Great stuff, Marielle. I was especially interested in the comments about girl gaming.

I saw Brenda Laurel give the closing keynote at CHI-98, where she talked about her experience doing usability research to found her company Purple Moon (since killed by the Mattel juggernaut).

Reinforcing the observations you noted, one of the most interesting things she noted about girl gamers is their attraction to complexity. According to Laurel's research spanning a 10-year period, the reason girls don't play a lot of boy-oriented games is not because they're too difficult, but just the opposite, that the game play is often too simplistic.

With Purple Moon, Laurel tried to create games that appealed to girls' appreciation for complex relationships. Much of the game play involved ethical questions in social simulation scenarios (e.g., do I go to the birthday party for the unpopular girl or accept the invitation for the party by the most popular girl for the same day?), and the complexity of the issues involved certainly carried greater variance in play than "shoot the zombie".

One of the key aspects Laurel touched on was the self-fulfilling prophesy of game designers: having delivered games aimed at boys, game designers look to low sales among girls as a false reinforcement of the notion that "girls aren't into gaming".

That was one of the things I loved most about Myst when it premiered. I don't play a lot of games, but Myst appealed to a much broader market than games had previously addressed. It was in many respects the first truly literate game, and its focus on environmental immersion and long, complex puzzles was a radically meditative departure from the shoot-em-up twitchers that continue to dominate the market.

A thousand Myst-like games have been created since (including the great Alida <http://www.runrev.com/spotlight_on/alida1.php>), and while they've been fun I keep wondering if there's an entirely new type of game waiting to be created, something as different from everything else we've seen as Myst was for its time.

Somewhere out there is a game waiting to be created, something that will open up the world of entertainment software to a whole new audience that isn't currently into games.

Or as I once put it at a game developer meeting: Where is the "Catcher in the Rye" of games, the thing that will appeal to people who like rich, provocative entertainment but aren't attracted to current game play models?

Maybe it'll be made by one of the readers of this list....

--
 Richard Gaskin Managing Editor, revJournal
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