I recently pitched some games to a small studio in New England. It was my first time pitching my own work and I was nervous, but it was also the first time I believed 100% that the project would be a successful one. I'd love the challenge of writing those stories. And I understand my target market, from the inside out.
I've been researching the market for my game ideas for several years now, watching what they watch, participating in their forums, going to shows and gatherings, interviewing them, gathering data—and making friends. It's safe to say that they won me over and I became a part of their various fandoms. It was fun. And educational. I saw that these women—for they are overwhelmingly women—are underserved by the games industry. These women are willing to spend hundreds of dollars to travel to a con for a 5-minute, $150. photo op with the stars of their favorite shows. They will buy every collectible and special edition you put out. Most important of all, they spend hours creating videos, gifs, manips, headcanons, fanfic, and contests about their interests. It's partly an expression of their passion as fans, but it's partly because they want a deeper involvement in their interests—an investment and immersion—than they are provided. So they make it themselves.
I got into the games industry because I wanted to make games for women. I don't mean "pink" games. I mean games that women can enjoy playing, without those moments of eye-rolling sexism or crushing misogyny that remind women it wasn't made for them. Games where women can be the hero, too, and not just window dressing. Games that let them escape from reality a bit.