow the blog. As soon as production starts, it'll
> get a
> better lay-out and will be updated more often. :)
>
>
> > Kathryn
> >
> > On 28/02/2008, Thierry <psyping at gmail.com> wrote:
> > > I was originally hoping for gameplay where no enemy hat do die, but
> that
> > > idea
> > > was quickly thrown away, as it would take too much scripting and
> > > planning, and because killing stuff is something of a standard in
> games.
> > > Enemies crawling away at the last moment might still be something good
> > > for the
> > > creepier levels, though - the "I know something is here, but I can't
> see
> > > it"
> > > factor. :)
> > > However, I don't think I should worry about this all too much - the
> > > player always (again, except for boss battles) gets the choice between
> > > sneaking past
> > > enemies and attacking them, and there are a lot of puzzles, especially
> in
> > > the
> > > middle of the game.
>
>
>
>
> --
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> ubuntu-women at lists.ubuntu.com
> https://lists.ubuntu.com/mailman/listinfo/ubuntu-women
>
--
Life is far too important a thing ever to talk seriously about
(Oscar Wilde)
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