inclusive games design by kaye elling & simon smith

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Inclusive Games Design Inclusive Games Design By Kaye Elling & Simon Smith By Kaye Elling & Simon Smith

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Page 1: Inclusive Games Design By Kaye Elling & Simon Smith

Inclusive Games DesignInclusive Games DesignBy Kaye Elling & Simon SmithBy Kaye Elling & Simon Smith

Page 2: Inclusive Games Design By Kaye Elling & Simon Smith

Blitz GamesBlitz Games

• Independent Game Developer

• Console titles on PS2, PSP, GameCube, Xbox

• PS3 & Xbox 360

• 150 staff and expanding

• Owned & run by the Oliver twins

Page 3: Inclusive Games Design By Kaye Elling & Simon Smith

Blitz HistoryBlitz History

Page 4: Inclusive Games Design By Kaye Elling & Simon Smith

Blitz BrandingBlitz Branding

Page 5: Inclusive Games Design By Kaye Elling & Simon Smith

Blitz BrandingBlitz Branding

Page 6: Inclusive Games Design By Kaye Elling & Simon Smith

Blitz BrandingBlitz Branding

Page 7: Inclusive Games Design By Kaye Elling & Simon Smith

IntroductionsIntroductions

• Kaye Elling, Creative Manager

• Simon Smith, Business Development Associate

Page 8: Inclusive Games Design By Kaye Elling & Simon Smith

AbstractAbstract

• Inclusive game design

• Gender and age

• Our experiences: Bratz Rock Angelz

• Core game functionalities

• Design Dynamics

• Comparing “young male” orientated titles

Page 9: Inclusive Games Design By Kaye Elling & Simon Smith

Why make inclusive Why make inclusive games?games?

Page 10: Inclusive Games Design By Kaye Elling & Simon Smith

IdealismIdealism

• Games are here to be enjoyed by everyone

• It’s good for you!

• Technology for recreation expands horizons

• Play is part of human nature

Page 11: Inclusive Games Design By Kaye Elling & Simon Smith

Market forcesMarket forces

• Market is reaching saturation

• 103 million consoles sold worldwide

• 73m PS2s, 16m Xboxes, 14m GameCubes

• Hardcore & mainstream gamers

(USA today, year end 2004).

Page 12: Inclusive Games Design By Kaye Elling & Simon Smith

Future-proofingFuture-proofing

• To continue growth, market must diversify

• Hobby- and casual gamers

• Children (ages 6-15)

• Older demographic (age 35+)

• Women (all ages)

Page 13: Inclusive Games Design By Kaye Elling & Simon Smith

Circle of lifeCircle of life

• Inclusive games = mass market appeal

• Mass market appeal = more sales

• More sales = more money

• More money = bigger market

• Bigger market = more games for everyone

Page 14: Inclusive Games Design By Kaye Elling & Simon Smith

The StatsThe Stats

Page 15: Inclusive Games Design By Kaye Elling & Simon Smith

What makes a game What makes a game inclusive?inclusive?What makes a game What makes a game exclusive?exclusive?

Page 16: Inclusive Games Design By Kaye Elling & Simon Smith

Gendered SpacesGendered Spaces

• In game environments; the core of most games

• Player must want to be in those spaces

• Context can exclude potential players

Gamer Chicks: How a Generation of Young Women Inhabit Virtual Worlds Online

White paper by Constance Steinkuehler, University of Wisconsin, USA.

Page 17: Inclusive Games Design By Kaye Elling & Simon Smith

DefinitionsDefinitions

• Male gendered spaces

• Female gendered spaces

• Perceived as highly threatening• Frequented predominantly by males• Openly hostile to women

• Perceived as visually over-feminised• Frequented predominantly by women• Openly hostile to men

Page 18: Inclusive Games Design By Kaye Elling & Simon Smith

♂♂ Gendered spaces Gendered spaces IRLIRL• Lan Café

• Building site

• Football Stadium

• DIY Superstore

• Houses of Parlaiment

Page 19: Inclusive Games Design By Kaye Elling & Simon Smith

♀♀ Gendered spaces Gendered spaces IRLIRL• Hairdressers

• Health Spa

• Department Store

• Lingerie shops

Page 20: Inclusive Games Design By Kaye Elling & Simon Smith

Gender neutralGender neutral spaces IRLspaces IRL• Cinema

• Supermarket

• Gym**Recent market expansion through diversification - while retaining its core clientele.

Page 21: Inclusive Games Design By Kaye Elling & Simon Smith

OPEN QUESTION:OPEN QUESTION:

• Give examples of male gendered spaces in computer games.

Page 22: Inclusive Games Design By Kaye Elling & Simon Smith

(M) Examples:(M) Examples:

• Any area in HalfLife 2

• Strip Joint in GTA Vice City• Wrestling ring in WWE Smackdown

Page 23: Inclusive Games Design By Kaye Elling & Simon Smith

OPEN QUESTION:OPEN QUESTION:

• Give examples of neutral gendered spaces in computer games.

Page 24: Inclusive Games Design By Kaye Elling & Simon Smith

(N) Examples:(N) Examples:

• Anywhere in Tak2: The Staff of Dreams

• Mansion in Bratz: Rock Anglez

• Race circuits in MarioCart

Page 25: Inclusive Games Design By Kaye Elling & Simon Smith

Random video: Bratz Rock Random video: Bratz Rock AngelzAngelz

Page 26: Inclusive Games Design By Kaye Elling & Simon Smith

Control & Gendered Control & Gendered PlayPlay• Males and females respond differently

• One size does not fit all

• Most gameplay mechanics are male gendered

• Gender differentiates play

Page 27: Inclusive Games Design By Kaye Elling & Simon Smith

Risk & RewardRisk & Reward

• The bigger the risk to the player, the bigger the potential reward to that player

• Most popular game play mechanic ever

• Females do not like taking risks…

• …they prefer Action & Reaction

• To remain in control at all times

Page 28: Inclusive Games Design By Kaye Elling & Simon Smith

Examples:Examples:

• Risk & reward:

• Action & Reaction

• Run through the super-heated mining tunnels, risking character health loss and eventual death, to access the footlocker containing a weapon upgrade.

•Knights of the Old Republic II

• Run a paid errand for an NPC, to finance the purchase of a weapon upgrade from a trader.

•Knights of the Old Republic II

Page 29: Inclusive Games Design By Kaye Elling & Simon Smith

Punitive SystemsPunitive Systems

• Punish the player for “failure”

• Most popular: Sudden permanent death…• …versus an instant re-spawn

• Example: Rainbow 6• Further Examples: The Molyneaux principle

• Heavy handed & generates frustration

Page 30: Inclusive Games Design By Kaye Elling & Simon Smith

Violence vs. brutalityViolence vs. brutality

• When is violence not exclusive?• Defensive or provoked

• Comedic or without suffering• Stylised (cartoony, non-realistic)

• When does violence exclude players?• Offensive or casual

• Sadistic or causes suffering• Hyper-real (excessively gory)

• Example:Manhunt

Page 31: Inclusive Games Design By Kaye Elling & Simon Smith

OPEN QUESTION:OPEN QUESTION:

• Give examples of games with inclusive game play dynamics.

•i.e… with action & reaction•i.e … without punitive systems•i.e … with violence as opposed to brutality

Page 32: Inclusive Games Design By Kaye Elling & Simon Smith

Examples:Examples:

• Ratchet & Clank

• Lego Star Wars

• Prince of Persia: Sands of Time• Nancy Drew series

• The Sims series

Page 33: Inclusive Games Design By Kaye Elling & Simon Smith

CharacterisationCharacterisation

• Player character buy-in is more important to women than it is to men.

• Men see characters as controllable

• Women see them as representational

Page 34: Inclusive Games Design By Kaye Elling & Simon Smith

Lara CroftLara Croft• Why she works for girls:

• Tough• Capable• Beautiful• Cool• Intelligent

• She can do everything a man can do.

Page 35: Inclusive Games Design By Kaye Elling & Simon Smith

Lara CroftLara Croft• Why she works for guys:

• Tough• Capable• Beautiful• Cool• Intelligent• Boobs• Boobs• Boobs

• “She can do everything a man can do. In fact, she might as well be a man in drag.”

• Earnest Adams, Designersnotebook

Page 36: Inclusive Games Design By Kaye Elling & Simon Smith

Lara CroftLara Croft

• She works despite of her appearance, not because of it.

• Until Lara came along, most female characters in games were:

• Waiting to be rescued. (Pauline, Donkey Kong)• Eye-candy (Princess, Donkey Kong)

• Statistically inferior (Ling XiaoYu, Tekken)

• First “equal” heroine• Paved the way for others Nikki (Pandemonium)

Page 37: Inclusive Games Design By Kaye Elling & Simon Smith

BratzBratz• Why they work for girls:

• Fun• Intelligent• Creative• Stylish• Friendly• Individuals

• Friendship• Cooperation

Page 38: Inclusive Games Design By Kaye Elling & Simon Smith

What women wantWhat women want

• Personality as well as appearance

• Role models to aspire to

• Failure to include a viable female character immediately makes the game exclusive.

• Women demand characters with more depth

• Equality in terms of stats and abilities

Page 39: Inclusive Games Design By Kaye Elling & Simon Smith

Characters as AvatarsCharacters as Avatars

• Gender bending in MMORPGs

• Representational vs. controllable

• Other reasons:• Social - how players are treated among themselves• Variety - players have multiple characters• Subterfuge – denying true identity for a reason

Page 40: Inclusive Games Design By Kaye Elling & Simon Smith

CustomisationCustomisation

• True cross –gender, cross-demographic tool

• Creates unique user experiences

• Seen in all kinds of consumer products• Cars: Mini Cooper• Clothing: Nike Trainers• Electronics: Mobile phone fascias, I-pods

Page 41: Inclusive Games Design By Kaye Elling & Simon Smith

CustomisationCustomisation

• Seen in a huge variety of games• Motors: Need for Speed Underground• Motors: Juiced• Clothing: Tony Hawks Pro Skater• Appearance: WWE series (Create a Wrestler)• Avatars: any RPG

Page 42: Inclusive Games Design By Kaye Elling & Simon Smith

Customisation in Customisation in BratzBratz• Customisation stats in the game

• 224 make-up colours & decals• 135 jewellery items• 40 Mobile phone add-ons • 221 clothes & accessories• 66 pairs of shoes• Totalling 686 items!

Page 43: Inclusive Games Design By Kaye Elling & Simon Smith

Random video! PacMan Random video! PacMan World 3World 3

Page 44: Inclusive Games Design By Kaye Elling & Simon Smith

CommunicationCommunication

• Vital tool in reaching alternative audiences• Split into 2 categories

• Functional communication (Direct, necessary etc)• Responsive communication (Intuitive feedback etc)

Page 45: Inclusive Games Design By Kaye Elling & Simon Smith

CommunicationCommunication

• Older players and female players require more communication than male players do.• This is for 2 reasons:

• Women have a more social approach to gaming and expect more interaction between the NPCs and the player.• Casual or novice gamers require more instruction and feedback than hardcore gamers do.

Page 46: Inclusive Games Design By Kaye Elling & Simon Smith

Mobile phonesMobile phones

• Direct communication• Characters

• Indirect communication• Impersonal

• Emotional & intuitive communication means the player is more likely to respond.

• Vocal, phones

• Computers, anonymous

Page 47: Inclusive Games Design By Kaye Elling & Simon Smith

CreativityCreativity

• Gives the player freedom

• Creativity spans all demographics

• A big hit in all kinds of gaming genres• UCC in The Sims• Halo 2 multiplayer clan badges• Tags in Counterstrike• Tags in Jet Set Radio• Bratz make-up editor and T-shirt/Poster Editors

Page 48: Inclusive Games Design By Kaye Elling & Simon Smith

Make-up editorMake-up editor

Page 49: Inclusive Games Design By Kaye Elling & Simon Smith

Choice is freedomChoice is freedom

• Player freedom is addictive

• Player choice = player freedom

• Choice is best achieved through Sandbox play• Sandbox isn’t always an option if:

• There is a strong narrative• Level progression is set• The game is essentially linear

Page 50: Inclusive Games Design By Kaye Elling & Simon Smith

Choice in linear Choice in linear designsdesigns

• Intersperse these with larger goals

• Linear games benefit from anytime activities

• Break up linear play

• Examples• Sub games • Skirmish areas • Bonus levels/tasks

Page 51: Inclusive Games Design By Kaye Elling & Simon Smith

Intellectual pursuitsIntellectual pursuits

• Alternative game play features

• Appeal to older players

• Appeal to younger players

• Appeal to both genders

Page 52: Inclusive Games Design By Kaye Elling & Simon Smith

Alternative gameplay Alternative gameplay stylesstyles• Nurturing

• Pokemon • Monster Farmer• Nintendogs

• Puzzle solving• Puzzle adventures• Board based

• Narrative• Classic Adventures• Mystery

• Strategy• Resource management• Historical re-enactment

Page 53: Inclusive Games Design By Kaye Elling & Simon Smith

Alternative input & Alternative input & next gennext gen• Alternative input devices can attract new audiences.

• This is already evident in the industry:• Nintendo: Bongos • Sony: Eye-Toy• Sony: Microphone• Multiformat: Fishing rod

• More of this to come….

Page 54: Inclusive Games Design By Kaye Elling & Simon Smith

Nintendo RevolutionNintendo Revolution• “3D Pointing” • “Tilt Sensitive” • “Multifunctional”• “Wireless” • “Rumble Built-in”

• TV remote based• Less threatening?

Page 55: Inclusive Games Design By Kaye Elling & Simon Smith

SummarySummary

• Never take game play mechanics for granted.

• Context (gendered spaces)• Control (gendered play)• Characterisation• Communication• Customisation• Creativity• Choice

• Good designers can create for others.• Remember the 7 Cs:

Page 56: Inclusive Games Design By Kaye Elling & Simon Smith

OPEN QUESTION:OPEN QUESTION:

• Rate these games in terms of inclusiveness:• FIFA 06• TIGER WOODS PGA TOUR 06• SPARTAN: TOTAL WARRIOR• ULTIMATE SPIDER-MAN• BURNOUT REVENGE• BLACK & WHITE 2• BROTHERS IN ARMS: EARNED IN BLOOD• CONFLICT: GLOBAL STORM• MORTAL KOMBAT: SHAOLIN MONKS• NINTENDOGS: LAB & FRIENDSELSPA top 40 all formats 19/10/05

Page 57: Inclusive Games Design By Kaye Elling & Simon Smith

Further readingFurther reading

• Gender Inclusive Game Design: Expanding the Market.Sheri Grayner-RayCharles River Media

•Chicks and Joysticks: An Exploration of Women and gaming. Aleks KrotoskiEntertainment andLeisure Software Producers Association.

Page 58: Inclusive Games Design By Kaye Elling & Simon Smith

Q & AQ & A