Posted by: SOE | November 10, 2009

Q&A With Rebecca

This week, I took the opportunity to check in with Rebecca Gleason, this year’s winner of the G.I.R.L. scholarship.  Rebecca is currently in the middle of her studies at Indiana University-Purdue University Indianapolis, and we touched base to see how it’s going.

Emily:  First of all, I hope you’re enjoying the program, although I understand it’s a lot of work!

Rebecca:  Thanks.  Yes, it is quite a lot of work!  But, it is very rewarding.

Emily:  Can you describe what your typical day is like these days?  Is it what you expected?

Rebecca:  I am trying to stay healthy and maintain a schedule, so I wake up early and go to the gym (otherwise I would be sitting all day).  Once I’ve showered and had breakfast, I get going on my homework.  There is so much ‘making’ to do in each course that I only really take small meal breaks during the day.  We are not only doing digital work, but also creating 3-D designs and hand drawings, so I have paper scraps and odd materials strewn about the place at all times.  My classes go from 6:30pm to 9:00pm every night and from 9:00am to 2:00pm on Saturdays.

Emily:  You mentioned that you’ve been too busy to even check your email most days.  What is it that’s keeping you the busiest at the moment?

Rebecca:  The volume of work we are asked to produce is astounding.  Right now, we are working on several different projects where we have to diverge and create a multitude of visual explorations that convey a specific mood.

Emily: In your essay submission to the G.I.R.L. scholarship program, you shared some thoughts about women and girls in gaming, and how their relationship with gaming is sometimes different from that of men and boys.  Since the readers of this blog didn’t have the opportunity to read your essay, can you describe what key points you felt were most important?

Rebecca:  I feel that many women and girls are perhaps more drawn to creative games rather than the “shoot ‘em up” ones. We aren’t as easily captivated by those, as they don’t allow for any real personal exploration.  I’m not saying there aren’t any women who enjoy those.  They are great escapes and a lot of fun, but in order to want to keep coming back, I feel we need a little more interaction and creative control.

Emily:  Before starting the scholarship you mentioned that you would love to work as an artist, but you also mentioned an interest in other areas of game design.  Now you’ve had an opportunity to delve deeper into some of the different areas of gaming, have your preferences changed at all?

Rebecca:  I have always wanted to do something with my artistic talents, but I also have so many ideas about all aspects of a game.  My program is Experience Design and so that can be translated in so many ways.  Not only can I contribute to different aspects of game design, but also perhaps the marketing and promotion of the games.

Emily:  Have there been any big surprises?  Anything that you weren’t expecting, and have only discovered during your studies so far?

Rebecca:  No huge surprises yet.  Though I have come to understand the importance of suspending judgment and allowing ideas to form and be documented without trying to make them perfect the first time.

Emily:  Game design can be a very challenging and demanding career.  Do you think there are any specific challenges that are specifically relevant to women in gaming, that perhaps don’t impact men so much?

Rebecca:  Perhaps just the lack of women in some areas of design and the perception that it is hard to break into the industry as a woman.

Emily:  How about the reverse?  Do you think there are any challenges that men face in game design, where perhaps women aren’t as affected?

Rebecca: There is a lot of competition in a field like this.  I think men probably feel that quite a bit.

Emily:  I’m curious, why game design?  Was there anything specific that developed your interest in game design?  Is there any particular reason you’re so passionate about it now?

Rebecca:   I have always loved the sci-fi/fantasy genre and my art has reflected this interest.  Game design seems to be a place where my ideas are realized.  I see game design as the perfect outlet for my creativity and for further exploration in ways games can be used.

Emily:  You’ve mentioned that Civilization is one of your all time favorite games.  I’ve spent many happy days playing it myself, as well as its sequels like Alpha Centauri.  Are there any other games that particularly stand out as favorites?

Rebecca:  I’ve always loved Zelda and some other older ones like Crystal Castles, and Impossible Mission.  I also really like games where I’m learning languages or other things I can use in the real world.

Emily:  Are there any women in your life that have been strong role models for you?  How do they feel about you pursuing a career in game design, if so?

Rebecca:  My mom was always a great role model.  She is a wonderful artist and has had a huge influence on my own creative path.  She is happy I am using my creativity because there was a time when I had ignored it.  She is excited to see what I will bring to the mix and where this path will lead me.

Emily:  You mentioned that in the future you’d love to be able to continue to help women enter the gaming industry.  Do you have any specific ideas in mind about how you’d like to see women in gaming encouraged?

Rebecca:  I think things have really opened up in the past few years as far as integrating a woman’s voice in the industry by marketing to them and creating games especially attractive to them.  This awareness is something I’d like to build on so that girls will know that there is space for them to play in this world too.  I haven’t been able to think too much yet on concrete ways of doing this, but I’m still exploring many ideas in general so I know it will come.

Emily:  Any last words of advice or warning you’d like to leave for future G.I.R.L. scholarship applicants?

Rebecca:  I guess I’d just like to say that it is important to keep working on your craft and learning about the world.  Real life experiences are what bring the most interest and vibrancy to the table when you are trying to create something.  Use this experience as a step towards your goals.  Even if you don’t win, what you learn by doing it is just as valuable.  Learn what it takes to be great at something and work toward it every day.

Posted by: SOE | November 6, 2009

A Touch of Hero Worship

I didn’t have a lot of heroes as a child.  There were various fictional characters that I wanted to emulate (at one point I was very cross that my parents hadn’t abandoned me as a baby in some African jungle to become Tarzan), but that’s not quite the same thing.  Through childhood and into adulthood, although there are many people I admire, there are very few that I would consider a “hero” to me.  So, I was quite surprised to discover I currently have a small case of hero worship.

If you work or play extensively in the game industry, chances are pretty darn good that by now you’ve seen the music video, “Do You Wanna Date My Avatar” http://www.youtube.com/watch?v=urNyg1ftMIU , or watched the web series “The Guild” http://www.watchtheguild.com/ .  The writer, the brains and the driving force behind these is a lady by the name of Felicia Day.  A few years ago she would have appeared to be yet another struggling actress, picking up small parts on this sitcom or that, good enough looking but not the typical sculpted-and-airbrushed beauty that’s really going to turn heads in Hollywood.  There must have been a thousand other young actresses in the same position, but what’s different about her?

First, she plays computer games; second, she admits it; and third, but far from least, she creates her own opportunities.  Since she had a lot of knowledge about MMO games, she made a sitcom pilot.  And when Hollywood wasn’t interested, she turned it into an online web series.  Found co-stars, found staff, worked entirely off fan donations until she found sponsors, and created a series that’s now followed by fans around the world.  Not only is she a good role model for anybody who’s not yet where they want to be in their career, but she’s also a fantastic representative of women in gaming.  To the old refrain of “girls don’t game” we can now say, look!  A woman MMO gamer who is attractive, successful and smart.  She’s far from the only one, but she’s certainly the highest profile one around right now, and by doing what she’s doing, she represents all of us.  And so, she’s my new hero.  Good for you, Felicia Day, for refusing to give up, for not accepting the judgment of Hollywood, and for finding a way to balance gaming, career, and femininity so that all three end up stronger.

- Emily “Domino” Taylor

Posted by: SOE | October 16, 2009

Adventures in Dungeons & Dragons

When I was maybe 10 or 12, my parents gave me a copy of the Dungeons & Dragons Players Handbook.  I don’t remember exactly when it was, and I’m not sure what prompted this gift as they had never played D&D themselves, but I’m guessing it was probably around the time that the Dungeons & Dragons animated series was on TV as I watched that every week.

While a D&D manual was a pretty awesome gift to give a young girl with an active imagination, unfortunately they couldn’t provide me with the other thing needed to enjoy D&D: a gaming group.  I spent ages reading the manual and my brother and I collected lots of dice and tried a few games, but two people (one being the GM) does not make for a very satisfying D&D experience.  We eventually gave up trying to play D&D on paper, and moved on to writing vaguely D&D themed text-based computer adventure games in BASIC (most of which I programmed to include cheat codes for me, and ways to imaginatively kill my brother).

I was fascinated by the idea of D&D and similar games, but unfortunately, they did not seem to be something that girls played back then.  My female friends had never heard of it and didn’t seem in the slightest bit interested in learning more.  My brother was a bit luckier – being both male, and a couple of years younger than me, he eventually found a group of friends in his teens that he could game with.  However, girls most definitely did not hang around with their baby brother’s all-boy gaming group either, and all the boys of my own age who might have been gaming were far too shy to talk to girls about it, let alone invite them to join.  So it wasn’t until university that I actually had the opportunity to play some tabletop role playing games with a real gaming group.  That didn’t last long after graduation, however, as I moved countries a few times and ended up working for a mainly marketing and publicity company whose employees (although wonderful people) tended to look at me like some kind of weird alien when I talked about things like roleplaying games or MMOs.  I played some Traveller (a space-based science fiction roleplaying game) for a few years via a remote client with assorted online acquaintances all around the world, but mostly satisfied my roleplaying interests by playing MMOs.

There is a happy ending though; since starting work at SOE, I’ve been blissfully surrounded by hundreds of gaming geeks who enjoy every type of game imaginable.  When asked what I did on the weekend, I can reply that I killed a dragon, and nobody will even blink; if anything, they’ll just enquire how, and which dragon.  I now have not one but two regular D&D games, and we’ve been trying out the latest edition of D&D.  Somewhere in the back of my parents closet, my original first edition D&D handbook is probably still languishing while I run around with a fourth edition rogue and a warlord.

I’m glad that I get to play now, but I do still regret that I didn’t have this much fun back when I first got my original player’s handbook.  I know that games like this are slowly becoming more main-stream, and I hope that nowadays there are enough girls who are interested in D&D that they can find friends to play with if they wish.  If that’s not the case yet, then hopefully we’ll get there soon!

- Emily “Domino” Taylor

Posted by: SOE | October 6, 2009

What’s in a name?

What’s in a name?  That which we call a rose

By any other name would smell as sweet.

So says Shakespeare’s Juliet, referring to Romeo, but although Juliet seems sure that names are irrelevant, I still find it one of the hardest parts of creating a quest, and I know I’m not alone there.

Right now I’m creating some quests for the upcoming expansion in EverQuest II.  The outline of the quest series is written, but I took the lazy way out and just referred to the characters as “Far Seas NPC” and “questgiver NPC” etc. without thinking up names.  Now I’m actually sitting down to make the quests, my first step is to make the characters, and this is where I always have trouble.

The temptation is often to name them after people I know, or famous people, or make some kind of joke about it, and many games and designers slip references like this in here and there — hence the original EverQuest had the pair of bankers “Mort” and “Gage”, World of Warcraft has characters like “Haris Pilton”, and EverQuest II has a pair of Hooluk (owl men) called “Orly” and “Yarly”.  However, too much of this and the game world just starts to look silly and immersion-breaking.

Coming up with original names can be certainly stretch the imagination, however.  Lately I’ve been picking random names from things I see or have read, whatever randomly springs to mind.  I recently implemented a small market fair type area for which I had to create and name a number of characters.  Here’s a closer look at how they were named:

  • Jenni Merrytoe, a halfling food merchant:  first of all, she’s a Halfling because Halflings are well known to enjoy their food and enjoy cooking.  She got the name Jenni because it’s short and cheerful, like a good halfling, and because my friend Jennifer happened to IM me while I was working on the festival, so the name was fresh in my mind.
  • Sanya Farshore, another market merchant:  Sanya is a half elf, just because half elves are a convenient race to use for npcs of no specific alignment, since they can live in any of the cities in our game.  I pulled that name out of the air as I happened to be reading a blog earlier in the day that’s written by someone of that name, and Farshore indicates her travelling nature – half elves often have surnames indicative of nature, travel, and their love of water.
  • Sussan Swiftneedle, a kerra tailor selling clothing:  Susan is a nice name, and Sussan is also the name of a women’s clothing store I used to shop at when I lived in Australia, and the Swiftneedle indicates her trade as a tailor.
  • Thomas Strongbellow, a barbarian crier announcing the fair:  as a crier, he roams around shouting out the news of the fair, so Strongbellow seemed a great name.  Thomas was very random, the character appearance just looked like a Thomas and it sounded good with Strongbellow.
  • Mystic Margreth, a genie fortune teller:  I was playing with the name of a well known character on English television, “Mystic Meg”, who gives lottery predictions each week.  I was originally toying with the idea of making this character a ratonga called Mystic Megrat which would be both a play on Mystic Meg and also a play on Terry Pratchett’s witch character Magrat in the Discworld series of books, but I decided a genie looked better as the fortune teller, so Margreth is just a version of Margaret.
  • Kella Swampfoot, a troll supply quartermaster:  trolls are from the swamps of Innothule, and swampfoot is both a type of plant found there, and an infection of the foot that non-troll races can be susceptible to if they spend too much time in damp boots.  Kella was just a random collection of syllables that sounded good with Swampfoot.

Another designer on the EverQuest II team told me once that while he was working on an overland zone for one of our previous expansions, he also was driving back and forth to Arizona a lot as his father was ill.  Most of the guards and sentries in that zone are now named after exits on the freeway between San Diego and Arizona.  Yet another designer decided an entire race of characters (the fae, in Kelethin) would have names based on the Finnish language.

It can be surprisingly challenging coming up with names that suit the characters, fit into the world, and aren’t repetitions of names someone has used before.  Sometimes you just feel inspired; other times, you sit there racking your brains.  However, writing this little blog has successfully helped me procrastinate the naming of today’s first quest character for a little while at least, and now I’m off to lunch – perhaps the waiter’s or waitress’s name will suit a quest character!

- Emily “Domino” Taylor

Posted by: SOE | September 25, 2009

My First Multiplayer Game

It’s my birthday this week and since I’m feeling old, I got to thinking how very much computer games and multiplayer environments have changed since I was a wee young thing.  I was fortunate that my family had a personal computer from almost as soon as they were available, and I enjoyed playing around and learning some basic programming from a very early age.  The new world that computers were creating really opened up to me though when we got our first modem.  Yes, back when home computers were still a pretty rare thing, before the world wide web existed, and back when a 2400 baud modem was the epitome of fast data transfer, I discovered the wonders of Bulletin-Board Systems (BBSs).  These were text-based message boards, or in the more sophisticated cases, multi-user chat rooms and text games, where geeks like me could talk with other geeks on a wide variety of topics or nothing at all.

Most of the BBSs I frequented consisted of someone’s home computer and a dedicated phone line, and users like me would directly dial the phone number of the BBS.  The computer would answer the phone and you’d log in to whatever type of BBS software the owner had set up.  Since there was only one phone line, only one person at a time could call in, and so it was considered bad manners to spend a long time logged in reading the messages directly.  Instead, one would use a piece of software called an offline message reader.  This would download all the new messages since you last called that particular BBS, and then allow you to read and answer them while offline, so that next time you phoned in to that BBS, your new posts could be delivered.  The first OLMR I used was called SLMR – Silly Little Message Reader; later I upgraded to the Blue Wave message reader which allowed you to add little humorous taglines at the end of each post, which would be randomly selected from a text file.  Many people made almost a game of collecting as many funny taglines as they could, and I was no exception: I had a file with hundreds and hundreds of the best taglines that I’d collected and culled from other people’s posts and tagline files.  I probably still have that file somewhere, although taglines seem to have gone the way of the dodo.

Another feature that many BBSs offered were “door games”.  The “door” referred to the fact that the game itself was run externally, not as part of the BBS software.  You would phone up the computer, which would answer the phone and log you into the BBS software.  The “door” was essentially a gateway out of the BBS software itself and to programs that would run on the computer beyond.  So “door games” were small games that could be run on the host computer and accessed through the “door” program by people who were dialed up and logged into the BBS software.

Although there were some multi-line BBSs back then, the large majority were still limited to having one person connected at a time, so most door games were either single player, or multiplayer but turn based.  Whereas most of the multiplayer games we see now days are “multiplayer online” games (meaning, multiple players can be online together), door games were generally “offline multiplayer” games, where many people were playing, but only one could be active at a time.  Sometimes it didn’t matter in what order players connected to play their turn, and in other games, logging on first could allow you to get the jump on the other players.  One of my favorite door games back then was called “Usurper”, a vaguely dungeons-and-dragons style text game which allows you to enter dungeons and fight monsters, level up, buy and sell equipment.  Once your turn for the day ended you could pay money to sleep in the inn, or you could sleep for free in the public dormitory, or you could also spend the night at the beggar’s wall, where people could donate money to you if they were feeling nice.  However, in the latter two locations, other players could also murder you while you slept if they were not feeling nice.  Thus, whoever logged in first had the advantage of being able to slaughter any other players who’d ended their turn at the dormitory or beggar’s wall.

BBSs were my first introduction to virtual communities, and Usurper was my first multiplayer computer game.  Both multiplayer environments and computer games have come a long way since then, and now we have massively multiplayer and fabulously graphical online environments that we could barely dream of back in the days of BBSs.  Still, I guess you never forget the magic of your first multiplayer game, no matter how basic it may seem now.  I still think fondly back to the days of BBSs, and hurrying to be the first to get to the door games to avoid being murdered in my sleep; and even though I play newer, fancier, prettier multiplayer games these days, I’ll always have a soft spot for Usurper and the BBSs that pulled me into this whole gaming world and, ultimately, my current job.

- Emily “Domino” Taylor

Posted by: SOE | September 18, 2009

Character Creation

I am one of those people who loves character creation and can spend ages playing around with all the different options.  I generally start any game by attempting two different things:  I try to make a character who looks as much like me as possible, and then I try to make a character that looks appealing, but as unique as possible from what the majority of other players are choosing.  In games that have a choice of different races, that usually means that I’ll choose an underplayed race; in games with limited or no choice of races, I’ll try to find some variation of customization that is uncommon.

Character creation and customization is an area that I think can have a very strong impact in whether a game seems welcoming to women or not.  Although this really applies to both genders, it’s been my experience that women are much more likely than men to identify more personally with their character’s appearance, and therefore to feel more uncomfortable if the customization options cannot create a character they would like to represent them.  I recall looking at one game’s character creation options for the female characters, and discovering that the only appearance options for the female characters were best described as “hot”, “bimbo”, and “hooker” while the men got to choose from three body types which varied from “skinny geek” to “muscular” to “incredible hulk”.  The male character choices varied in body weight by at least 100lb and had completely different body types; the female character choices varied mainly in breast size and degree of lack of clothing.  Confronted with these choices, I opted to give this particular game a miss entirely.   Not only was I not happy about representing myself as any of the available appearance options, I also felt that they were a telling comment on the attitudes of the game’s designers towards women in general, and one that I strongly disliked.

In multiplayer games where others are seeing only the in-game character that represents us, the appearance of that character is extremely important.  Humans are hardwired to draw instant and unconscious conclusions about other people based on their appearances, and if the only thing I have to represent me within a game is my character’s appearance, then I want to be absolutely sure that I’m comfortable with the way it represents me.  If I am not given sufficient customization options to give me a choice that I’m comfortable with, then I’ll never really feel truly comfortable playing that game — or, as in the previous example, I won’t play it at all.  Didn’t include any female appearances that don’t look provocatively sexy?  Those who prefer not to represent themselves as blatantly sexy will not feel comfortable in your game.  Didn’t include any skin tinting options except caucasian?  Those who prefer not to represent themselves as pale skinned will feel unwelcomed in your game.  And so on.  Of course, it’s good to have the option to look sexy … but to be forced to do so all the time against one’s will is an entirely different thing.

As a game designer, I know very well that there are time and cost limitations that affect the choices games allow in character customization.  Vary the body types too widely and you add an ongoing extra cost in ensuring that all new clothing fits all the body types.  Vary the skin tones too much and you may come across odd tinting issues that make your characters look really bad when players try to tint to extremes.  Add too many customization options and you may add lag when large numbers of players are in the same place and their compters have to render all of each others’ customizations.  All of these are choices that design teams (or key people in them) decide how to deal with in each game, and every game will have different factors that influence what gets included. The fact that one particular option was not included doesn’t necessarily mean there’s any conscious discrimination or statement being made.

The fact remains however that the character creation options do still reflect the priorities and attitudes of the game team.  At some point someone still decided, “THIS appearance option is the one we will do first, and THAT option is just not important enough that we can’t launch without it.”  It may not have been maliciously intended, but it still represents what ultimate value judgments were made about what was seen as an essential feature and what wasn’t.  More important, it’s irrelevant to the customer whether there was a technical restriction that meant you had to exclude certain options:  they don’t know that, they simply see what made the final launch product.  The customer enters the game, and can feel either comfortable or excluded before ever leaving the character creation screens.

I know from personal experience that character customization options can make or break a good game experience for me, and I doubt I’m alone in that, but I wonder how many game companies actually sit down and plan out this very important first impression.  If we ensure that more women feel more comfortable wearing the virtual skins of our virtual worlds, would it ultimately translate to more women playing for longer, and a lower barrier of entry for women who are newcomers to gaming?  I don’t know the answer to that, but doesn’t it seem worth investigating further?

Emily “Domino” Taylor

Posted by: SOE | September 3, 2009

I’m not as weird as you think I am…

When talking to my male friends and co-workers about games, one thing I often seem to hear is that I’m unusual in the things I like.  It’s true, I don’t like some things they like, and they don’t like some things I like, and I think that’s quite normal.  Everybody has slightly different tastes about everything, and diversity adds interest to life.

One thing that annoys me to hear though is when acknowledgement of our differences crosses the line into implying that my tastes are strange or unusual or just plain wrong because they’re not the same.  For example, I don’t generally like PvP and raiding, and I do generally like sim-type games and games that involve crafting.  Unfortunately, to some of my acquaintances that just makes me weird.  They assure me that PvP content will appeal to “everybody” if it’s done well, assure me that “nobody” they know would be interested in a crafting-oriented game, and dismiss my disagreement as a statistical exception that proves the rule.  Yet, in a world with a population of over 6,000,000,000 people, I’m not so egotistical to think that there’s anything special or unique about my views and tastes.  Even if my tastes are so rare that only 1% of everyone is similar to me, that still means 60 million people in the world do have similar preferences.  And since I know quite a few other people already who enjoy the same things I do, I suspect the percentage like me is much, much higher.  It is indeed probably an accurate observation that the majority of the people my acquaintances know share their tastes, but it’s a serious mistake to draw conclusions about all computer gamers in general from that observation.

The first reason it’s a mistake is very similar to what’s known in astrophysics as the “weak anthropic principle.”  This essentially states that we can’t draw any conclusions about how probable or improbable it is that the conditions for intelligent life developed here on earth, since if the conditions did NOT exist here on earth, we wouldn’t be here to draw any conclusions about it.  To use that principle in a computer gaming perspective, we can’t look at a particular computer game environment that would selectively encourage only certain play styles, and then use the abundance of those play styles in that computer game environment to draw conclusions about the overall frequency of those play styles.  The environment itself is biasing the sample of types of play styles that you’re observing.  For example, if you like to play puzzle games, you are likely to meet other people playing it who also like puzzle games.  You are highly UN likely to meet people who dislike puzzle games.  It’s accurate to observe that people who don’t like puzzle games are a minority in that one particular game, but you can’t conclude if they’re a minority of game players overall.
To actually get a realistic picture of who likes what types of games in general, you need a much broader survey than just the people who play the same games you do, or just the people you know from gaming, because you’ll tend to know people who have the same taste in games that you do.  You need to survey a wide number of people across a wide number of game genres and play styles, and keep very firmly in mind that you are unavoidably a biased observer simply due to your own preferences, and compensate for that.  Unfortunately, there’s a certain human temptation to look around at all our friends and acquaintances and take the easy conclusion that most people are like us.  I suspect that some of my friends and acquaintances are falling into this trap when they dismiss my enjoyment of certain play styles as just plain strange and aberrant; it doesn’t agree with their opinion nor the opinion of the majority of people they know, therefore they conclude (possibly correctly, but probably erroneously) that I am a very small and unimportant minority play style.

There is a second possibility for why my friends may feel my gaming preferences are a minority:  perhaps folks who like the things that I like are under-represented in computer games simply because they aren’t playing computer games of any sort.  That may sound like a justification for my friends’ belief that I’m just weird, but in fact it’s not.  Their opinion is that I’m just unusual in what I like to play.  I suggest it’s possible that I’m not unusual in what I like to play, but because there are not as many games that appeal to what I like to play, and because current computer game marketing doesn’t tend to target people like me, many people who share my interests simply aren’t even aware there are computer games out there that they might greatly enjoy playing.  This should in fact be an exciting prospect for computer game manufacturers, if it’s true – it would mean there’s a huge untapped market out there that could spell lots of new customers if they can figure out what games they want, and how to let them know the games are out there.  And there are in fact some signs that some companies are starting to realize this and try to reach those new markets.

The implication here for women in gaming is probably obvious.  While I’m not claiming to be a representative of what all women enjoy in computer games, we do know that there are some general differences in what different genders seem to find more enjoyable in computer games.  Indeed, there are probably many different ways in which we could divide people to identify differences in gaming preferences – age would be another good divider.  The point is that when we have an industry that’s composed of a majority of one particular demographic with certain preferred gaming play styles (whatever they may be), then if we’re trying to appeal to other demographics  we have to be all the more careful to make decisions based on unbiased data and facts, rather than what the “gut feeling” of the majority of that industry thinks constitutes a good game.  If we don’t remember to do this, and to check our assumptions frequently during development, we may be excluding a significant potential market, or even driving away a portion of our existing customers.

The wider a range of opinions and play styles and demographics we can get involved in the game development industry (whether it be more women, or a wider age range, or anything else), the better we should be at expanding the appeal of computer games and accurately understanding what people want to play – not just understanding what the people who are already playing computer games want to play, but approaching an understanding of what the entire potential market wants to play.  We can all contribute to this goal by being aware of our own biases, basing decisions on actual statistics and survey data rather than what we personally prefer, and making an effort to get the opinions of other people who don’t share our own preferences.  Continuing to increase the diversity of the people involved in game development is one of the goals that the GIRL scholarship aims to support, and I certainly feel that a continued movement in this direction can only be a good thing for the industry in the long term.

Emily “Domino” Taylor

Posted by: SOE | August 26, 2009

A Goo-d Game

Lately, it seems I don’t get to play as many computer games as I used to before I started actually working in the industry. Partially that’s just plain lack of time, and partially it is just the simple fact that when you spend all day thinking about computer games and working on computer games, it unfortunately starts to feel much less like relaxation to go home after work and play computer games. Instead of logging into an MMO and spending the evening crafting, nowadays I’m just as likely to spend the evening cooking, sewing, or otherwise crafting in this thing they call “real life”.  Nonetheless, I have enjoyed gaming for many years and although I spend a lot less overall time gaming lately, I still enjoy trying new games (and occasionally old ones too).

The most recent newish game I’ve tried is “World of Goo”, an independently made little game that’s available through the Steam service.  It’s a beautifully executed logic game which reminded me slightly of “The Incredible Machine”, only instead of building structures and contraptions with a bunch of machine parts, all you have to work with is goo. Black goo, green goo, red goo, clear goo, grey goo … lots of goo. “Goo” is represented here by little colored spheres with eyes that roll around and attempt to follow other goo, and each different color of goo has slightly different properties. I generally enjoy logic puzzle type games anyway, and this one was particularly charming because the little goos were cute without TRYING to be cute — the difference between a kitten and Hello Kitty, if you follow my distinction.

One of the things I liked best was the sound track, a series of beautifully themed pieces that matched each level.  I’m absolutely not a musical person by anybody’s definition of the term, but since entering the computer game industry I’ve met enough of the sound designers who work in the industry that I have developed a small degree of understanding and appreciation for sound and music in games, and I really thought that “World of Goo” got their sound and music exactly right.  The ongoing story of the game, revealed as you progress through the levels, was also very nicely done.  The game was coherent and interesting without being blatantly obvious or deliberately obscure, and had a satisfying ending.  I gather World of Goo is doing very well, and I’m glad; it’s good to be reminded that a game doesn’t need a huge budget, a huge world, or a huge design team to be clever, successful, and enjoyable.

Emily “Domino” Taylor

Posted by: SOE | August 18, 2009

The Tales we Tell

A couple of years ago I wrote a couple of stories for the print-and-paper “EQuinox” magazine, an official EQII magazine produced by MMM Publishing.  I wasn’t working for SOE at the time, but they were looking for volunteers to provide stories, and someone gave them my name.  Even before that though, I used to sometimes write the stories of things that happened in the game I was playing at the time (the original EverQuest, back then).  Partly for writing practice, but mostly just because I enjoyed it.

Experiencing the content as you play through a computer game is an entertaining experience, but ultimately, it’s a series of things that happen to you as the game designer planned it.  The same monsters appear at the same places and attack you with the same weapons and you kill the same boss of the same dungeon, and even in games that have become more sophisticated these days and vary that a little bit, it’s still basically the same experience over and over within very fixed parameters.  Writing a little story about the trip through a dungeon allowed me to make the experience uniquely mine, to impose my own interpretations and my own thoughts on the events, and make it unique and different from every other person’s experience.  Sometimes I would write it down and post it on a message board somewhere, and sometimes I would just tell a story during a quiet night in guild chat.  As I discovered over time, it also interested other people and made the game content seem fresh and new to them.  Perhaps I would notice little details that they’d missed, or perhaps I would just interpret the events and surroundings in a different way.  Often they would discover a new interest in seeing that game content again, and often they would add new perspectives that I had not seen, which renewed my own interest too.  I also found that I noticed more details about the game world too; knowing I might write about something made me pay more attention to what I was seeing, and why I was doing things.  Why ARE we going to kill this guy, why DID that monster do that, what DOES this mean in terms of the world’s overall story?

I like playing computer games of many types, but since the birth of the MMO, it’s hard for me to stay with a single-player game for long.  What I love most about MMOs is nothing to do with competition, although this is commonly assumed to be a main reason why people play MMOs.  What I love most is the ability to positively affect other people.  Show them something cool, take them on a tour, and watch them say “omg!”  Tell them a story that helps them see how they fit into the world, and watch them gain new pleasure from being the hero of the story.  Give them a gift, decorate their house, or just give them a few helpful tips, and watch as they not only enjoy the game more, but also turn around and pass the favor on to others.

As a game designer myself nowdays, I love to try and provide ways in which players of my game can positively impact each other.  It’s a hard task though!  It’s far more traditional to design ways in which players can compete, or even directly beat each other up.  I think it’s an aspect of game play that is perhaps a little less visible than it should be at times, and a little less supported than it could be.  I hope that as MMOs progress and continue to grow more sophisticated, it’s something that we will see more of in the future.

Emily “Domino” Taylor

Posted by: SOE | August 7, 2009

A Busy Weekend in San Diego

By Emily “Domino” Taylor

Last week in San Diego brought hot, sunny weather, and also brought both Comic-Con and the SOE Block Party to town!  Comic-Con is a convention nominally devoted to the comic industry, but since its origins in the 1970s it has expanded to all aspects of geekdom including science fiction, fantasy, computer games, manga, collectible cards, and just about any type of geek pleasure that you can imagine.

These days, Comic-Con fills the entire San Diego Convention Center and it can take an entire day just to work your way from one end of the stalls to the other end – parting with lots of money on the way, most likely.  This year, I managed to come away with a new set of dice for the D&D tabletop game that I play; a “The Knight of Good” t-shirt to support “The Guild” (the online internet sitcom written by Felicia Day); a copy of “The Graveyard Book” autographed by Neil Gaiman; and a couple of CDs that will be a Christmas present for a friend.  I was very tempted by the little hand-crocheted stuffed cthulhu dolls also, but I decided to try and make my own rather than purchase the pre-made ones.  More fun!

On Saturday afternoon, the SOE Block Party filled the parking lot at SOE’s headquarters up in Mira Mesa.  Comic-Con visitors were offered free bus rides to and from the Block Party, where there were free food and drink, tours of our buildings, and demos of the SOE games to see and try.  Not to mention the opportunity to meet and greet SOE staff including me and many of my co-workers!  I spent the first couple of hours manning the EQII demo computer and it was great to see how many people gathered around, interested in seeing what our high level zones look like these days, and talking about what’s coming up with our next expansion, The Sentinel’s Fate.  It’s always a pleasure meeting the folks who play our games and hearing in person what’s exciting them most, and what they’re looking forward to.  The diversity of opinions never fails to amaze me, and make me marvel at how many different ways of playing games there are.  Looking around at all our demo displays, I was also amazed by how many different types of games SOE now supports, offering fun times to so many of these different play styles!  So much has changed since the days of EQ1.

If you live in San Diego, do make time to stop by the SOE Block Party next year, even if you’re not planning to attend Comic-Con.  The lines are shorter than at Comic-Con, I promise.  And we’re always looking forward to meeting you!

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