The first lesson, of course, is that the players are out there. Long gone are the days of believing all players are high-volume males in their late twenties whose central hobby is gaming. With such a huge diversity in players, there's an opportunity to develop games for even more inclusive audiences. To do that, we need to expand beyond the current factors most values in games: time, money, and number of games played.
So what can we do? Respect all players, invite different opinions, and intentionally build relatable experiences.
Respect All Players
Respecting players means truly recognizing them and their diversity. Coming to a game for a different reason that "most" gamers doesn't make you less valuable. Designers should ask themselves: how can I continue to connect with that player and relate to them? First impressions matter, which is why The Sims offered more options for body type and so on in their character creation.
Invite Different Opinions
The thing is that you have to do this even when it's uncomfortable. "We need to help bring people in and help them not bounce out," as Lyndsay puts it.
One example of this is ensuring you tune yourself to cultural sensitivity. For example, the Sims team learned that women were not allowed on game boxes in Saudi Arabia. Despite the fact they really didn't want to, they created a box with all men so that the game could be sold, and still be accessible in all the same ways to people in that country (especially women!).
Another example is religious sensitivity. They thought The Sims was good at avoiding overtly religious objects, but they later realized that the ghosts and voodoo dolls they included in the game also have religious origins. Thus, they realized were actually consistently inconsistent in this area. They had to own the fact they had no clean line and try to make decisions as consciously as possible.
The bottom line is that you need to get uncomfortable with these kinds of conversations. Do know that you get better at it the more you do it, though.
Build Relatable Experiences
Connect, relate, and interact with current world experiences. What's going on in the world that can be incorporated into the game? A nice example is finally incorporating women's team into the FIFA game. When they decided to do that, they became fully invested, considering all kinds of new possibilities, like a player leaving partway through a season to have a baby. The Sims also now has much more fluidity in its gender selection, helping break gender norms as we are trying to do in real life.
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Lyndsay gave us a lot to think about when it comes to designing inclusive games, but as she pointed out, the lessons apply to all software design. Let's all make sure to keep these things in mind in our own endeavours.
So what can we do? Respect all players, invite different opinions, and intentionally build relatable experiences.
Respect All Players
Respecting players means truly recognizing them and their diversity. Coming to a game for a different reason that "most" gamers doesn't make you less valuable. Designers should ask themselves: how can I continue to connect with that player and relate to them? First impressions matter, which is why The Sims offered more options for body type and so on in their character creation.
Invite Different Opinions
The thing is that you have to do this even when it's uncomfortable. "We need to help bring people in and help them not bounce out," as Lyndsay puts it.
One example of this is ensuring you tune yourself to cultural sensitivity. For example, the Sims team learned that women were not allowed on game boxes in Saudi Arabia. Despite the fact they really didn't want to, they created a box with all men so that the game could be sold, and still be accessible in all the same ways to people in that country (especially women!).
Another example is religious sensitivity. They thought The Sims was good at avoiding overtly religious objects, but they later realized that the ghosts and voodoo dolls they included in the game also have religious origins. Thus, they realized were actually consistently inconsistent in this area. They had to own the fact they had no clean line and try to make decisions as consciously as possible.
The bottom line is that you need to get uncomfortable with these kinds of conversations. Do know that you get better at it the more you do it, though.
Build Relatable Experiences
Connect, relate, and interact with current world experiences. What's going on in the world that can be incorporated into the game? A nice example is finally incorporating women's team into the FIFA game. When they decided to do that, they became fully invested, considering all kinds of new possibilities, like a player leaving partway through a season to have a baby. The Sims also now has much more fluidity in its gender selection, helping break gender norms as we are trying to do in real life.
---
Lyndsay gave us a lot to think about when it comes to designing inclusive games, but as she pointed out, the lessons apply to all software design. Let's all make sure to keep these things in mind in our own endeavours.
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