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Screen Sizzlers

Video Gaming Industry's Hottest New Titles Aim At Generation XXX

By Don Oldenburg
Washington Post Staff Writer
Wednesday, October 20, 2004; Page C01

The bikini-clad coed draws a blank on the first question: "Which king in a deck of cards has no mustache?"

Clueless, she adjusts her skimpy top and says, "Spades?"


Playboy is jumping into the adult video gaming fray with "Playboy: The Mansion." The game gives players a chance to be Hugh Hefner and build the Playboy empire. (Arush Publishing/Groove Games)

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"Wrong!" shouts the game host, comedian Matt Sadler.

Knowing what's coming next, the college guys grunt and hoot and the babes scream "wooo!" For missing the question, the happy coed must pull her top down.

Topless babes are the payoff in "The Guy Game," a new trivia video game whose raunchy banter and racy content falls somewhere between barely decent and indecently bare.

To win, players must answer trivia questions correctly and guess whether busty coeds will. The more right answers, the less the digital "knocker blockers" obscure the nudity. By the end, it's topless rope jumping and sack races.

Get ready for video games gone wild this fall: Several mainstream game publishers are releasing bawdy games containing nudity and explicit sexual content. "The Guy Game" and "Leisure Suit Larry: Magna Cum Laude" are already out. An adults-only "Singles: Flirt Up Your Life" is being sold online, with a toned-down M-rated version on the way. November will bring "Playboy: The Mansion" and "Rumble Roses," the first all-women's-wrestling game, featuring unquestionably dirty moves.

These are the raciest games ever made for the mainstream market, their graphic graphics setting a precedent for a whole new sexual dimension. Some experts say it's the next evolution in the industry, one that -- combining the two hottest forms of entertainment today, video games and sex -- could expand the focus of the "M" rating from bad language and violence to prurience.

Why now? Because the first gaming generation has grown up. The $7 billion-a-year video game industry now caters to players whose average age is 29, not the nerdy teen stereotype, according to the Entertainment Software Association. Yet 85 percent of all games sold in 2003 were rated "E" for everyone or "T" for teen.

"It would be naive to think, given that market," says ESA President Douglas Lowenstein, "that forevermore video gaming would be a completely pure and chaste field."


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