1. Twitch is a gaming streaming website dedicated for games. In the same realm, it would be logically bad to say chat programs have social media interactions. No. That is not the point. It's when games have social media interaction that it's bad.
2. They don't have to have a dialogue, it's pretty obvious this is feminist propaganda in order to influence more developers that this is a "worth investing in" demographic.
3. In fact, there have been games which have been dumbed down or censored because "muh loveism" female intervention. I don't see the issue here, this point is pretty valid.
4. That's is a completely handicapped statement, when it's easier to make stuff than quality the "lessons" developers get is that it's better to be a lazy prick and get more money.
5. They do. That's DrenDran's point. What is Rollercoaster Tycoon and Dungeon Keeper?
- I don't see the problem. The social media functions don't hinder your progress through gameplay. Even if they're coded into the game's interface, they aren't going to suddenly leap out and prevent you from finishing your quest until you make a status about it. And again, I still believe it's not the female gamers that caused this, but social media's overall popularity and the gaming community as a whole.
- How the forget is this "feminist propaganda"? So, you're saying that feminists believe micro-transactions are the way of the future, and that all people who don't want them should die just like the patriarchy?
- Lots of things gets censored. Saint's Row IV and South Park were both censored here because the Government is afraid of drugs and brown town probes. The problem isn't females specifically, it's censorship in general
- Again, not a female problem. Look at the retro age of gaming. They were doing it then as well.
- Because women would absolutely love to play a game about Dungeons, so that was absolutely EA's target market.
Most "gamers" want games to be taken as a serious thing like art and don't like it when "casual" games are also classified as "art" too.
Video games have a long, winding path to become art yet. A Theory of Fun and similar books cover this subject well.
That said, look at paintings, and then look at comic books. They're essentially the same; drawings. Both are considered some type of art, despite the massive difference in quality. So, why are games getting special treatment?
Politics as well as demographics do influence what gets made, or at the very least, what gets popular. I don't understand how you can seriously say neither of these has any influence whatsoever. Indie games need an outlet for their popularity. If that outlet is Kotaku or any Gawker site for example, then there sure as hell better not be anything "misogynist" in them like maintaining eye contact with a woman too long. Lest it get bad reviews and not too many players.
Because Gawker/Polygon are the majority of where players go to get their opinions on what to buy.
There may be some level of influence, but it is not dramatic enough to make the shifts you're suggesting will happen, and with the amount of reviewers/review sites, gaming communities, and people in general who like to share their opinion, I find it hard to believe that the loudest of the bunch will be the women, when it's quite clear that places like Reddit, 4chan, NeoGaf, YouTube etc are male-centric, and they seem to drive a lot of what goes on.
The "social influence" might not be explicitly women, but it is a result of 'gaming' going 'mainstream'. If people really believe all these women are getting involved then it'll be seen as even more 'mainstream' and developers will take it as license to do more of the same stuff. Women disproportionally play games that involve microtransactions, by the way. This isn't irrelevant. Lastly, I'm not sure why you just cherry picked three games to prove that games can't get more simple to pander to people. Compare mobile games and console/pc games in complexity and see what you get there.
The problem of complexity between the two platforms has less to do with females and more to do with the platforms themselves. I've been running two surveys recently, one about mobile games and one about female vs. male gamers. The mobile survey suggests people want to treat their mobile games as a "on-the-go" experience. They don't care to sit down and play anything serious on it, they want to play something quick while on the way to work or school. That's at least what preliminary data is showing.
Lastly, what can we seriously get out of comparing flappy bird with blockland?
One seems to appeal to bigger audience, whereas the other fits a very certain niche. One also was designed using a known science to make it "more enjoyable", whereas the other was made as more of an environment for other people to make the content with. etc etc