Several
months ago, a group of women who have been active in promoting gender
equality in the game industry formed a new group that would be
dedicated to the cause. The result is Women in Games International
(WIGI). Since then the group—founded by Ellen Beeman (Microsoft), Sheri
Graner Ray (Sony Online Entertainment), Laura Fryer (Microsoft Game
Studio), and others—has been organizing one-day events to promote and
further its mission. The latest in the series, titled "Games for Women,
Games by Women," was held at San Francisco's Fort Mason Center February
18. Gamasutra attended the one-day, one-room event alongside roughly
200 attendees.
The Fort Mason Center set along the coast of San Francisco, California.
The
focal point of most game industry speaking engagements devoted to the
topic of “women in the industry” is how to make the workplace and
hiring process open to female employees. The WIGI event in San
Francisco, on the other hand, celebrated women on multiple levels—women
developers who are trying to advance their careers, female game studies
students wanting to break into their careers, female game players,
non-exclusionary games (games designed for everybody), and so-called
“girl games.”
A
keynote address from Robin Harper, senior vice president of community
and support for Linden Lab, shared stories and user profiles from
female Second Life players, which accounts for about 27 percent of the player base. Second Life,
while not technically a game, is an open-world virtual environment in
which all content is created and owned by the users. Because Linden Lab
gives so much freedom to the Second Life community, it attracts
a large number of game developers and game students who use the world
to test out their design, programming, and art skills. However, many
people in WIGI audience were as yet unfamiliar with the game, evidenced
by the types of questions they asked Harper, such as “Does Linden Lab
face much of a problem with players cheating?” (Since Second Life is not a game, there's nothing to be cheated.)
Among female developers, Second Life
is regarded as having a very inclusive setup. Nothing about the
game—down to its console, a computer—pushes women away from
participating.
After
the keynote, three panel discussions were held, followed by a break out
of smaller and more specific roundtable discussions.
“People
are assuming that games have to be mindless” in order for women to play
them, said Heidi Perry of PlayFirst, who spoke on the panel “Games for
Women.”
Nicole
Lazzaro of XEODesign, who spoke on the same panel, agreed and added
that the “stereotype is to make games easier” for women if you want
them to play. There are a few things most players want in a game no
matter their gender, according to Lazzaro, including the feeling of
triumphing over adversity, but without killing, and simplified game
mechanics so that the player gets into the gaming quickly.
Margaret
Wallace (Skunk Studios), also on the panel, railed against the industry
for disenfranchising women. “There's a push against women gamers from
within the game industry,” she said. Games have been made “with
puke-humor” thought to be edgy, she said, wondering why developers
don't see the direct correlation between the “sophomoric” humor put
into the games and women not liking them. “They treat women as a
mysterious nut to crack.” Wallace's advice: “Make a game mechanic
accessible.”
In discussing games that women largely do play, Lazzaro turned a critical eye to The Sims and its marketing. “The Sims
is based on the dollhouse mechanic, but they weren't allowed to call it
that. … The strategy was to get the guys hooked [because they are the
primary purchasers of games], but when they brought it home, everyone
played.”
Another
panelist, Lisa Sikora from Microsoft, also spoke of the complementary
roles in her game playing. She and her husband play Half-Life 2,
but she said, “I want a supporting role. I want to play Alyx while my
husband saves the world.” Lazzaro followed up this point with the fact
that women often look for the word “co-op” on a game's package when
making a purchasing decision. And both Lazzaro and Sikora, in fielding
an audience question about World of Warcraft, defended the game's ability to appeal to women.
“In the World of Warcraft window, you can see lots of husband/wife teams,” said Sikora.
“I would argue that World of Warcraft
actually did design the game with women in mind,” Lazzaro said,
mentioning the choices players have in teaming up with others, such as
crafter roles and supporting roles (fighter and healer), as well as the
gradual introduction to the game. “Women come for the content and stay
for the community,” she said. “It's a social lubricant.”
The
other panels of the day were “Games by Women” (featuring Don Daglow of
Stormfront Studio, Elisabeth Marty of Linden Lab, CTO of Her
Interactive Sheri Hargus, Tina Kettell of Microsoft, and guest Laura
Fryer) and “Women Who Play” (with Ubisoft FragDoll captain Morgan
Romine, WIGI co-founder Ellen Beeman, John Romero, and Gano Haine, vice
president of product development at LimeLife).
Haine
raised the question of gender-specific marketing in not just the game
industry, but the technology-entertainment sector at large. “In Toys
‘R' Us, you walk down the girl aisle and you walk down the boy aisle.
At Best Buy, there is no girl aisle,” Haine said. Marketing is “not
guesswork—it's a science,” she said, further probing why women, as a
market, have been so completely ignored by the game industry for so
long.
Women
in attendance ranged from developers to students to PR specialists and
other titles. Two women from Sony San Diego—one in licensing and one in
marketing—said they specifically asked their employer to let them
attend. They mentioned a lack of women in high level positions in the
company and wanted to learn from WIGI speakers how to better leverage
their careers in the face of this adversity.
WIGI
has an upcoming, similar event planned for April 22 in Dallas. You can
learn more about Women in Games International, its organizers,
speakers, and upcoming events, by visiting www.womeningamesinternational.org.