2. Conclusion
This essay begins with a discussion of Bastal’s (2011) comments concerning what he believed was the game industry’slackadaisical approach to design forthe “main demographic.” In an interview held shortly afterthe discussion began video game designer and executive Ernest Adams and blogger Krissie Pearse (2011b, April 8) considered the gaming population: Krissie Pearse: The gaming industry seems to have taken a few steps forward in recent times, but responses to the BioWare story seem to indicate that the demographics of gamers have diversified faster than the industry itself has. There’s a charge that the industry caters especially to a heterosexual male demographic when in fact it doesn’t really need to do much to be more inclusive of many other demographics as well. Do you feel that the industry needs to diversify in such a way? Ernest Adams: The industry absolutely needs to diversify its work force and also to learn to reach other kinds of players beyond “straight male gamers.” Straight male gamers are a solved problem, done and dusted. The question is, can straight male game developers learn to make games for gay, or female, or older, or non-Western gamers? I believe they can and damn wellshould; but in addition,Ifeel that the industry would benefit enormously from a more diverse work force. Even with the best will in the world, a man isn’t necessarily going to know what appeals to women — and more importantly, what turns them off. We need fresh perspectives. (Pearse, 2011b, April 8).