I'm inclined to believe that gaming in general is tilted towards the things that men like (whether culturally or biologically). And I'd welcome game producers/financiers/whatever to invest in games that offer things that traditionally non-gamers would be into, but I can also understand that those kinds of projects are riskier than going for an existing market.
With that said, if you see potential in the market, by all means make a video game targeted towards everyone & get rich. That is your right.
Are you saying that the statement "games are made for guys" requires you to first believe that there are qualities of games that men inherently like more than women?
Or are you asking about an observational statement that games seem to be designed to target men as buyers by catering to traditionally male interests?
I think you could make a case that the implied belief in the first statement is itself sexist, but I don't think that's what the parent poster meant. We could probably have an interesting discussion on the subject, and I'd be curious if there is any rigorous research on the topic.
But I think the parent poster made the second observation, which can be true or false independent of any judgement of sexism.
Certain free-to-play MMORPG's with fantastically revealing female armors and very well endowed female characters are very clearly catering to a predominantly male audience. It doesn't take too much interpretation to call them sexist by the "I wouldn't want my daughter to grow up in a world that looked like that" standard. You can disagree with me on whether that actually constitutes "sexist," but I think we'd generally agree that those portrayals of women are problematic.
It's more subtle in most games, but I think there's still a point there about designing games for the existing hugely predominantly male gamer demographic.
> I think we'd generally agree that those portrayals of women are problematic.
Why is it problematic if a game does this? Is it because it makes the game player sexist? If so, then it has the same argument that people make against violent video games in that it makes people violent, even though the data doesn't back that up.
These products weren't things that exploded from a volcano, or discovered in the center of an apple pulled from a tree. They were created by people to attract other people enough to surrender cash.
This doesn't make any sense. How can something be designed for the people who enjoy the thing that hasn't been made yet?