Animal Crossing would be another game that has a massive female audience from a AAA studio.
> Despite the fact that there has been a huge industry push in the last 10-15 years to make a game that draws in tons of female players
Ultimately its poor marketing. They want to make Call of Duty and get that audience, but also get girls to play Call of Duty. Instead of making a game with mass appear to both boys and girls.
Not even remotely universal, honestly. They appear to have a reasonably balanced playerbase but that doesn't mean universal at all. Your average COD player doesn't give a rats ass about Stardew Valley, for instance
Universal implies more than just 50-50 split between sexes, imo. It's an impossible standard to reach for any consumer product
Could you imagine a game mechanic complex enough to have these different audiences participate in the same "universe"?
I.e. the FPS players could embody the military forces in a complex society where more RPG players are doing the diplomacy and strategy, others are playing in engaging "home front" social environments, someone is off doing city-planner/factory logistics stuff, etc. There could be some deep-diving, dungeon-crawling sub-games within all these realms, but also more casual modes too.
But, crucially, it is all tied together in a unified simulation so that these different player groups are actually steering a coherent story and state space for the shared world. The outcomes of diplomacy, warfare, industry, trade, local social groups, etc. should all have impact on each other.
I love the idea, in principal, but I think it's impossible in practice.
A good strategist makes the outcomes of individual battles predictable. That makes it terrible for unit players.
I used to play Planetside 2 with a very organized group. Winning was fun at first but you were ultimately a cog in a well oiled machine so it got old fast. It probably got old even faster for the other players who were just trying to play a regular fps.
The timescale between shooter and strategy layers sounds too great for that to work. Imagine playing Civilization like that. You build and set your army to attack the enemy but then you have to wait for the hour long shooting match in Battlefield to resolve. Sounds as exciting as playing multiplayer Civ where you have to wait for the others to spend as long resolving their turns as you did yours.
Not truly universal, but some games like Minecraft get pretty close.
At the same time, it's not realistic to aim for that level of appeal with every game. Most games are going to aim for some sort of niche, just like any other media.
Yep. Majority of games targeted Men because that's who was buying and playing games. That's starting to shift a little.
But there is probably no way to release an Assassin's Creed or Call Of Duty that is going to appeal to women as much as men. That's just not a realistic product goal imo.
Games need to know their audience, and franky they have been very successful targeting young men for decades. My take is that most times they try to target "both men and women" they flop. There are rare exceptions like Baldur's Gate 3 that seem to reach everyone. But it's rare
I mean, I think that can be cool but there really isn't much substance to the games other than the repetitive "shoot people" gameplay and occasionally decent story. I liked Modern Warfare and World at War I guess, but if you've played a COD you've played them all
> Games are doomed by femininity. Across media, genres marketed toward women are deemed lesser than their masculine counterparts: romance novels are trashy, chick flicks are shallow, and pop idols are embarrassing
This idea is trotted out but is really blatantly false when you think of it. Jayne Eyre, Wuthering Heights, Little Women, Pride and Prejudice, Sense and Sensibility. These books have all withstood the test of time and are considered fine literature but are absolutely feminine. Romance novels are considered less than because they are not good books, just in the sense that Conan the Barbarian is also considered not fine literature despite being dripping in masculinity.
Manhattan, Annie Hall, When Harry Met Sally. There are tons of "chick flicks" that are considered great films. Some directors like Catherine Breillat are extremely feminist in their works and well regarded directors with well regarded films in cinephile circles.
Bringing up books is particularly funny considering that reading, writing, editing, and publishing of said books are all things that are dominated by women.
And yeah most romance novels are trashy, but it's not like milslop Clancyfics are better. Most people just want some shallow entertainment and that's fine.
I think we agree largely. My inclusion of Conan there as an example is a stand in for any male dominated slop fiction. Whether that's milslop Tom Clancy stuff, or Warhammer novels, Video Game adaptions, etc. There are millions of books for boys/men that are total slop. So its not really that its books for men vs women. If it was just things that are for men is considered good, then we would be heralding Tom Clancy as a modern day Shakespeare.
Actually Romance is probably a stronger novel genre than say Science Fantasy. The bulk publishers run several lines of novel length stories you can pay for, you can pick how "spicy" is OK for you (some cultures are like "OK, yes I like a plot but there is fucking in this story right? Do NOT cut away from the action"; Other readers will be angry if there's so much as a French kiss between our happily-ever-after couple, even if it's only alluded to and not actually described) as well as themes (Doctors? Werewolves? 18th century Dukes? Billionaires?). If you want pulp science fantasy there aren't a lot of options AFAIK.
On the other hand for shorts science fantasy is much better off. Apparently anybody who can knock out six pages of romance tends to use somebody else's character development as shorthand and so can only publish to AO3 but if you can knock together a decent SF story in six pages that's worth some cash from a pro or semi-pro magazine. Even pretty hard† SF, which is not a common taste, can shift enough copies of a bunch of shorts to make economic sense.
† Science Fiction is graded "harder" the more likely that if you ask "How does that work?" about something in the story the author gets as excited as Hank Green and starts explaining details that may or may not just be facts about our universe which they've incorporated into their story -- as opposed to "A wizard did it" or "That's not important". The diametric opposite of the MST3K mantra.
In terms of popularity absolutely, romantasy is super popular these days. Science fiction and fantasy and science fantasy that appeal to men do okay, but they're definitely not as big.
I'm struggling to think of a medium other than video games that isn't dominated by women.
... and actually, wasn't it the case that before the discovery of the "whale" brain-hack to crack open a few (mostly) men's bank accounts, most of the gaming market was women, for broad definitions of "a game", both by player count and revenue?
Even comic books, I'm pretty sure it's only the American superhero-type comics that're mainly "for guys"—if we expand it to include stuff like manga and Euro comics, then the overall audience leans female, right?
Books are overwhelmingly dominated by women.
> And yeah most romance novels are trashy, but it's not like milslop Clancyfics are better. Most people just want some shallow entertainment and that's fine.
Romance is a poor term because it's used to launder literal werewolf "dubcon" porn under the same label as something like Jane Austen novels. That's probably useful to marketers and for sales, but it makes it impossible to make productive use of the label without further qualifiers for anyone who's trying to actually communicate using the term.
(Meanwhile, yeah, much of what actually sells in that genre [and, again, the term is terrible and overloaded] leans pretty hard into being trash. So does pornhub, or Mr Beast videos, or whatever. So what? It's fine to enjoy them, but it's also fine for folks looking for excellent works of art to mostly avoid them in that search. Meanwhile tons of the modern "literary fiction" and poetry market is by and tuned for an audience of women, in fact I'd be surprised if most of those two categories weren't that, but of course few people actually read lit-fic and especially poetry these days)
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BUT, the post is actually less about all that than about how older "girl games" are missing from game history and ignored in things like game-making tutorials and instruction. I'd venture that "boy games" that are similarly low-narrative and/or lean toward being more of an activity than a game (bear with me on the terminology, I'm not interested in turning this post into gatekeeping "what is a game" but I think you understand what I mean, yes? The distinction is here useful) also get left out (I can think of a few[0]), plus the factor where a lot of these were licensed games, which doesn't usually help. I'm not so sure this is as much sexism as that narrative games and clear, tight, goal-oriented game loops are both major factors in games having artistic "staying power" or influence, and in lending themselves to "baby's first video game" tutorials (the latter, especially, for that), and are both really, really hard to accomplish in a video game without resorting to a lot of the usual stuff (violence, largely). This is fundamental to how games are built which is that...
...games necessarily objectify the shit out of literally everything in them. This makes satisfactorily modeling things like realistic relationships extremely hard, and even the games that do it remarkably well are prone to feeling kinda weird as a result (see also: Action Button's rightly-famous Tokimeki Memorial review on Youtube). This is why a lot of relationship-focused games end up as visual novels, where they can be contained to basically a choose-your-own-adventure book format. It's incredibly difficult to build a game-loop around relationship mechanics, and have it be any good at all. This is how you end up with so many "girl games" on the "wrong" side of the "what actually is a video game?" discourse (ugh): it's really hard to build "proper" game mechanics around a lot of the aspects of those "girl games" that appeal to girls in the first place.
Take a dress-up "game": in the most-minimal form (and a form which does exist in the wild!) you're not looking at something that's much more game-like, apparently, than MSPaint. Try to add a dress-up mechanic to a "traditional" game and you end up with something that's a pretty superficial veneer over bog-standard mechanics (stat-boosting item equipping, or something like the FFX-2 "dress sphere" system) or is purely aesthetic and has no "actual" "game" effects. It might be fine to include those anyway! But they're never going to feel especially integral to the game. How do you make dress-up itself a video game? You kinda... don't. You attach it to a sandbox, maybe, and let the player develop their own game (goals, narrative) with it, just like toys in a toybox. Like The Sims... which was a smash-hit among women. Go figure.
Is a toy box a game? Kinda no. Do the contents become vital components of a game when a child plays with them? Often, yes! What is a game? Do we call what kids do with toys, often, "games"? Yep. Is soccer a game? Is chess? Yes and yes. What do soccer and chess have in common with a girl developing stories around her real, actual dolls and such, and dressing them up different ways? Not a fucking lot, but we may use "game" for all of them.
... and so we've come full circle from "romance is a shitty term for a genre of books, and often not very useful for communication": "video game" is a shitty term and often not very useful for communication. The game can be what the player brings to a "toy box" that lets them dress up characters and move them around. Maybe it's fair to call a program "a game" if its main intent is to facilitate that, even if it lacks things like a traditional "game loop" or strong extrinsic goals or motivations (which would let us get away with saying that MSPaint could, situationally, be a toy in service of a game, but doesn't belong in even a very-generously-defined category of "video games" itself, should such distinctions matter for whatever purpose we have in employing the term in the first place).
But a video game can also be an "e-sport", on (kinda) the complete opposite end of a certain spectrum. These things have almost nothing to do with one another aside from that they happen on a computer and are supposed to be some variety of entertaining or fun. "Video games" are both those things, and everything in between, it seems. Not sure how useful it is to lump all that stuff under the one term, but so far efforts to carve out distinctions have been poorly-received, so we're stuck with "all these things are video games even though they're so wildly different that very often their fandoms have no overlap whatsoever, on substantial grounds, not just surface appearance or marketing".
[0] Long ago I had this DOS CAD program for kids called, as I recall, "KidCAD". It was entirely useless for any "serious" work, all it was, was effectively a rudimentary line-rendered digital lego set. Leaning into the kinds of distinctions the linked article uses, I think it's fair to call it a "boy game" in those terms, like a dress-up game is a "girl game". It also had zero built-in narrative and no "game loop" whatsoever. Guess how much attention it gets in game history, and how easy it is to find anything about it now? LOL.
I mean Conan the Barbarian literally exists (by the authors own admission) because he wanted to write historical fiction but couldn't be bothered to do the research.
Acknowledging that I'm not adding much to the conversation here, but I just wanted to respond to say you actually changed my opinion with this post. Those examples are slop not because their category is bad, but because most things are slop. That's fairly clearly true once it's pointed out.
…now imagine a list of instruments, some of which have durations specified in days/weeks/months (problems already with the latter) and some in workdays, and the user just told your app to display it sorted by duration.
> Android is for everyone. It’s built on a commitment to an open and safe platform. Users should feel confident installing apps, no matter where they get them from.
This intro immediately tells me that whatever comes after will be horrible for users and developers. Surprise surprise, I was right. Software to "verify" side loaded apps is a bad, anti user idea.
Whenever I find that I need to install something from the Play Store rather than from F-Droid, it fills me with dread, because I'm not confident about what those apps do behind the scenes.
IMO Computer Science doesn't have enough mathematics in the core curriculum. I think more CS students should be double majoring or minoring in Physics and/or Math. The skills you gain in analyzing problems and constructing models in Physics, finding truth/false values and analyzing problems in math, and the algorithmic skills in CS really compliment each other.
Instead of people "hacking" university education to make them purely fotm job training centers. The real hack would be something that really drills down at the fundamentals. CS, Math, Physics, and Philosophy to get an all around education in approaching problems from fundamentals I think would be the optimal school experience.
I like Java fine. I would probably prefer Ruby, Rust or LISP given the chance. But I can't disagree with anything you say. So many Java enterprise shops have absurd inheritance and "design pattern" abuse that makes it harder to actually work with the code, and slows things down.
Similar for C# in practice... I actually really like a lot of modern C#, though I use FastEndpoints as an (imo) upgrade to minimal API surface, generally with Dapper and as few layers as possible in a feature oriented structure (single project as long as possible). I had to split off some logic into a separate shared library and worker service app from the api app on the server. Client is a React SPA.
I 100% agree. I have seen enterprise spring applications that throw away all of the speed through huge amounts of hot path object creation, nested loops, absurd amounts of factories, etc. After going through enough AbstractFactoryFactory calls to make object in an n^3 loop, the framework doesn't matter.
Usually languages are not the issue. It is the code that we write. As long as languages help us to find/debug a problem caused by crappy code - we should be good. Coding is kinda creative work. There is no standard to measure creativity or pitfalls of using wrong patterns. The incidents & RCAs usually find these. But most of the times it is already too late to fix core problem.
Not sure that I agree... I think some of the worst AI code I've had to deal with and the most problematic are when dealing with Java or C#... I've found TS/JS relatively nice and Rust in particular has been very nice in terms of getting output that "works" as long as function/testing is well defined in advance.
In my experience, the same enterprise developers will write complex abstractions in any language. If you have a million coders, 500k will by definition write below average code. And if some of them are elevated to tech leads in enterprise companies, they will spread their "style" to others.
This is definitely true... as a mod/admin on EchoJS, can't tell you the number of times I've seen unnecessary IoC/DI libraries created in JS/TS to match the style of Java or C#.
The reality is that as a scripted environment, there are provisions to override dependencies for testability.... so unless you literally need multiple implementations of a given adapter, you don't need a DI/IoC framework and adding one only detracts from your overall solution. I'm a strong believer in that abstractions should mostly serve to hide relative complexity to make the rest of the application easier to reason with.
I'm also a big fan of the first version of anything being done in a scripted language with an emphasis on correct behavior. JS/TS and Python are more adaptable earlier on without committing to Java/C# or even Rust or Go. I understand a desire for homogeny, but that often can hold you back from creating something functional and easy to replace first.
Corning NY has a Glass museum that is run by the Corning Glass Company (company that makes iPhone glass). Which is pretty cool, if you are ever in that area.
The EU is fundamentally flawed. There are no checks and balances, and its only democratic if you squint and look at it the right way. People need to directly elect the MPs, directly elect some kind of president. They have no accountability, no checks and balances.
I agree there is a strong democratic deficit in the current EU governance structure, but I disagree with a proposal such as
> directly elect some kind of president
We do not need a president with over-powers, and electing directly one does not solve anything for democracy, as the recent history in countries like the US and France shows. The point of directly electing a president is giving that role more power. The current structure in the EU is not so much president-centric either executive or legislative wise, but more like comission-centric, which is what imo has the biggest problem in terms of democracy in the EU.
Yes please. Not make an all powerful president whose election is more about the person than about their politics.
The current US is a perfect example why this is such a bad idea.
I support a president that's more of a figurehead though like in Ireland. More like an elected head of state for ribbon cutting but not really a strong political force. More like a negotiator than a dictator.
I guess the US' dogma of the winner takes all makes this palatable for them. But I don't see it leading anywhere but destruction especially in a forever-polarised zero-sum two party system.
I get the impression you're coming at it from a US perspective, and it's not that, and doesn't intend to be for now. The president is elected by majority of the MP's who have been elected by the people of their respective countries. Almost like the US electorial system, except it's done internally because people generally only vote for their own best interests and not that of the entirety.
Perfect, no, it can be slow and a lot of red tape, but what system isn't flawed.
The commission is checked by the parliament is checked by the council is checked by the commission. Most other national organizations only have one check - Germany, for example, only has the Bundesrat as a check of the Bundestag.
Checks and balances means some folks should NOT be directly elected. if everyone is <directly elected>, then you have <directly elected> checked and balanced by <directly elected>. Which is to say, not at all. :-P
You could have a system where everyone is directly elected while keeping checks and balances, if voting were restricted, eg. maybe everyone can vote for a president/prime minister, but only non-teachers can vote for an education minister, and only non-finance people can vote for something like the Fed chief, etc. The point being the checks and balances now happen because other groups keep your group in check by voting.
Absolutely! That does keep some of the checks. You can do better than that though!
It's like on the Apollo missions where some parts were made by two completely different manufacturers and worked completely differently.
Hybrid political systems are best. Of course if we like democracy (and most people do), then that should be the most common kind of component. But I'd still like to have some different paradigms mixed into the system. And that's exactly what most modern constitutions do, for better or for worse.
I'd personally go for a two-chamber system (like congress/senate or commons/lords), with one chamber being elected and the other being chosen by sortition.
Maybe also a 3rd chamber, where the weight of your vote was proportional to IQ (much more palatable in EU than US).
one if the problems is that most elections are only for one person, so only the majority (the person with the most votes) wins.
give everyone half a dozen votes or more, and and you'll get a more representative sample.
for example instead of electing a president, elect a while leadership team. independent of party affiliation. (i'd get rid of parties completely while we are at it, every candidate should be independent (the expanded version of that gets even rid of candidates, every adult can potentially be elected, but that is a more complex system that needs more elaboration))
We do? What did you think the European Parliament elections every four years were for?
> directly elect some kind of president.
Why? Nowhere in Western Europe except very arguably France (France, as always, has to be a bit weird about everything, and has a hybrid system) has a directly elected executive. True executive presidential systems are only really a thing in the Americas and Africa (plus Russia, these days).
Like, in terms of big countries with a true executive presidency, you’re basically looking at the US, Russia and Brazil. I’m, er, not sure we should be modeling ourselves on those paragons of democracy.
> They have no accountability, no checks and balances.
The parliament has the same accountability and checks and balances as any national parliament, more or less (more than some, as the ECJ is more effective and independent than many national supreme courts).
i always found it odd that the most powerful person in many european countries, the prime minister, is not directly elected. but the problem is not really there. the problem in my opinion is the concentration of power in one person. and the influence of political parties to decide who gets to be a candidate.
imagine system where we directly elect the whole cabinet. only people with electoral approval should get to be ministers. and the prime ministers or presidents job is to only manage that group.
> the problem in my opinion is the concentration of power in one person.
Generally, a prime minister is less powerful than an executive president, often much less powerful.
> and the prime ministers or presidents job is to only manage that group.
On the face of it, that is the PM's primary role in a parliamentary democracy. Now, the complication is that, in many parliamentary systems, the PM has significant power over the ministers (either via the ability to directly appoint them, or via being the head of the ruling party/coalition/or various other means). But generally, the PM is less powerful in nearly all systems than, say, the US president; in particular the finance minister is often a separate semi-independent power within the cabinet.
> Non-elected representatives from my country keep pushing for chat control via the council. How do I, as a citizen, hold them accountable?
How is that an EU problem? Without the EU, like here in the UK, we had non-elected lobbyists pressuring our elected government to implement age checks, message scanning, etc. And it is still continuing.
You're fighting the wrong fight by blaming the EU for this.
This is a highly solvable problem, one that is solved by not overloading the national elections with to different concerns.
EU has checks and balances that were intended for a trade union, not a nascent superstate. If we don't implement proper checks and balances in a real fucking hurry, we'll wake up one morning and realize the EU has turned into another Soviet union, and by then it'll be far too late to do anything about it.
How badly would you say the council or commission have to mess things up before they saw any voter-initiated repercussions what so ever with a system of accountability that requires voters to consider punishing the council or comission more important than their own national elections?
If accountability is to work, it has to be more than an abstract theoretical possibility.
It isn't abstract. Your government sends representatives to represent its platform and priorities. If you don't agree with the reps you need to elect a different government.
It's a abstract because you will never ever see a situation where voters neglect national elections to adjust the EU council or commission. Maybe it's what needs to happen, but the way thing are arranged it just won't.
It isn't popular, but they have a name and address right? Not talking violence, but the number one way of dealing with these sorts is to usually talk things out. If you're really concerned about, get a group of similarly minded people and make it unambiguously evident that this person is championing something a lot of people are not behind. It becomes much harder to ignore or wave off something when people start making themselves known on your doorstep.
And no, this isn't dog whistling violence. It is simply applying signal. The only other message I can think of is engaging an investigative journalist/PI and starting to figure out who is lobbying the person, and start pressuring them.
That's a system of accountability in name but not in practice.
Even if there was an option in the national elections that didn't want this stuff, convincing a majority of voters to disregard national politics for an election cycle to have an imperceptibly small impact on the council members is such an unlikely outcome the council or comission would de facto be committing genocides before voters would be mobilized, and even then it's unlikely they'd face any repercussions.
That's the parliament. What about the council and the commission? Am I not allowed to hold them accountable? Does my power as a citizen only extend to a fourth of the balance of power?
They keep getting away with these attrition tactics with regards to implementing near Stasi levels communication surveillance. What about the day they're pushing to give the council unlimited powers, or to abolish voting rights, or to purge jews?
The council is made up of heads of state, so no more undemocratic than your own countries executive, and the commission is selected by the Council and approved by the EU parliament.
Russia and China has elections too, they are a necessary but not sufficient criteria for democracy. Just because there are elections doesn't mean the people can actually hold the government accountable.
The Council and Commission are representatives of your democratically elected national government. You as a citizen of your country get to pick said government.
If the EU were to not exist, your representatives in the Council/Commission (e.g. your national government) would be more powerful because they wouldn't be checked by the Parliament, not less.
Your problem is with your government, they just successfully deflected it to the EU in your mind.
With Proton especially, which is WINE really optimized with all of the right options and a few other things, I play literally any game on linux and never worry about support. It hasn't steered me wrong yet in the last 3 or 4 years I think.
> Despite the fact that there has been a huge industry push in the last 10-15 years to make a game that draws in tons of female players
Ultimately its poor marketing. They want to make Call of Duty and get that audience, but also get girls to play Call of Duty. Instead of making a game with mass appear to both boys and girls.
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