[UbuntuWomen] What makes a video game "female friendly"?
Tess Chu
tess.chu at gmail.com
Thu Feb 28 10:15:56 UTC 2008
What about Second Life? ... I guess it's "not a game" but available on
linux!
- Tess
On Feb 28, 2008, at 1:33 AM, Kathryn <crunchyfroggie at gmail.com> 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.
>
>
>
>
> --
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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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> ubuntu-women at lists.ubuntu.com
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