E3 2013: Genre/Gender Breakdown

Curious about male protagonist dominance in video games, I decided to do a little research…

The following post was originally published on my IGN blog on 6/15/13. It went on to be featured on the front page of IGN.com.


After all of the announcements at E3, I was curious to find out the genre breakdown between the games announced at E3 as well as their protagonist genders. To delve into this information, I pulled the original Big Games at E3 2013 list (156 games), mapped the platform section into a quantifiable “TRUE”/“FALSE” list, gathered genre lists from both IGN and Wikipedia, and researched the gender of the protagonist of each game.

Elaborating on the gender categories:

“Multi” being either:

  • multiple characters to select from (ie. Mario Kart 8 / Killer Instinct receive 1 count for “multi” although there are several characters to select from)
  • customizable gender
  • large customizable party

“n/a” being a:

  • gender ambiguous character
  • god-view game
  • first-person with no direct gender association

E3 2013 Protagonist Gender Gistribution per Genre

E3 2013 Genre per Platform

E3 2013 Genre per Brand (pie chart)

Some key points:

  • Sample size = 156 games
  • 9 exclusively female protagonists (Bayonetta 2, LocoCycle, Transistor, Barbie Dreamhouse Party, Beyond Two Souls, Magic The Gathering: Duels of the Planeswalkers 2014, Mirror’s Edge 2, Lightning Returns: Final Fantasy 13, Time and Eternity)

The most interesting bits of data show PS3 receiving more releases than any other console, Sony in general receiving more releases than any other brand, and Nintendo catering to female and multiple choice protagonists more than any other brand.

The following charts represent IGN’s Big Games at E3 2012 list:

E3 2012 Protagonist Gender Distribution per Genre

Some key points:

  • Sample size = 55 games
  • 1 exclusively female protagonist (Tomb Raider)

This is still very much a work in progress as there is plenty of unknown data. Seeing as these charts only map E3 2013, there is no current assessment of industry trends; however, I am currently adding previous E3’s to this research. I may be reaching out to the community for assistance in updating this data to slim down on the amount of unknown and update on previous E3s.


UPDATE; 2013-06-15, 12:15p: Added platform spread for announced games.

UPDATE; 2013-06-17, 12:15p: Added Genre breakdown based on Wikipedia classifications, Protagonist Distribution per brand, and Protagonist Distribution per Wikipedia Genre classification.

UPDATE; 2013-06-20, 12:10p: Wikipedia video game genres have been simplified for broad classification. Wikipedia classifies “Shooter” as a sub-Action genre. For the purposes of this study, “Shooter” has been given its own classification.

UPDATE; 2013-06-21, 9:15a: Added charts for Genres Per Platform and Genres Per Brand. Thank you all for your feedback and comments! Loving the discussion!

UPDATE; 2013-06-22, 3:45p: Changed Genres Per Brand charts to pie chart form. I will be adding IGN genre comparison soon.

UPDATE; 2013-06-25, 7:00a: Added data from E3 2012, refined key points including sample sizes and exclusively female protagonist counts.

Xbox One: Swinging for the Franchise Fences with Rare IP?

With the recent news that Microsoft will be breathing new life into a ‘historic’ Rare franchise, a light bulb fired in my head. Could this be Microsoft’s attempt to appeal to the playful/children’s market that Nintendo has been rooted in for so many years?

Microsoft nor Rare have offered any insight to which franchise will be making a return; however, most of Rare’s franchises have been well known within the gaming community since the N64 era. I would even argue that Rare’s cast of characters and franchises are more recognizable and lovable than the majority of Microsoft’s and Sony’s combined.

After the Xbox One reveal, my “one” big take away was that Microsoft’s focus is not specifically the gaming market, but all markets. It’s not to say that people don’t love the Halo, Fable, and Gear of War franchises, but why not capitalize on a children’s market?

After the seemingly disappointing failure of Sony’s Playstation All-Stars and Nintendo’s continually draw of fantastic IP, Microsoft surely recognizes the importance of having a recognizable cast of characters to market to all-players, children through adults. While Nintendo’s consoles may not appeal to many, their franchises surely do. Colorful legends like Mario, Zelda, and Star Fox appeal not only to the child within the adult gamer but also to children and the parents buying their games.

While Killer Instinct is the rumored refresh, it surely would not serve as the greatest marketing strategy; however, the select few of playful characters such as Banzo-Kazooie, Jet Force Gemini, and Battletoads could easily garner notoriety. Tone down a character like Conker and you’ve got another to add to the mix. While Donkey Kong is out of the question, Rare could take a lesson from Nintendo and develop a few more fun loving characters for each genre (Star Fox = dogfighter, Metroid = FPS, Mario = platformer, Zelda = adventure).

With a revival of Rare’s IP, Microsoft could pull the franchise rug out from under Nintendo and make their gaming line-up more recognizable, vast, and nostalgic than Sony’s.

What are your thoughts on the Rare announcement? Do you miss Rare Ltd.? Sound off in the comments!


Notable Rare franchises/games:

  • Killer Instinct
  • Goldeneye
  • Banjo-Kazooie
  • Jet Force Gemini
  • Conker
  • Perfect Dark
  • Battletoads
  • Donkey Kong 64

Originally posted on IGN.com

Star Fox 64: Design Mission Accomplished

With the recent releases of narrative driven AAA titles such as Bioshock Infinite and Mass Effect along with the next-generation looming on the horizon, the discussion of game design has yet again taken center stage. Large publishers are looking to balance the addictive re-playability of MMOs, the lucrativness of multi-player FPSs, and the rich immersion of single-player action-RPGs. On the other hand, indie developers such as thatgamecompany toy with the idea of striped down mechanics to balance heavy narrative as seen in Journey. Most games now attempt to implement “moral” decisions, often very polar and very poorly.

With today’s technology, possibilities seem limitless for gaming’s next-generation. However, as the past will show, limits without powerful hardware, online connectivity, and large player communities, can provide some of the best work! As untimely as it may seem, developers should look to games of the past for inspiration on the undiscovered future.

Example: Star Fox 64.

Star Fox 64 Nintendo 64 map of the Lylat System

Star Fox 64 championed the idea of a branching, non-linear “linear” story. As one may recall, the map shown above is presented to the player at the onset of Star Fox’s journey. And, as most players began to discover, there remained a plethora of unvisited planets and galaxies by the game’s end.

Without access to GamePro or online resources, most couldn’t quite figure out why those extra stages existed or how to reach them. Those gung-ho enough to research, attentive enough to listen for, or lucky enough to stumble upon the difficult but more rewarding progression, could reap the rewards of a richer story, unique mechanics/vehicles/characters, and largely undiscovered levels. Buddhist like patience rewarded the mastery of repetition.

The beauty of this design lies in the fact that Nintendo developed a game of which 50% would remain untapped by many players. Nintendo taunted the player with what could be, teasing them with evidence of something more, and tucked mystery into each level with hidden paths and special instances. Choices made earlier in the game would not only effect Fox’s path but offered different consequences in future levels including character cameos and extra help. They even built an entire mechanic and vehicle class, The Blue Marine, used on one level found on the hard path, Aquas.

Nintendo also innovated on the standard “difficulty selection” cliché that is still often used in today’s games. Star Fox 64 tailored the game’s difficulty to the player’s ambition. If one was deft enough to unlock a level’s secret path, they were rewarded with a more difficult stage rather than just increasing health of baddies or offering enhanced AI. As Star Fox 64 displayed, baking in difficulty based on a player’s abilities and determination allowed for Nintendo to create a unique path without compromising the integrity of the game’s intended balance.

Star Fox 64‘s design may not be the exact answer the future of gaming needs, but it’s innovation is. Multi-path design, story changes based on accomplishments, a unique take on difficulty settings, and it’s ability to tease players with stages that require the practice and precision only replaying can offer are the sort of out-of-the-box thinking the industry needs in this time of change.

While Bioshock and Bioshock Infinite provide fantastic narrative, their mechanics and level progression never quite impress like Super Mario 64 or Final Fantasy X of yesteryear. Call it age, but the feeling that the limitations set for developers in past provided more opportunity for unique game design seems to be ever present.

Risk is worth it. Even if a small few seek out all of the secrets of a game, it will ensure that it continues to be replayed, rediscovered, and re-loved. Defeating the tropes players are continually subjected to and letting the game unfold around the player’s accomplishments and mindful exploration provide an infinitely more rewarding experience.

Journey: 1 Year Later

Journey

Celebrating this generation’s most important work of art.

Released to the masses on March 13, 2012, thatgamecompany‘s Journey re-ignited the “games as art” argument. It’s beautiful and ethereal depiction of companionship, mystery, communication, evolution, and post-apocolypse paved the way to its chart topping success, numerous awards, and a Grammy nomination; a first for the video game medium.

One year later, Journey continues to top Playstation’s charts, peaking during awards shows and best of lists. Amongst heavy-hitters and AAA titles, Journey’s legacy continues.

There is also the outstanding success and importance of Journey’s soundtrack. Composed by Austin Wintory, the soundtrack sprawls from eerie tension to a warm enlightenment, as demonstrated by tracks “Nadir” to “Apotheosis”. Wintory’s score went on to win numerous awards, dominating the Best Music/Audio category of nearly every video game award ceremony and became the first video game soundtrack to be nominated for a Grammy. One may argue that the standalone success, sweeping hooks, and inspiring melodies of the score continue to draw players to Journey and open conversations to new audiences.

With all of it’s gravitas and praise, Journey is not without its nay-sayers. Many refute the piece as a “best of” contender due to its lack of traditional gameplay. Even I, an avid fan of the experience, struggle with the “games as art” argument and have the idea that we need to reevaluate our definition of “game.” There is no doubt in my mind that Journey is a profound piece of art, but does it qualify as a game?

“Journey’s primary mechanic was to move the player from point A to point B and tell a story and show off scenery. The puzzles are simple. The threats are sparse. Consequences are inconsequential.” – Kyle Starr, IGN.com

Regardless of one’s feelings on whether Journey can be classified as a game, the experience is one that challenges our opinions of the world and each other. Clocking in at roughly 2 hours of intimate gameplay, Journey is best left as a solo experience to be completed in a single sitting, similar to a movie. The themes previously mentioned are deep and subtle, something we’ve come to expect from novels. And the score not only moves the story but, like the world’s most important classical pieces, can be enjoyed apart from the visual experience.

One year (and one month) ago, Journey redefined art and interactive entertainment. It challenged storytelling, world building, and character evolution. It goes without saying that Journey is one of few crowning achievements of our modern society that should be experienced by all, gamer or otherwise.


Journey’s PSN rank since launch. The following sales data as reported by the official Playstation Blog:

Top 20 PSN/Retail Games:

2013

2012

Identity Crisis: Kids Know Best

Why are you who you are?

Kyle TMNT

I have been struggling with my professional path. I’ve poured countless hours into personality tests (MBTI, enneatype, etc.), asked close family and friends what they envision me doing, and have tried my luck exploring various professional and creative avenues (music, marketing, writing, programming, etc.) with little to no epiphanies. Days go by with my ego smashed and I’m left upset that others feel the wrath of my lack of self-confidence and drive. But I may have found a fix…

To center myself, I have begun to explore my childhood hobbies.

At my lowest point, I find solace in my earliest childhood memory playing Mega Man 2 on the original Nintendo Entertainment System. Not only do I mark this as the beginning of my fascination with video games but my obsession with technology and mystery altogether. The ability to control an 8-bit sprite paired with the question of how Rockman would adopt a boss’ weapon paved way to the foundation of my creativity.

I spent many years prior salivating over LEGOs, namely the $99 flagship models. Even now, I’m having overly fond memories of the Ice Planet 2002 “Deep Freeze Defender” and Blacktron 2 “Aerial Intruder”. Sure, I’d play with the sets after completing them, conducting a war between the knights of the “Royal Knight’s Castle” and the thieves of the “Dark Forest Fortress”, but more importantly, the idea of creating something new from an incomprehensible cluster of pieces into a formidable kingdom subconsciously encouraged my building and storytelling skills.

Away from toys and video games, I spent plenty of time in front of the TV. While I enjoyed several Nickelodeon TV shows such as Guts, Legends of the Hidden Temple, Nick Arcade, Double Dare, and Wild & Crazy Kids. I (like many) absolutely adored the Teenage Mutant Ninja Turtles. Even today, I can recite every piece of dialogue, mimic every sound, and predict every special effect from the original 1987 series. As tickled as I am that the TMNT have found their way back to the limelight in the forms of a CG cartoon, toys, comics, video games, LEGOs, and (soon to be) a film, I am more excited that today’s youth can experience the lessons of family, humility, leadership, intellect, passion, and humor as I did when I was a kid.

In all, when I find myself in a funk, unsure of the next move to make or how I found myself in the position I am in today, I think back to how it all started. Like most, I enjoyed video games, but was drawn to the technology and mystery within them. Like most, I enjoyed LEGOs, but I discovered storytelling and handy-work. And, like most, I fell in love with a cartoon, but I found love, family, and identity.

While I spend the majority of my days searching for myself, my passion, and my next professional endeavor, I take comfort in understanding my foundation. It gives me pleasure assisting customers in the tech world, helps me bridge the gap between a geek and a people person, and grounds my interests in the tech and media/communication fields.

My challenge to you: Think back to those activities you loved as a child and consider why you loved them. Without a doubt, some of the answers you’ve been seeking lie within your fond childhood memories.


Originally published at TheStarrList.com