Gender inequality in video games needs leaders, not re-tweets

“Why are there so few lady game creators?,” read Luke Crane’s tweet on Twitter. Game developers, male and female, spoke up throughout the industry, sparking the #1ReasonWhy Twitter outcry.

Reality is Broken author and game designer, Jane McGonigal, called out the genres and game mechanics that dominate the industry as discouraging to potential female developers, “because there’s not enough investment in AAA games about something other than war, cowboys, football, cars. sorry, but it’s true.”

Voicing her frustration due to the assumption of what is accepted practice within the industry, Game Designer, Caryn Vainio, tweeted “I got blank stares when I asked why a female soldier in a game I worked on looked like a porn star.”

Thousands of game developers, journalists, critics, and fans across the industry jumped on board, adding to the growing topic on Twitter. Though I’m sure well intentioned, this energy didn’t extend past attention-grabbing tweets during the following two weeks.

Twitter follower counts increased. The industry remains unchanged.

Gabrielle Toledano, executive vice president and chief talent officer of Electronic Arts, noted her frustration with the movement in her Forbes piece in January. She noted that while sexism does continue to be a part of our industry, as it does in other industries, it isn’t the central cause of gender inequality.

“When it comes to sexism in video game studios, there’s a big disconnect between perception and reality,” she continues to explain, “As an insider, I find this argument is misguided.  It’s easy to blame men for not creating an attractive work environment – but I think that’s a cop-out.  If we want more women to work in games, we have to recognize that the problem isn’t sexism.”

The video game industry isn’t alone in its gender inequality. A recent study noted “Female participation in biological, medical and life sciences is very high — above 50 percent in some countries. However, in physics, computer sciences and engineering, the participation rate of women is less than 30 percent in most countries.”

Trying to understand why can lead to a focus on the symptoms of inequality, rather than the root cause. Whether or not the video game industry will trend upwards in female participation across computer science fields, or if we will stay rooted in the past, depends on the next few years of action taken on the part of gender equality within the video game industry. Essentially, it is up to you and I.

Among the conversation surrounding #1ReasonWhy,  Toledano’s response to the controversy is the first article that begins to try and identify what is at the cause of this issue.

To do that, we need to look outside the industry to other computer science fields where women are being successfully educated and recruited.

Maria Klawe, president of Harvey Mudd, saw the percentage of female graduates with computer science degrees jump from 10% to 40% from 2005 to 2012. She accomplished this by first understanding why women don’t enter computer science.

She summarized by saying, “No. 1, they think they won’t like it, No. 2 they think they won’t be good at it, and No. 3 they think the people who major in computer science are geeks who have no life, and they don’t want to be seen as that.”

Regarding the perception of capability, Klawe continues, ““the whole culture is swaying young women to say this is not for me, I won’t be good at it.”

I personally have a daughter and a son. When my son was born, I received questions about whether he would follow in my footsteps, creating games for living. My daughter never solicited the same questions. Why would I not encourage both of them equally to consider my career field?

Interestingly, two of the reasons included in Klawe’s list are elements of fun and work culture. We know that makes sense, but our industry is known for churning through its employees.

Could our reliance on crunch as an industry also be costing us diversity? Are these two things related as the perception of a sweatshop industry becomes the common interpretation of what it means to be a game developer? Are we managing and selecting projects that reinforce the idea that we are a bunch of “geeks who have no life”? The previously mentioned OWSD and WIGSAT study may hint as to what happens after women enter our industry.

“Even when women enroll in science and technology programs, as many as 30 percent drop out due to lack of flexible work hours and child care,” indicating that our industry’s work cycle may be inherently skewed towards retaining more men than women.

It doesn’t help when a mainstream analyst, such a Michael Pachter, shows no sympathy for the crunch culture, “If you’re getting into the industry, you are going to work plenty of hours”.

An Oxfam-produced resource on gender equality gives further insight. “Certain abuses of working conditions therefore – such as long working hours and obligatory, unannounced overtime – are not only wrong in themselves, but also disproportionately affect and disadvantage women, and conflict far more with their greater domestic burdens.” This pertains to the developing world, which makes it all the more shocking how closely it relates to our industry’s working conditions.

If extra work hours cost us diversity, then you have to wonder what we get in return for crunch culture. According to decades of research, we see absolutely no gains from all of the excessive overtime, particularly for “knowledge-based” professions. It costs us people, and I would argue diversity. If diversity is a key to our future as an industry, then the price of our crunch culture may be far greater than we think.

“It’s a heresy now (good luck convincing your boss of what I’m about to say), but every hour you work over 40 hours a week is making you less effective and productive over both the short and the long haul. And it may sound weird, but it’s true: the single easiest, fastest thing your company can do to boost its output and profits — starting right now, today — is to get everybody off the 55-hour-a-week treadmill, and back onto a 40-hour footing,” says Sara Robinson in her exhaustive and comprehensive breakdown of overtime policy in the workplace over the last several decades.

Aside from our industry maturing into a sustainable workplace, what hope do we have for more gender equality in the workplace?

If our industry wants more diversity and equality, we need to encourage young women to consider careers in computer science at an early stage. Encouragement and exposure need to happen at an equal amount as young men, and we need to make it fun. Women within our industry have an advantageous position in presenting and encouraging other women as role models. Let’s invite them into schools and organizations to speak about what they do.

We can’t stop there.

Klawe argues that the first semester of college is key for attracting women to computer science. Efforts need to be made to improve computer science and video game curriculum to focus on fun during the first year. By working with local educational institutions to ensure that women have fun in their first computer science courses, female graduates with computer science degrees increases.

Companies could make great PR wins by sponsoring scholarships for women to enter video game education programs. What would happen if Valve provided scholarships to three women a year to attend Digipen? Surely, a company that is more profitable per employee than Apple or Google could afford this investment in our industry. Profitable companies in the games industry, together, could easily support one hundred women per year, paying their way through game education programs, calling attention to the seriousness of this issue, and our intent to fix it.

Perhaps, “#1ReasonsWhy” could then become “#100ReasonsWhy”. It’s an investment those of us who find success should make back into the industry we love and wish to sustain.

Games don’t port to mobile as well as you might think

Many companies have chosen to test the water with mobile by porting their existing library of PC and console games to the “new” market.

This approach makes sense on paper. For a minimal investment, publishers learn about the mobile space, build up a community of users, and lay the groundwork for eventual mobile titles.

In reality, this approach is unlikely to make you any money, with the exception of Bastion and that zombie game. Even with those title, their success on mobile is overshadowed by their performance on their native platforms. Social games on Facebook, that seem like a great fit for the audience, don’t easily cross over.

WalkingDead iPhone

Translating the Design

The number one reason this happens is downright lazy execution. Controls don’t map well, or the user interface is difficult to use on a small phone screen. Frame rates are sluggish or they are downright unstable. Those issues are surmountable though. Unfortunately, the challenges do not end there.

Sustaining an Audience

Mobile titles very rarely do big numbers in their first month. Particularly for titles that have already reached their audience, the ability to make a big splash in the first month is diluted by a satisfied appetite for the game on other platforms. Only the most dedicated players will make the investment to take their experience with them.

Success on mobile typically comes from an evergreen approach, where revenue is generated day-by-day, a little at a time.

Games that are not built from the ground up with an eye towards retention and re-engagement will suffer from a shrinking audience, whose decline snowballs with each lost chart position. It is difficult to near impossible to retroactively build those needs into a completed game.

Download Size

Take a look at the top grossing games on the App Store, specifically at the size of their download. There is your benchmark. If you go over that, you are increasing your barrier to entry and losing a large potential audience. Most ports aren’t cut down in size nearly enough to attract anyone other than the most dedicated of fans.

Play Session Length

On mobile, your play sessions run 2-3 minutes in length. Regardless of your game, you’ll get about the same play length sessions. When your gameplay loop sits outside that play session length, you discourage players from coming back due to the investment of starting a new session. Porting your game to mobile should also include an evaluation of whether your play session length matches the platform.

Virality

Established social networks don’t translate to mobile, and Game Center isn’t a reliable social graph. Assume little to no virality on mobile without you building your very own custom solution. Consider how badly you want that solution, as mobile users often ignore those features of your game. This is the toughest challenge for mobile titles, especially from those titles being ported over from other platforms.

When You Should Port

Getting onto mobile is hard, but porting a game from another platform can be useful as a learning path. As a road to profit or building a community on mobile, you are almost always better off building a game from the ground up. Keep your expectations in line with what you are likely to achieve when porting to mobile, and you may end up pleasantly surprised.

Best of luck and happy porting!

 

Wildman won’t be Kickstarter’s first encounter with risk

I’ve shipped fewer games than have been cancelled on me. Video game development is inherently turbulent and risky.

Kickstarter is in an intriguing position of asking it’s user base to fund straight forward projects like miniatures and books, while also funding brand new technologies like game consoles and video games.

As the bar is raised on the millions of dollars raised, and more projects take the Kickstarter path, the site’s audience of patrons and well-intentioned contributors will inevitably get burnt…in a big multi-million dollar way.

What happens when a game developer runs out of money and shuts it’s doors? What happens when a developer lays off the entire staff it needs to create the game it is still raising money for?

Now, Chris Taylor has a great reputation, as has done influential work. He was making games long before I ever showed up in the industry. I feel for him, for his staff, and for the difficult decisions that still lay ahead.
Wildman

The Wildman Kickstarter opens up many tough questions without clear answers.

What is the morale obligation of an established developer to crowd fund a game only once they have a stable fiscal house? How much should be revealed about a company’s financial health before they ask for fans to crowd fund their next title? Are those fans willing and knowingly taking on the risks that come with game development?

I don’t know.

For now, we as an industry will be waiting to see what happens when those moments happen.