Showing posts with label game development. Show all posts
Showing posts with label game development. Show all posts

Thursday, November 29, 2012

#1reasontobe - My Foray into Twitter


Okay, so I didn't have the perfect picture to go with this blog, and the only reason I'm really resurrecting my blog (which died a quiet, twitchy death due to the demands of work) is because of the Twitter hashtag #1reasonwhy. This hashtag exposes the sexism that happens in the gaming industry, a place that I actually work. Strangely enough, most of these hashtags don't resonate with me in any true way. I only got involved because my husband asked me to do so.

When I told him that I didn't feel like any of these tweets really resonated with me, he reminded me of my own #1reasonwhy incident that happened at GDC Online two and a half years ago. I attended as a gaming journalist and a game designer/developer, and it was my first GDC Online ever. I can only imagine what I looked like to most of the people there: bright-eyed, eager, ready to learn and discuss deep gaming issues with my colleagues. For the most part, that's exactly what happened. I never felt belittled. I was taken seriously by the professionals at Bioware, Blizzard, Autodesk, and numerous other entities in the gaming industry. When the vendors knew that I was the VP and Creative Director of a small gaming company, they wooed me with the same passion that they did everyone else.

Then came the stumbling block. I talked to a game developer who made a game that I was very interested in trying, but as always, being a female developer, I asked what the ratio of men to women was in their game. He replied that it was approximately 99.9% men. Naturally, my next question was, "Do you have any plans to improve that ratio?"

Keep in mind that I was there to write about the games being displayed at GDC Online as well as making connections for my own company. His reply halted pretty much any conversation between us. "What? You mean like make it World of Dolls?"
No, actually, that's NOT what I meant. Heck, the game already wasn't about dolls, and I was interested in it. Why would it have to be about dolls to interest women? I'm a woman. I was interested in the game as it was. I simply wanted to know if they had any interest in getting more women, and I wanted to discuss what the challenges would be to do so in such a game. 

His comment was effectively a conversation killer. I had nothing to say after that. I didn't check out the game. I didn't write about it. I didn't talk about it until just a year or so later when we began to expand our own gaming company, and my husband reminded me of the incident and added that it was vitally important we never make that kind of mistake.

Ultimately, I ended up participating in the #1reasonstobe started by Terry Prachett's daughter, Rhianna Prachett, a writer for video games among other things. I, very luckily, ended up in a company that identified my talents as a game and system designer as well as a writer. There's very little discussion about my gender except to acknowledge that my designs might reach a greater variety of gamers than others. That isn't to say that my gender is ignored. It's often valued, but it's just considered another asset of the company, like being a good artist or being a good writer. 

But we also value our men for being male in the same way that I'm valued for being a woman. For some parts of the games I design, I know that I want male input on certain systems within one of my games. We do this to get the best game possible that appeals to a wide variety of people. We're small; we're indie; we need all of our talents utilized in the best way possible. 

My #1reasontobe in the gaming industry is the fact that I have a great team who really doesn't care that I'm a woman but recognizes the perks that having a woman in design brings them. 

Now I have to go carry in our company's daily game of League of Legends.



Thursday, February 21, 2008

The Blah Side of Games

The business of gaming is definitely not always what it's cracked up to be. There are tons of mundane chores to see to everyday to make sure that your game keeps running and your customers don't go crazy.

First, the financial side of things can be extremely time consuming when you're dealing with 10 different methods of paying. Honestly, I can sometimes see why MMOs just decide to go the monthly fee and that's it. Anything that isn't hard-coded just simply isn't offered by them. Two to three hours a day, easily, can be eaten up by dealing with player transactions. Then you have players who request to purchase something that you do not sell. Then you evaluate whether or not you can sell them what they want. It just mires a lot of things down.

I wish I could say that running a game is all about game development, creativity, and expansive plotlines. Unfortunately, tons of stuff have to be done in the day-to-day running of things before we can even start on all that fun stuff.

Saturday, February 09, 2008

I've been assimilated!

One of my buddies, a friend I made online years ago when I was just playing games and not developing them, convinced me that it would be smart to create a developer's blog even if no one ever reads this. It'll be good to look back and see the process in which our games come alive.

I'm, honestly, a little bit late. I've been working on Threshold RPG for approximately 8 years now, and Primordiax has been in development for over 4 years. Blogging was not really a big hit back then, and I'd given up on my diaries because it was simply too slow to have to write everything down manually. In addition, I had to keep up with a book. I have no idea where all my diaries are now. Blogging was so non-existent that we had a player named Blog before blogging ever existed! (On Threshold, we have have pretty strict name rules, and common words are not allowed to be used as names.)

Anyway, here's the first post. It's not that interesting, but it'll serve until I can write something more exciting. There won't be much this month. Primordiax is going into Phase II testing, and I'm scrambling to get everything done.