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This is the attitude that's dragging all gaming down

Bateluer

Lifer
http://www.gamasutra.com/view/news/29719/InDepth_No_Female_Heroes_At_Activision.php

This 'Can't make a game until someone else makes it first' is whats dragging down both PC and console games. So few are willing to 'break the mold' and be different from their peers, its both saddening and maddening. And publishers wonder why 'Generic Shooter 47' and 'World of Warcraft clone 33' sell poorly and get ripped in the reviews. Time for a gaming implosion?

Games with female leads don't sell. At least that's what Activision believes, looking at top software sellers in any given year for evidence and choosing only projects that go with the trend, sources claim.

In 2007, we're told the publisher even went so far as to change the protagonist in a new concept -- the project that would become True Crime 3 -- from a female to a male, on the rationale that the female wouldn't move software units.

Numerous former employees of the company's studios tell Gamasutra that Activision relies on focus tests to a contentious extent -- and the result is that according to our research, the only titles published by Activision since 2005 that feature female leads are licenses, like Barbie and Dora.

'Lose The Chick'?

When the third installment in Luxoflux's True Crime series was first conceived at Treyarch it wasn't intended to be part of that franchise at all.

Instead, it was first pitched as an entirely different project: 'Black Lotus', inspired by Hong Kong action-cinema and featuring an Asian female assassin as the player character (for evidence, check the LinkedIn profile of former EP Chris Archer, who lists "Black Lotus (Canceled - Reformed as True Crime: Hong Kong" among his professional credits).

One individual, a former employee, tells us that the original concept for Black Lotus' protagonist had been modeled on actress Lucy Liu, whose action-heroine roles in films like Charlie's Angels and Kill Bill formed the basic inspiration. "Black Lotus was a great project internally," says the source. "We were all very proud of what we were trying to make and the team was excited. We made great progress."

But 2007 was a year when the top sellers on Xbox 360 and PlayStation 3 included Halo 3, Call of Duty: Modern Warfare, Assassin's Creed and Madden NFL -- and the conclusion Activision took from that was that there was no room on the market for games starring a female main character. Another former employee with knowledge of the situation explains: "We were all on board, and then Activision killed it, said they don't do female characters because they don't sell."

"Activision gave us specific direction to lose the chick," says the other source plainly.

The Focus-Test Trap

The project was ultimately resurrected as True Crime: Hong Kong, and found a home at United Front games. There, it has a far different shape; it might as well be a new project. But its past life as Treyarch's much-loved Black Lotus is an important example of how Activision's strong idea of a focus testing-driven "formula" for top-selling games frustrates its studios and hampers creativity, the sources say.

It's important to stress that many publishers use focus testing and market trends to try to predict what will sell, and to some extent the design follows.

However, our sources contend that Activision corporate routinely takes this methodology to extremes, making the pioneering of new ideas difficult -- and, some believe, at the expense of not only innovation, but overall quality, as developers get instructions to re-work projects mid-stream to keep pace with checklists of gameplay trends, even against the better judgment of the design teams.

We're told to credit Singularity's mixed critical reception in part to such challenges, for example. And when it comes to Black Lotus, the sources say the decision to re-brand the concept as the next True Crime franchise title was "pushed" on the team, which was not eager to follow up the unsuccessful True Crime: New York.

"Activision has no room for 'we are making an open-world game with a Hong Kong action movie feel with a female lead,' because that game doesn't exist right now," says one source. "What they do have room for is, 'we are making an open-world game with a gangster main character who can steal cars and shoot people, but it will be in Hong Kong instead of Liberty City. And then they go, 'Hey, GTA IV sold 10 million copies, so that's what we expect from you.'"

Look to that methodology to explain why all of Activision's flagship properties are male-led, says the source: "If Activision does not see a female lead in the top five games that year, they will not have a female lead," says the other source. "And the people that don't want a female lead will look at games like Wet and Bayonetta and use them as 'statistics' to 'prove' that female leads don't move mass units."

'Preconceived Notions'?

But aside from pragmatic if strict business logic, studio sources claim there's a culture of "preconceived notions" within Activision against which the design expertise of its leads can't make headway -- and that the focus testing is angled to support. "Most of the focus tests that I have seen run at Activision are very questionable," says one source, an assertion with which the other sources agreed. "If someone from publishing has a point to prove or can't get an idea in the game, the focus test questions are skewed, and the Activision feedback is skewed in their favor," he says.

"I have sat in a focus test that in the team's opinion went exceptionally well, but the feedback sent to the higher-ups from someone on the publishing side were skewed to be the exact opposite," he adds -- even in cases where according to the source "some of them stepped in our studio maybe twice in two years."

So, the sources say, even if there was evidence to support positive focus-test response to a female lead character, ultimately that might not convince the publisher -- unless there was an environment where a game led by a female heroine triumphed at retail.

Demand For Diversity

As the game industry goes mainstream and AAA console headlines gain more mass-media mindshare thanks to the big dollars it's able to pull down around launches like Modern Warfare 2, consumers and developers alike frequently question the dominance of masculine heroes and discuss the difficulty of attracting women to the medium both as players and designers.

At the Game Developers Conference earlier this year, designer Manveer Heir, researcher Mia Consalvo, and journalists Jamin Brophy-Warren and Leigh Alexander (the latter is the author of this article) hosted a panel on the importance of diversity in games. Heir is now a senior level designer at BioWare Montreal, but presented the panel as a lead designer at Raven Software, an Activision studio. He spoke to Gamasutra solely regarding his panel and declined any comment on his former employer or its process, but says he passionately believes that offering gamers alternatives to white, masculine protagonists is important to the industry.

As a designer, the current paradigm is "no longer interesting to me," he says. "In order for players to have new experiences in games we cannot rely purely on better graphics, better writing, and more cinematics. We need to be willing to thrust players into new and different situations, from a fragile boy searching for his sister in Limbo to an African-American man trying to prove his innocence during the Civil Rights movement."

"From there, we can derive new gameplay mechanics, new aesthetics for the audio and visuals, and more," adds Heir. "This is a clear way to start expanding our industry and letting players have new, unique experiences."

What Gamers Say

Characters like Tomb Raider's Lara Croft -- who's received modifications in recent years to show more spine than skin -- and Metroid's iconic Samus would seem to challenge the assertion that strong female heroes are not marketable. Audiences embraced Mirror's Edge tough-girl Faith, around whom EA's made no secret it plans to build a franchise, after the game's below-target sales numbers were chalked up to design issues and poor release timing, not the heroine.

And though Portal's first-person mechanics emphasize the game's interface and not its jumpsuited leading woman Chell, the Valve team went one step further with GLaDOS, the female-voiced AI whose villainy stemmed from maternal instincts gone twisted. Now GLaDOS is on the fast track to becoming one of gaming's most beloved characters, and the overwhelming reception for Portal's originality -- plus major anticipation for the sequel -- demonstrate that "females don't sell" could indeed be false logic.

"I want to write more female leads, I can tell you that," tweeted Tom Abernathy, who's been writing for games for a variety of companies, including Activision, since 1997.

And there's plenty of evidence to suggest that that's what gamers want, too. An informal poll of gamers on Twitter hardly showed a preference for male leads. While many said the gender of their hero doesn't matter "as long as it's a fit" for the game's story, or as long as the hero "is well characterized", more respondents actually expressed a preference for female leads (with one common caveat: "as long as it's a real woman and not a seventh-grader's fantasy") and complained about the lack of diversity in games -- suggesting at a glance, at least, that there's a market opportunity for a strong heroine, not a net negative.

"Any given action hero being male is okay, but 80 percent of them being male in aggregate is not," said one respondent. Said another: "In particular, I'd love to see Rockstar build a game around a female character, especially GTA."

Perhaps Rockstar will have to before Activision, at least, follows suit. After all, our sources claim True Crime: New York had a white male cop -- not a black male gangster -- in the lead role until the success of Grand Theft Auto: San Andreas prompted another mid-stream switch-up.

Activision's Response

However, when contacted for comment on this article, Activision explicitly denied the assertions of the multiple sources cited on this piece. "Activision respects the creative vision of its development teams," said the company in a statement. "The company does not have a policy of telling its studios what game content they can develop, nor has the company told any of its studios that they cannot develop games with female lead characters."

The company also denies that developers received specific gender instructions related to True Crime: Hong Kong -- but did not note Treyarch or the original Black Lotus project. Nonetheless, it asserts its use of focus testing is within the natural parameters used elsewhere in the industry: "With respect to True Crime: Hong Kong, Activision did not mandate the gender of the lead character," it says. "Like all other game and media companies, Activision uses market research in order to better understand [what] gamers are looking for."
 
Indi games are starting to come out of the woodwork.

If major game producing companies drop the ball then indi games will pick up the slack.

By indi i mean small development teams using simple/dated graphics which focus the vast majority of their efforts on the gameplay rather then the graphics. Minecraft for example.

-edit- Digital distribution is becoming the norm now, which will allow a few guys in a random country to get their product out globally where they could not before.
 
I've suggested before many times that a game company implosion might cause things to come back fresh and exciting, but it will never happen. Too many people in powerful positions dont want it.
So we have to hope for independent stuff to keep us satisfied.
As for the OP's issue, hell, the sandbox genre was not jumped into eagerly but once companies started to see how popular it became they cranked out one lame ass title after another and now its already used up and worn out. And all the crappy games have killed inspiration for stuff that could have been fun like Oblivion and Fallout 3. Not to mention they had much stronger roots going back a long way in gaming. Before all the crap became popular.
 
So Activision thinks they can do better with male leads than female leads... how is this a problem? Surely they have the right to make their own decisions when it's their money on the table, and if they are making the "wrong" decision then that leaves an opportunity on the table for other companies.

As a designer, the current paradigm is "no longer interesting to me," he says. "In order for players to have new experiences in games we cannot rely purely on better graphics, better writing, and more cinematics. We need to be willing to thrust players into new and different situations, from a fragile boy searching for his sister in Limbo to an African-American man trying to prove his innocence during the Civil Rights movement."
Maybe those two games sound thrilling to you but I wouldn't trade Mass Effect 3 for both of them. Also, this idea that "sequels" are a problem with modern gaming is just stupid. I don't remember many complaints when I was playing Kings Quest 5, Zork 3, Lords of the Realm II, Monkey Island 4, XvT, Quake 2, Ultima 7, Wizardry 8, etc...
 
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Do the sex and skin color of any video game characters have any affect on story line? In the vast majority of games, they don't. So when when you do the initial set up, name your character "Cindy", problem solved. 😉

-KeithP
 
Activision is a pile of shit. However, Black Lotus would have sucked ass because Treyarch is shit too.
 
Do the sex and skin color of any video game characters have any affect on story line? In the vast majority of games, they don't. So when when you do the initial set up, name your character "Cindy", problem solved. 😉

-KeithP

Maybe in Leisure Suit Larry?
 
Indi games are starting to come out of the woodwork.

If major game producing companies drop the ball then indi games will pick up the slack.

If a game is really good and original, then it can succeed. Sins of a Solar Empire, produced by a tiny studio with under 10 employees at the time, is a good example. (I think it succeeded several times over in terms of return on investment.)

-edit- Digital distribution is becoming the norm now, which will allow a few guys in a random country to get their product out globally where they could not before.
Cutting out the retail and packaging cost middlemen also allows for higher profit margins and lower prices.
 
I've suggested before many times that a game company implosion might cause things to come back fresh and exciting, but it will never happen. Too many people in powerful positions dont want it.

EA almost imploded. It's shrunk considerably and it's at the point now where they're starting to take more risks and make better use of their recent acquisitions. Namely BioWare. I think Spore was a big wakeup call for them after they upset so many causal gamers.

The problem right now is too much of a focus on rapid development and annual increments. I don't think Activision will collapse. They've made some good moves recently acquiring Vivendi and Bungie. There games aren't that bad either. Saying that female led games don't sell has some truth to it. Most gamers, action gamers, are male. Males want a hero they can identify with. One solution around it would be more character customization, as EA did with Commander Sheppard in Mass Effect.

The one company that really needs to be restructured out of the big three is Ubisoft. They're making the same mistakes EA did. Pumping out low quality, incremental games and saddling gamers with unnecessary DRM.
 
Do the sex and skin color of any video game characters have any affect on story line? In the vast majority of games, they don't. So when when you do the initial set up, name your character "Cindy", problem solved. 😉

-KeithP

yea i really couldn't care what sex color or whatever the fuck the main character is.
 
Indi games are starting to come out of the woodwork.

If major game producing companies drop the ball then indi games will pick up the slack.

By indi i mean small development teams using simple/dated graphics which focus the vast majority of their efforts on the gameplay rather then the graphics. Minecraft for example.

-edit- Digital distribution is becoming the norm now, which will allow a few guys in a random country to get their product out globally where they could not before.

this... its come full circle. late 80's early 90's style grassroots development.
 
I have a lot of respect for independent developers who dare and try in this video gaming market jungle and harsh competition (not to mention big consumer expectations). But I always have fear that Indies eventually grow... and grow... get new employees, resources, knowledge, experience, their games get bigger, more ambitious, projects start to take years, CGIs get in, it gets more expensive over the years, then they realize that consoles is there the fishes bite, and they go fishing there the most, then they make their games go multi-platform...

I sometimes use the politics analogy. You can have the very best and honest intentions and think that you can change things, but once you get in politics and the system touches you, you're corrupted and you need to go by-the-rules or you're out (I know, it's generalization). Even Activision and Electronics Art started small, don't forget that guys, they weren't born the big multi-billion companies that they are today, they all started independently and eventually grew up beyond measure and reason (referring to the big ones here that is, they are exceptions I'd presume, but the principle applies to everyone).

Also, it's almost impossible for an Indie to remain an Indie if the games work well and get popular, in such cases they inevitably grow and need more territory for themselves... that's my fear, because as of now most of (not all of them mind you) best games I've played in the past two or three years happen to be from Indie devs who for the moment are thankfully still Indies and are supporting their own beloved games constantly, but the day they get bigger they'll need a separate publisher, they'll get deadlines impositions and will need to sell hundreds of thousands of copies of their games to finally start making some noticeable profits, lest they close their doors.

Some would call this pessimism, or exaggeration, but I call this potentiality and realism.
 
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the day they get bigger they'll need a separate publisher, they'll get deadlines impositions and will need to sell hundreds of thousands of copies of their games to finally start making some noticeable profits, lest they close their doors.
You are worrying about the supply of a product that you like when you should be worrying about demand for that product instead. If demand is there then it will always be met, regardless of the product. In this case if the demand for indie titles is there, the departing indie developers will be replaced by new indie developers.

What you need to be worried about is that your fellow consumers may not be as high on indie titles as you are.
 
Well, tell the 8 billion people to stop buying Madden every year while gems like Beyond Good & Evil, Psyconauts, Okami, and countless others barely make a dent in the sales figures.
 
So Activision thinks they can do better with male leads than female leads... how is this a problem? Surely they have the right to make their own decisions when it's their money on the table, and if they are making the "wrong" decision then that leaves an opportunity on the table for other companies.


Maybe those two games sound thrilling to you but I wouldn't trade Mass Effect 3 for both of them. Also, this idea that "sequels" are a problem with modern gaming is just stupid. I don't remember many complaints when I was playing Kings Quest 5, Zork 3, Lords of the Realm II, Monkey Island 4, XvT, Quake 2, Ultima 7, Wizardry 8, etc...

I don't see a problem with that. As much as anyone might not like Activision you can't deny the amount of units they sell. Just look at CoD.

And what's the point if your character is female? In an RTS it wouldn't make a difference. In and FPS it's obviously first person so all you see is a hand or two. Heck even in adventure games you see the game through the eyes of the character.
 
Activision needs a focus group to determine the viability of female characters? Just have Mr. Kotick call up ol' Mikey down at Blizzard and ask, "Hey bud... how many of your pimply-faced nerd WoW players use female avatars?" Mike'll say, "Well, about 92.68% of them... repeating of course"

Done.

The only reason people may like playing a male character over the female is because the male character is shown to be much more bad ass or something to that effect. It's usually the image/persona of the character that makes people like it... just look at Sephiroth from Final Fantasy VII for a perfect example. Although, I guess I forgot "a really big sword" if I'm going to use him as an example.
 
Indi games are starting to come out of the woodwork.

If major game producing companies drop the ball then indi games will pick up the slack.

By indi i mean small development teams using simple/dated graphics which focus the vast majority of their efforts on the gameplay rather then the graphics. Minecraft for example.

-edit- Digital distribution is becoming the norm now, which will allow a few guys in a random country to get their product out globally where they could not before.


The major players have already dropped the ball by hobbling everything with ridiculous DRM and rehashed games.


I've probably bought well over a dozen Indie games in the last few years.
I think I've only bought one title from a major developer in that same time frame, and that's only because the DRM was removed.


As the saying goes - Power corrupts, and absolute power corrupts absolutely.
Major game companies are vying for absolute power . . . . you do the math.
 
Games with female leads don't sell.

hmmm . . . like those Lara Croft games that sold 35 million units.

Maybe it's just poor, unoriginal or otherwise dysfunctional (poor performance, buggy etc.) games that don't sell?
 
These things run in cycles, one company will strike gold with a female lead and then other companies will try to capitalize on that...etc.
 
If it's 3rd person and I have to stare at an ass for the majority of the game, my preference is that it be a feminine ass. I also opt for female just in-case I can put her in any same-sex situations.....

I guess I'm not in their traditional focus group.
 
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