
遊戲推主@madcap412發文表示,有很多例子證明,遊戲是一個「異性戀男性主導的空間」,引起了不少網友的關注和討論。在推文中,他解釋稱:「那些不迎合或沒有為異性戀男性提供選擇的遊戲,受眾會更少。而在這一世代中,幾乎沒有任何相反的證據……那些試圖證明這一點是錯誤的開發者,最終都失敗了。」
So, are there enough examples to admit that gaming is a straight-male space? Clearly, games that don't appeal or have an option for straight males get less audience In this gen, there has been ZERO evidence of the opposite...devs trying to prove this wrong have all failed
同時,他附上了一張SteamDB的在線人數對比圖,左側是審美較為傳統的遊戲,而右側則是審美更「先鋒」、更LGBT的遊戲,左邊遊戲的在線人數明顯比右邊要普遍高得多。
在留言區,許多玩家都對此表示認可,認為多數群體就是多數群體,能代表更多人的利益。
Always is and always be the majority, inclusion is fine and necessary for growth but you just can't do it in the expense of the majority
I mean it's a well known fact but somehow dishonest activists need to fudge the data and tell these studios that there's a huge female gamer audience out there just waiting to buy their games when catered to... the truth is the demographic and genre is just different for female
但也有玩家指出這張圖表有失偏頗,其中不少遊戲都是主機移植到PC的,比如《最後生還者2》和《地平線:西之絕境》,因此並不能支持所謂「異性戀男玩家」的說法。









