[UbuntuWomen] What makes a video game "female friendly"?

Thierry psyping at gmail.com
Thu Feb 28 10:12:10 UTC 2008


http://atheagame.blogspot.com/
It looks ugly, but should get a new lay-out and CSS this summer. (and more 
posts)

On Thursday 28 February 2008 10:33:39 Kathryn wrote:
> 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.
> >
> > --
> > ubuntu-women mailing list
> > ubuntu-women at lists.ubuntu.com
> > https://lists.ubuntu.com/mailman/listinfo/ubuntu-women






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