Spot the difference!
Show Hide image

It's great to have one woman on a TV panel show, but you need more than that

The head of BBC TV output has promised that there will be no more all-male panels on TV comedy shows. Ed Morrish, radio comedy producer, explains why he always tries to book more than one woman – it makes his show better.

So here’s a thing: “Danny Cohen, head of the BBC's television output, has promised viewers that the corporation will not make any more all-male comedy panel shows.”

If there are any TV producers reading (there aren’t). here’s some recommendations for funny women you could have on your panel shows: Rebecca Front, Danielle Ward, Susan Calman, Shappi Khorsandi, Zoe Lyons, Bridget Christie, Margaret Cabourn-Smith, Josie Long, Jenny Eclair, Roisin Conaty, Sara Pascoe, Sarah Kendall, Kerry Godliman, Isy Suttie, Lucy Beaumont and Angela Barnes. I can recommend them all from personal experience, because they’ve all been guests on a panel show I produce called Dilemma. In addition to those women we’ve had female journalists (Grace Dent, Ann Leslie, Anita Anand, Samira Ahmed, Julia Hartley-Brewer, Anne McElvoy), musicians (Louise Wener, Cerys Mathews), presenters (Fi Glover, Janet Ellis, Cerrie Burnell), actors (Clare Grogan, Cush Jumbo), DJs (Annie Nightingale, Gemma Cairney), and a cricketer (Isa Guha), all of whom were funny and clever and interesting. 

Now, before you elect me King of Feminists*, I should point out that we’ve had more male guests than female – 40/36 is the split over three series and an Edinburgh special, although if you add the presenter Sue Perkins into that, it shifts to 40/55. 

Personally, I always thought the point of panel shows is to generate spontaneous discussion. I produced The News Quiz for two years (where, it’s fair to say, I achieved nothing like the figures above) and it struck me then that in terms of “jokes about the news”, there were only so many actual gags to be done – the value of the show was when Andy said something, Sandi queried it, Jeremy came back with something else, Sue took it further and Fred topped it. That’s what you can’t do at home – it’s four different minds working together in ways that can’t be predicted.

So when we started making Dilemma, a show where moral and/or ethical dilemmas are played for laughs – the idea of a diverse panel was central to the show working. If all four guests are the same age/ethnicity/gender/occupation, their moral choices are more likely to be similar, surely? Because morality and ethics are informed by our background and experiences. If you put a moral dilemma in front of four male comics in their 30s, you’re more likely to get an agreement than if you put in front of (say), one male English comic in his 30s, a female Australian comic in her 30s, a DJ in her 70s and a cricketer in her 20s**. And it’s that disagreement that make the show worth listening to.

We’re lucky of course to have a comedy format that bears non-comics. If the question is right – as, for example, in last week's show – then almost any answer can be funny; the comedy comes from thinking it through, and ending up somewhere unexpected. Some formats however seem to be more designed as a one-liner delivery system. That’s not a value judgement, these shows can be very popular and very funny, but if you’re just going for punchlines then you’ve limited yourself to a particular sort of comedian. And let’s not forget that broadcast comedy is not representative of the population of a whole, it’s representative of comedians, the people who chose to go into comedy. There are more men doing comedy than women so you’d expect there to be more good men than good women (although proportionally they’d be the same I imagine). There are also way more white people doing stand-up than non-white. As more women/ethnic minorities start doing comedy, the broadcast numbers will even up; but Chris Rock says it takes ten years to get good as a stand-up, and there wasn’t an even split ten years ago. (You could argue that more women would go into comedy if they saw women doing good comedy, and I think you’d be right.) And then there’s the fame issue – people are more likely to tune into a show where they’ve heard of the guests then where they’ve not, so producers book people you’ve heard of. You’ve heard of more male comedians than female comedians, so that’s who they book. It’s not particularly fair, but I can understand the impulse on the part of the producer.  

The last thing to bear in mind on this point is that one woman on a panel show can be quite isolated; she can be seen as “the woman”, a representative of ALL women. So we try to have two on each show as that immediately puts an adjective in front of each one. The young woman and the middle-aged woman; the Southern woman and the Northern woman. It’s harder to generalise when youve got two different people on. (We have on three occasions only had one woman as a guest, but a) we have a woman presenting the show so they’d never be the only female voice on the episode and b) we had one episode where there were three women guests, so that cancels one of those out.) Basically, I book two comics (one male, one female) and two non-comics (one male and one female) and try to get a variety of backgrounds from within that formation. And all for the selfish reason that it makes my show better.

The dilemmas for Dilemma are devised, by the way, through a series of brainstorms, which the show’s devisor Danielle Ward then takes away and writes up. We try to get a mix of people involved in these, because if white, black, gay, straight, male and female people in a room can agree that something really is a dilemma, then it will work on the show no matter who we book. A room full of only people like me might create dilemmas that only people like me think are dilemmas, and that’s not just a problem for anyone on the panel who’s not like me, but also for anyone in the audience who’s not like me. Our audience is about a million people. As sexy a thought a million versions of me might be, we have to accept it’s not likely, and some of the audience might be different. So rather than have 999,999 people shout “HOW IS THAT A PROBLEM?” while I nod sagely, I invite a few women to the brainstorm. I say a few; we had more women than men involved in this series. The guinea pig question I linked to above? Sue Elliot-Nicholls came up with that.

Anyway, to any TV producers reading (none of you), get in touch if you want the contact details of any of those women. They’re all really good.

This post first appeared on Ed's blog at and is crossposted with his permission. Dilemma is on Radio 4 at 6.30pm on Tuesdays.


*Also, you don’t elect Kings.

**Series two, episode six


Show Hide image

It’s been 25 years since the Super Nintendo and Sega Mega Drive were released – what’s changed?

Gaming may be a lonelier pusuit now, but there have been positive changes you can console yourselves with too.

Let's not act as if neither of us knows anything about gaming, regardless of how old we are. Surely you'll remember the Super Nintendo console (SNES) and Sega's Mega Drive (or Genesis, if you're an American)? Well, it's now been 25 years since they were released. OK, fine, it's been 25 years since the SNES' debut in Japan, whereas the Mega Drive was released 25 years ago only in Europe, having arrived in Asia and North America a bit earlier, but you get the idea.

Sonic the Hedgehog by Sega

It's amazing to think a quarter of a century has passed since these digital delights were unveiled for purchase, and both corporate heavyweights were ready for battle. Sega jumped into the new era by bundling Sonic, their prized blue mascot and Nintendo retaliated by including a Mario title with their console.

Today's equivalent console battle involves (primarily) Sony and Microsoft, trying to entice customers with similar titles and features unique to either the PlayStation 4 (PS4) or Xbox One. However, Nintendo was trying to focus on younger gamers, or rather family-friendly audiences (and still does) thanks to the endless worlds provided by Super Mario World, while Sega marketed its device to older audiences with popular action titles such as Shinobi and Altered Beast.

Donkey Kong Country by Rare

But there was one thing the Mega Drive had going for it that made it my favourite console ever: speed. The original Sonic the Hedgehog was blazingly fast compared to anything I had ever seen before, and the sunny background music helped calm any nerves and the urge to speed through the game without care. The alternative offered by the SNES included better visuals. Just look at the 3D characters and scenery in Donkey Kong Country. No wonder it ended up becoming the second best-selling game for the console.

Street Fighter II by Capcom

The contest between Sega and Nintendo was rough, but Nintendo ultimately came out ahead thanks to significant titles released later, demonstrated no better than Capcom's classic fighting game Street Fighter II. Here was a game flooding arcade floors across the world, allowing friends to play together against each other.

The frantic sights and sounds of the 16-bit era of gaming completely changed many people's lives, including my own, and the industry as a whole. My siblings and I still fondly remember our parents buying different consoles (thankfully we were saved from owning a Dreamcast or Saturn). Whether it was the built-in version of Sonic on the Master System or the pain-in-the-ass difficult Black Belt, My Hero or Asterix titles, our eyes were glued to the screen more than the way Live & Kicking was able to manage every Saturday morning.

The Sims 4 by Maxis

Today's console games are hyper-realistic, either in serious ways such as the over-the-top fatalities in modern Mortal Kombat games or through comedy in having to monitor character urine levels in The Sims 4. This forgotten generation of 90s gaming provided enough visual cues to help players comprehend what was happening to allow a new world to be created in our minds, like a good graphic novel.

I'm not at all saying gaming has become better or worse, but it is different. While advantages have been gained over the years, such as the time I was asked if I was gay by a child during a Halo 3 battle online, there are very few chances to bond with someone over what's glaring from the same TV screen other than during "Netflix and chill".

Wipeout Pure by Sony

This is where the classics of previous eras win for emotional value over today's blockbuster games. Working with my brother to complete Streets of Rage, Two Crude Dudes or even the first Halo was a draining, adventurous journey, with all the ups and downs of a Hollywood epic. I was just as enthralled watching him navigate away from the baddies, pushing Mario to higher and higher platforms in Super Mario Land on the SNES just before breaking the fast.

It's no surprise YouTube's Let's Play culture is so popular. Solo experiences such as Ico and Wipeout Pure can be mind-bending journeys too, into environments that films could not even remotely compete with.

But here’s the thing: it was a big social occasion playing with friends in the same room. Now, even the latest Halo game assumes you no longer want physical contact with your chums, restricting you to playing the game with them without being in their company.

Halo: Combat Evolved by Bungie

This is odd, given I only ever played the original title, like many other, as part of an effective duo. Somehow these sorts of games have become simultaneously lonely and social. Unless one of you decides to carry out the logistical nightmare of hooking up a second TV and console next to the one already in your living room.

This is why handhelds such as the Gameboy and PSP were so popular, forcing you to move your backside to strengthen your friendship. That was the whole point of the end-of-year "games days" in primary school, after all.

Mario Kart 8 by Nintendo

The industry can learn one or two things by seeing what made certain titles successful. It's why the Wii U – despite its poor sales performance compared with the PS4 – is an excellent party console, allowing you to blame a friend for your pitfalls in the latest Donkey Kong game. Or you can taunt them no end in Mario Kart 8, the console's best-selling game, which is ironic given its crucial local multiplayer feature, making you suspect there would be fewer physical copies in the wild.

In the same way social media makes it seem like you have loads of friends until you try to recall the last time you saw them, gaming has undergone tremendous change through the advent of the internet. But the best games are always the ones you remember playing with someone by your side.