2011
02.02

20 Years and Counting: THe Sirenia Year

Well, it’s been over a year since I started recounting my experiences in 20 years in games, so now it’s 21 years. Hard to believe!

So I left this story with me and Tim leaving Her Interactive and returning to Austin to start our own software company dedicated to girls games.

We did. We came back to Austin and established Sirenia Software. We contacted our good friends Steve and Ellen Beeman who had just set up a company called Illusion Machines here in Austin. They offered to let us sublease some room in their offices so we’d have a place to work.

I began work with a prominent games industry business agent at that time. Mr. Agent was (and still is!) one of the nicest, smartest, all over greatest guys in the industry. At the time the concept of girls and games was still pretty new but he “got it” immediately and we set up to figure out how to get Sirenia Software into production on a girls product.

We had just raised our first round of “friends and family” funding.. a whopping $50K dollars. Hey.. that was a HUGE amount of money for us! I had a great idea for a game where girls would be able to own and care for a virtual horse. They would take care of the animal and then participate in virtual horse events, such as hunter/jumper events etc.

The concept was one player would set up an arena with jumps and obstacles and then invite up to 8 of her friends to come compete. Other friends could attend teh event and “watch” via chatting to each other. How well the player did on the event was a combination of their skill playing the game and how well they had cared for their horse. They kept their horse in a personalized “stable” where they could brush, feed, play and train their horse. They could also display trophies and ribbons as well. They could own as many or as few horses as they liked. We called this game A Horse Of My Own and went to work building a prototype.

We were about three months into this process when I got a certified letter.

We were being threatened with a lawsuit from Mr. New CEO and the board of directors of Her Interactive. They claimed I had stolen their technology when I left.

This both terrified and infuriated me. We had to retain a lawyer of our own and a series of letters went back and forth. No law suit was ever filed, but it did end up costing us almost $5K to defend ourselves from this attack. That was a full 10% of the ENTIRE amount of investment capital we’d been able to raise. At the end of it all, our lawyer told me that I should have NO contact with these people without legal representation present. This was to come back into play later.

Anyway, while that was being settled, Mr Agent began to try to dig up not only places to pitch A Horse of My Own, but to see if we couldn’t find some regular dev and pub stuff to get us going. I guess during that time I must have flown into LAX 20 or 30 times. However, again and again and again we sat in offices and had door after door slammed in our face.

Probably my favorite moment was sitting in the office of BIG PUB COMPANY and having the VP of Dev pick up a phone call and say, “Seriously? We got BIG LICENSE NAME HERE for only 1.2 million dollars? That’s amazing.” Then he hung up the phone, turned to me and said, “So, girls game huh? What can you give me for $15oK?” That let me know right there what the “girls market” was worth

(Please see Pink Poison on this blog for more on the “pink games” movement”)

We drug that game all over and back, trying to find someone who’d fund it or take a chance on it. Today, it was what would be called a “casual” MMO. But back then there was no such category. Heck, there weren’t even MMOs. I could see that the people we were pitching to simply did not get it. They couldn’t see what I could, that the future of the female game market was in games with a strong social component.

One of the more “eye opening” moments in that was  from BIG NAME TOY COMPANY with BIG NAME GIRLS LICENSE. We had done a pitch for them and they had looked at me with no understanding. But they called me a few days afterwards. “Are you sure about this?” they asked. “Tell you what. You bring us some demographics.. show us that girls like horses and that there is a market for a girls’ horse title.. and then we’ll talk”

???

I could only wonder what planet they’d been living on if they really didn’t know that girls liked horses and that they would spend money on horses. It was finally Barbie Riding Club that proved that for us.

However, the final straw was Microsoft. We had begun talking to Microsoft early in founding Sirenia and they had shown an interest in the girls game market. Mr Agent talked to them about us and they were intrigued. They showed up at one of my talks.. then they brought me up for a paid consulting gig where I talked to them about designing for girls. Then we pitched our idea to a high ranking female programmer in the division we were working with and she completely “got” the idea and loved it! Finally, we had all our ducks in a row and pitched the head of the division.

By now we had a working demo of the game and went in to the pitch with high hopes. He really seemed to like the idea. He asked intelligent questions and began to look at the budget. We went away from that meeting optimistic.

then we waited for a reply.

A few days goes by.

Nothing.

Another few days.

Nothing.

A week.

Nothing.

Finally,  two weeks later, we contact the high ranking female programmer. She puts us in touch with the division head’s assistant. She tells us we should expect an answer in the next day.

the next day we got a one line email from the division head, sent from his blackberry.

“We don’t think it is the time for us to do girls games.”

And thus ended Sirenia Software.

Back From Vacation

2010
11.29

I just got back from a vacation – seven nights on a Royal Caribbean cruise to the Caribbean. I don’t think I really realized just how much I really NEEDED that vacation… and I don’t just mean from a “wow a vacation would be nice” way.. but in an actual physical health way. I hadn’t realized just how much pressure I’ve been under and how it was affecting me.

When I was at SOE, the stress was much more of a “fight for your life” type of stress… a “you are in a death trap and the end is inevitable” type of stress. When I was at the end of my time there I actually had lost over 30% of my hair  and was suffering from heart arrhythmia. (both verified by my doctor.)

This time the effect was much more subtle and much more… well.. private. I do not want to go into details here, but suffice it to say that by the third day of the trip it was VERY obvious that my body and brain needed the physical rest. The odd thing is, I wouldn’t trade my current job for anything in the world. I love my boss, my coworkers, my teams.. just everything about it. However, it’s now plainly clear that I have to figure out how to manage pressure… in a way that DOESN”T have a bad effect on my time for work.. which is nearly impossible.

So… if anyone has any suggestions, I’m open to ideas!

Now.. on to other things. Before I left on the trip, I asked folks for book recommendations. I thought I might tell ya’ll what I took and do a brief review of each.

So here’s what I read:

Talking to Myselves – autobiography of Jeff Dunham

Firefly Rain – Richard Dansky

Angelology -Danielle Trusonni

Orcs – Stan Nichols

As an author myself, I’m sensitive to writer’s feelings, but I’m going to be honest in my opinions …

” Talking to Myselves”  by Jeff Dunham

This may seem like an odd choice, why would anyone want to read the autobiography of a comic.. and a ventriloquist at that? Well, I’ve long been fascinated by ventriloquism, and since the days of Paul Winchel and his side kick Jerry Mahoney, I’ve loved to watch good vents work.. plus, a little known fact about me.. I’m also a ventriloquist… and won many a 4H “share the fun” contest as well as performed at churches and schools when I was a teenager and in early college. I gave it up, tho, when it became too “weird” and ended with me being shunned and made fun of  by peers. BUT.. I do love it.. and still find myself wandering over to the websites of various figure makers and thinking ‘what if…”

So.. back to the book. I have to say I COMPLETELY enjoyed this book. It was a unique look into the mind of a person for whom stand up comedy is an artform and an artform he has chosen to pursue in a unique way. It hurt my heart to see him run up against many of the same prejudices that I did (albeit in a much smaller way) from people who see ventriloquism as a “dead medium” or “quaint” vaudevillian skill. It made me smile to see he’d started from the same books and records I did when I was just about the same age as he was. I don’t think I realized just how far he had to travel to make himself the “overnight success” he was with Achmed the Dead Terrorist.

Overall, I STRONGLY recommend this book to anyone who wants to see what kind of hard work goes into  being a successful stand up comic.. and even how much harder it was for someone who’d selected the path of ventriloquism as his medium of expression!

“Firefly Rain” – Richard Dansky

I picked up Firefly Rain for two reasons 1. the back cover piqued my interest and 2. I know the author.

Richard is a great guy who is on the path I hope to be on myself one day – a game designer turned author. So I was curious to see what sort of fiction he would produce.

The story is roughly about a young man who returns home to a small town after not making it in the  big city. But this isn’t your normal “coming home” story. When he gets there, the first thing he notices is while there are fireflies all around the area, they do not venture even one inch on to his property.

The mystery of the fireflies is woven through this nicely put together thriller/light horror story. The pacing kept me turning pages and the imagery was vivid . I even jumped a bit when the supernatural elements turned up a the heat a bit.

The only problem I had at all with the story is I saw the ending coming from quite  a ways off. The up side of that was, even tho I knew it was coming, the pay off was satisfactory.

Additionally, there was the time or two I felt a bit like I did when I watched Amityville Horror… I think I was more scared than the protagonist was.. or should have been! I found myself thinking “and WHY exactly would ANYONE stay in a house where that sort of thing is going on.. and how the HELL can he even think of falling asleep after all that has happened?” LOL!

Over all, I very much enjoyed the story and was satisfied when it was done. I would recommend this as great airplane/cruise/vacation reading as it’s a nice escape from the day to day.

Thank you Richard! I look forward to more

“Angelology” – Danielle Tussoni

So after I finished Firefly Rain, I was ready to dive into my next story and I chose Angelology.

Angelology has as its premise an interesting concept of angel hybrids living on earth. There is some basis for this in the Bible with the talk of the Nephilim and such. But Angelology takes it a step further.

You can definitely see that the “DaVinci Code” had an effect on the author as there is a convent hidden away with mysteries in its shelves and ties to a secret group of people, but I’m sorry to say that’s where any comparison ends.

I desperately WANTED to read this story. It’s a topic that’s interesting and the overall concept seemed intriguing.. however the writing was so substandard I just simply couldn’t get through it.

It seemed as though the writer was in such a rush to get the idea out.. she hadn’t worked out the entire ’story” part. Again and again she used alot of what the Turkey City Lexicon ( http://www.sfwa.org/2009/06/turkey-city-lexicon-a-primer-for-sf-workshops/ ) would call “fuzz” when she encounterd places where she needs her characters to do things, but hasn’t devised a reason why they would do it… other than they need to for the story idea to work.

“Fuzz”   was so rampant in this story that on ONE page the author used “Somehow” or “Didn’t know why, but..” or a similar bit of fuzz THREE times. The two main characters “somehow” felt they had to talk to each other, and “didn’t know why, but” felt they could trust each other… and “somehow” ran into each other on the stairs…so on and so on.

I gave her the benefit of the doubt and hoped “somehow” their forced actions would have a reasons, but by half way through the book, it didn’t appear that would happen.

Additionally, the author “told” rather than “showed” me things. I was “told” that the main character felt nervous, rather than being shown her nervousness by the way she acted. A little bit of this I can write off as a young writer and an editor that isn’t experienced enough to tell them how to correct it, but after a half book of this, it actually served to distance me from the characters. I felt like I was observing them from far away rather than being able to “get into” the action of the story.

Then finally, her characters “somehow” kept acting completely out of character! For instance, our young nun who had been in the cloister since she was a child and very definitely loved it… “somehow” didn’t think she should raise an alarm when she came across a strange man standing in the convent’s private and sacred library!

I do not recommend this book. I’m sorry to say I only got through half the book, and that’s too bad as lately I’ve had a bit of interest in “angel” lore and “angel” based fiction.

“Orcs” – Stan Nichols

I picked up Orcs a long time ago as I really do enjoy traditional fantasy told from an alternate view point. I think Marion Zimmer Bradley’s Mist of Avalon was the first I read like that and so have a soft spot for it.

Orcs was a fun romp through a fairly traditional and, dare I say, cliched fantasy landscape. In short, a warband of Orcs finds themselves at odd with the evil queen and set about to save themselves and the entire world as they do.

I have to say, though, aside from the occasional superfluous comment about “My how sharp and yellow your fangs are”,  there really wasn’t much reason for the main characters to BE Orcs.  At any point the term “Orc” could have been replaced with “human” and there wouldn’t be any difference to the story.

Additionally the action and the plot felt VERY much like a DnD campaign. The band of orcs got smaller and smaller, and yet they managed to take on major strongholds of entire races of beings with no problem. The author spent a lot of time describing each and every blow of each and every battle, but each battle seemed to be one on one, even when the chars were invading fully populated fortifications. But our heroes always managed to beat whatever was coming.

Finally, the arrival of “Seraphim”  – a human char who would show up on his white stallion whenever the players… errr.. characters…needed a nudge in the “right” direction and who would then just as mysteriously vanish  – felt WAY too much like the Dungeon Master popping in to make sure his players were moving in the right direction.

Overall I felt it was pretty predictable and, as a game master of many many years, it felt very familiar. I could nearly predict what was going to happen chapter by  chapter.

That said, I didn’t dislike it. I didn’t love it either, but I did finish it and I would recommend it to anyone who likes a good DnD romp with LOTS of bloody fighting in it.

So that’s my reading list for my vacation.Next I’ll do a write up review on the cruise itself .. I *may* even post pictures! :)

Avatar Representation in Games

2010
10.19

For those of you who have heard my talks and read this before, I apologize!

Avatar representation is always a hot-button issue. Whenever I talk about it, some guy always says, “Well, they exaggerate male characters as much as female characters and *I* don’t get offended. Girls are just too sensitive and should just get over it!”

In some ways he’s right, and in some ways he’s wrong.

An avatar is a representation of the user in the virtual environment. When we select something to represent us, we want that person to be a hero. In our culture today “heroes” have certain characteristics. They are young, strong, and virile/fertile.

These traits manifest themselves physically.

In the male physique, the physical traits that indicate youth and virility include:

  • broad shoulders
  • slender waist and hips
  • large legs and arms
  • long, thick hair

For the female figure, those traits that indicate youth and fertility include:

  • large breasts placed high on the chest wall
  • slender waist
  • round derriere
  • long thick hair

So we do exaggerate these things on both the male and female characters, and we do so because these things say, “I am a hero.” They are traits our players expect to see on their avatars. So much so that there have been times when these traits weren’t available, the players asked for them.

This specifically occurred in Star Wars Galaxies. The original character creator did not have the option to increase the breast size on the female characters and several of the playable races had females who did not have breasts at all. The players were not happy with either of these and overwhelming asked for changes. The most interesting thing about this was the majority of the players who requested this were female!

It’s when we get into more than just heroic proportions that we start to get into trouble and where we start to see where the difference in the portrayal of male and female characters.

On the female characters not only do we see the heroic traits, but we also see an exaggeration of those physical signals that indicate sexual arousal and sexual receptivity. In other words, on the female characters, we not only exaggerate those traits that say “I’m a hero” but also those traits that say, “I’m ready for sex RIGHT NOW.”

What are those traits? Any “Introduction to Human Sexuality 101″ course will tell you that the human body has several physical manifestations that indicate when we are sexually aroused.

When the human body is ready for sex, a blood rush to the face makes the lips fuller and redder and the eyelids thicker and heavier. Also breathing will become faster (which in art is represented by open mouth), and the nipples will become erect.

In female characters, not only are the “heroic” traits exaggerated, but these traits which show sexual arousal are also exaggerated. Once exaggerated the female character will also be dressed in a manner to emphasize and draw attention to those traits (chainmail bikinis, etc) and she will be posed in such a way as to indicate she is receptive to sex.

The interesting point is, the male body exhibits the EXACT same traits when ready for sex – the nipples, the lips, the eyes and, of course, one additional indicator – but we NEVER see those exaggerated on our male characters!!

So, the game industry says, “Here, girls, you get to be represented by this character who’s ready for sex all the time” and yet would never THINK of doing that to its male characters.

And why is this different from Cosmo magazine? Because when a woman reads Cosmo and looks at those sexualized women, she thinks “Wow.. if I use that perfume.. I can look just  like that WHEN *I* WANT TO!” In other words, she can look like that at her choice!

We do not give our female players that choice in our games. It’s be a hypersexualized female or be male. That’s it. And, just as guys are uncomfortable looking at hypersexualized male pictures (and if you don’t believe they are uncomfortable, come to one of my talks some day! ;) females are likewise uncomfortable looking at and being asked to identify with a hypersexualized female character. Instead, they simply don’t play the game.

Does this mean make our female avatars unattractive? NO!!!!!! Just the opposite! You want your players to be heros! Make them Heroic! Make them young, strong and fertile… JUST DON’T HYPERSEXUALIZE THEM!

Anyway, I guess the answer is to give our players a choice in their character creation…. but isn’t that usually the answer to most game design questions?? ;)

Pink Poison

2010
09.10

There’s been some talk on the women’s dev list about “pink games” and “girls games” .. alot of it has been quite unflattering.  I think it’s kinda sad that something like the concept of “games for girls” could get such a bad rap and the idea of “pink games” should become so derogatory. Anyway.. here’s an analysis of what happened in the 90’s to the concept of games for girls and how we got to where we are today….

Pink Poison

I’d love to give ya’ll a bit of history on the girls’ game movement of the 90’s as it may give you a bit of insight into how “girls games” and “pink games” ended up such a emotionally charged concept.

In early 1990’s American Laser Game’s VP of Marketing, Patricia Flanigan decided that there was a market for games for girls. So with the help of the Albuquerque Independent School District and over 3000 jr high and high school age girls, she designed a game. This was McKenzie & Co. which I was hired on mid-way through development to help bring out. We took our work, demographics, prototype and half finished game out to the publishers. Every one of ‘em responded with “girls don’t play games” and shut the door in our face.

So we self-published the title and sold 80,000 units. With this success we went back to the publishers with our next game idea but we were still met with “girls didn’t play games.”

Fortunately at the same time there were other companies just about to release games for girls as well. One year after McKenzie & Co came out, Barbie Fashion Designer came out, Purple Moon released their titles, and Girl Games in Austin released theirs.

All of these titles had good success, but Barbie Fashion Designer sold OUTRAGEOUSLY well. 600K units in the first year. This was unheard of and suddenly the publishers changed their tune from “girls don’t play games” to “how do we make games for girls??”

Unfortunately, they did what they’ve always done. They looked at Barbie and said, “GET ME THAT MARKET!!” and began to produce Barbie-like games at a fever pitch.

As the Barbie clones flooded the market, that niche quickly became saturated and the individual titles performed quite poorly. Add to that the fact that only Barbie can be Barbie and everything else pales in comparison.

Then Purple Moon closed its doors and Girl Games moved their business strategy away from games and changed their name, and American Laser Games (Her Interactive’s parent company) went through bankruptcy (from which Her Interactive survived.) All this combined with the lackluster sales of the Barbie clones caused the industry to scream “See??!! We TOLD you girls didn’t play games!” And then they quickly retreated from the idea of games for girls.

So, while Barbie helped us by opening the door to the idea of games for girls. She also hurt us as the industry used her as the definition for an entire MARKET. That is they redefined a broad and diverse market of “girls” into a GENRE of “fashion, shopping and makeup for girls ages 6-10.” … hence.. Pink Poison.

Unfortunately… at this time the industry STILL defines “girls games” this way today. They do not see it as a potential MARKET, rather they see it as a single genre.. like “flight sims” or “RTS’s.” This is, of course, a terrible disservice to the market that so rightly deserves its own specifically targeted entertainment!

For now, I think we will have to deal with the fact that “casual games” essentially means games for which the audience is 70% female, because you can not pitch a “girls title” to anyone without the shadow of the “pink games” hanging over you.

Please understand I’ve NEVER EVER said that girls/women shouldn’t have computer entertainment/games developed specifically for them. In fact, I would strongly SUPPORT ANYONE who wants to target titles to that audience!!!! I specifically target my talks and information to those who are producing traditional titles and want to learn how they can expand their market to include female players. But I also believe we can target the female audience quite successfully. (Notice that I use “female” instead of “girl” or “women”. There is no term for the female gender that does not carry with it some baggage in its definition.)

The female market is a strong, viable market and is, in my opinion, ripe for development. Just ask the publishing industry how lucrative the romance book market is. Just ask the film industry how lucrative Chick Flicks are (Titanic, anyone?)

What I want is for developers to decide AHEAD OF TIME who their market is .. and that they GET PAST the idea that “games for girls” has to be this tiny little genre of “fashion shopping and makeup for ages 6-10″!!

I would also like to see the industry as a whole stop denigrating the concept of “games for girls.” Building computer games for girls is still a VERY viable concept.. so long as you do not let the pink poison infect what you are building.

.. for someone like you.

2010
08.29

For those of you who don’t know, my hobby is racing my Corvette. Tim and I participate in HPDE (High Performance Driving Events) and NASA Time Trials. I currently own two ‘vettes, a 2001 C5 Convertible (Millenium Yellow) which is my daily driver, and a 2001 C5, FRC which I purchased as a track car.

The Wasp

My track car - The Wasp


So I had an opportunity this weekend to go to my favorite track – Texas World Speedway (http://www.texasworldspeedway.com/) I had noticed that I had been getting a bit more aggressive on the street.. taking corners at speed and such… and so really wanted to get back and drive before the October event before GDCOnline. Tim’s car is set for the next NASA event, so we decided to just take my car down and he’d serve as “pit crew” for me.

The day went really well, the car ran like a million bucks, my times were good particularly as I was running on street tires and not my regular “stickies” (track tires.)  I had a “pit” spot (covered garage parking) so even tho the temps got over 100, there was a nice breeze and it was shaded, so not too bad.

Parked next to me for the event were two fellows probably in their 60’s with their Pontiac G8. At the end of the day, we were packing up. Tim was out at the truck and I was putting the last few things into the trunk of the vette when one of the Pontiac guys approached me.

“Did you have a good day?” he asked.

“Oh yes,” I said. “Car ran great, times were pretty good. I’m really happy with it all.”

He nodded and then said, “Well, I just wanted to tell you how much I admire you. I mean.. ya’ know… ” He nodded at my Corvette. “That’s an awful lot of car .. for someone like you.”

** blink**

** blink blink**

Someone like… ME?

WTF?!?

Seriously?!?!

What? someone from.. Austin? Someone tall? Someone with red hair?!

Yah, I was pretty floored. I just picked up the gas cans that were there and walked to carry them to the truck.

I then told Tim and John and they just **blink** and then broke up laughing.

“Is there anything left of the poor guy?!” they asked.

No.. I didn’t confront him. I’d had such a great day and was in such a good mood, I just didn’t have the mind set to take him apart for the OBVIOUSLY sexist remark…

Ultimately.. we pick our battles.. that wasn’t one I was willing to spend my energy or ruin my good day over.

But.. for all those people who tell my that sexism doesn’t exist any more today.. Well… “that’s an awful lot of car, for someone like you.”

ADDENDUM:

This must be “insult Sheri” week.

Tonight I stopped at our local corner store to fill the Wasp up with gas. Two young guys, about 15 or 16 years old, pedaled up on bikes. They circled me, the car and the pump and said, “Wow.. great car! What year is it?”

I said, “It’s a 2001.”

They said, “Yah, I thought so.. thought it was a 2000 or 2001. Heh… better not put a supercharger on that thing.”

Me – “Supercharger?”

Them – “Yah, Supercharger, if it had a supercharger, you couldn’t handle it. You couldn’t handle the power.”

Me-  ” …..”

Me – “Well, it does fine at the track without one, so I guess I’ll be fine.”

Seriously?? What is up with this? Is it cuz the car is black? Can I just punch someone now??

Women are not all alike

2010
08.07

You may think that’s the dumbest subject line you’ve ever seen, but it’s something I have to tell people over and over again… and they never listen.

Often I am asked “what are the best games for women?”

I used to try to answer that. Now, I simply refuse.

There are no “best games for women” any more than there are “best games for middle aged Asian men.” But for some insane reason, the industry keeps trying to put all women into one lump category.

I was on a panel last year at Casual Connect in which I was told I would be asked one question. The question I was asked was “How do you market to women?”

MY answer, “You don’t.”

When I was at SOE, I was told who my market was. I was told how old he was, how much education he had, what his household income was, how many consoles he owned, what he was currently playing, what he had played last.

Now, if I need that information about my male market, why would it be ANY different for my female market?

Seriously!

So, at the end of my talk at Casual Connect, I had a person who was very highly placed in one of the casual game companies follow me and corral me in the restroom.

“I just want to thank you for your comments!” she said. “That was the best and most useful information I’ve heard here all day.

I thanked her for her kind words and thanked Casual Connect for giving me the opportunity to speak, but in my head I was thinking

Really? REALLY?! Oh come on, folks, this is marketing 101.

We learned that women are just as diverse as men back during the days of women’s suffrage. The PRIMARY objection to giving women the right to vote was the fear that women would be this one, massive voting block that would unbalance the entire election process.

Because OBVIOUSLY women will all vote exactly the same, right?

Ugh.

No.

Women are NOT one massive hive mind. We have as many different opinions, ideas, wants and dislikes as any other group of humans. We do not vote alike, we will not buy the same games.

THEREFORE, if you do want to market your game to a female audience, then for cryin’ out loud.. DO YOUR HOMEWORK! Find out everything you can about the specific demographic you are aiming for… and that can’t be ALL women any more than it can be “all Hispanic men!”

Get out there, identify them, get as much detail as you can, and then design your title to meet their identified entertainment needs.

That’s how you market for women!

From American Laser Games to Sirenia Software

2010
08.07

The end of my time at American Laser Games was probably one of the more painful and physically taxing on me of all the places I’ve been.

It was the last few months of my time there. The New CEO was making noises about wanting me to move to Seattle, but the company had very little money.  He asked me to get an estimate of what it would cost me to move up there. I contacted some moving companies and got some estimates. When I sent them to him, one of the costs I put in there was the price of boarding my dogs for the weekend that we were going to be on the road driving up from New Mexico. We had intended to ship the dogs ahead of us and drive up, rather than try to ship the cars.

His response was, “You have friends up here, correct?”

I said, “Well, I have some people that I’m acquainted with. I wouldn’t necessarily call them friends.”

He said, “Well, perhaps you can leverage them to keep your dogs for you.”

The idea that he would use the word “leverage” with “friends” was just one of the small details that should have tipped me off, but by this time I was completely blind to the whole situation and mostly wanted to preserve the concept of a game company for girls.

Then, I got asked to come up to Seattle to discuss “business plans” for what would become probably one of the worst personal experiences I have ever been through to date.

I flew up to Seattle and was picked up by the New CEO. He took me to my hotel, a Holiday Inn level place that was on a busy road with no sidewalks and no businesses or shopping centers within walking distance. It was approximately 3PM. He left me there with the instructions that “someone” would come for me in the morning.

So I was left alone in this B level hotel, with no way to get to food other than the hotel restaurant, which was only open between 5-9pm. I had not eaten since early that morning. I was starving. I did manage to get a couple of candy bars from the machine and a coke. That held me over until dinner, which was poor even for a Holiday Inn.

The next morning arrived and one of the new people picked me up and took me to the office. I was given a very brief tour and then taken to the “conference room” – a room that was shared with all the tenants in the building. I knew something was up because you could cut the tension with a knife.

The room itself was unpleasant. It had no outside windows, four white walls, a white conference table and white chairs. There was a small wood table in the corner that had a phone on it, however the phone wasn’t working. I was directed to sit in the chair in the corner, furthest from the door.

The rest of the people arrived – the new CEO, one of the Board of Director members, the accountant and one of the two people who had been brought in by the New CEO.

For the next four hours, I was subjected to what can only be described as hell.  The New CEO shouted, pounded the table, make accusations, and called me names. He did everything he could to make me look as stupid, naive and backwards as possible; and tried again and again to point out  how I was unfit to lead anyone, let alone a game company product development.

At one point I was asked if the other people in the office had their resumes out. When I responded they did not, I was asked why they didn’t. I said because they trusted me. That I had told them we would get through this as a team and that we would stick together until it was done. That we *believed* in the project.

The New CEO laughed at me.  “Then they are stupid.. and YOU are stupid,” he  said. And so it continued .. for four solid hours.

I was trapped.
I couldn’t get out of the room (I was blocked in the corner)
I couldn’t get to a phone (No cell phones at that time and the phone in the room didn’t work.)
I couldn’t even see out.

I finally quit trying to defend myself and resorted to mental tricks to try to keep myself from crying. I stared at the table top and in my head went through the grooming procedures on my show dog, Ch. Shurcan’s Finders Keepers… it was the only way I could distance myself enough that I didn’t just melt down. I had vowed I would NOT cry in front of these people.

Finally, they decided to adjourn for lunch. We all left the room and the Board Member agreed to drive me to the restaurant.  As we walked to the car, he put his arm around my shoulders and said, “That was pretty rough in there. I’m sorry for that.”

Ironically enough, we went to a sushi restaurant.. and it was the very first time I’d ever had sushi. A terrible introduction as it all tasted like ash to me.

The New Board Member took me back to my hotel after lunch. It was about 3PM. My flight out was the next morning at 10. They told me to take a cab to the airport and left me there. I went in and flopped on the bed and cried for a solid hour.

When I did make it back to New Mexico, Tim met me at the airport. He had a grim look on his face. I asked him what was wrong. He told me he had just received a phone call from the New CEO. They  had promoted him to Head of Product Development (my position) and that I had been demoted to “designer.” They then told him his first job was to tell me that I’d been demoted and he was taking my place.

They then said they wanted him in Seattle the very next week for “orientation.”

There, in the airport, at that moment, we finally decided we had to leave.

Tim did fly up to Seattle the next week. His experience was rather different from mine.

He was met at the airport by the New CEO. They took him to a five star hotel in down town Bellevue. They picked him up again that evening for dinner at the New CEO’s house, where they grilled steaks on the patio which overlooked the bay, drank wine and socialized for the evening before returning him to the hotel.

The New CEO then picked him up again in the AM for the business meeting in which they gave him a tour of the offices and met in the New CEO’s office to go over the new plans for the company. This was followed by lunch and an afternoon trip to the airfield to see a demonstration by the Blue Angels.

At one point, during the show, the New CEO said to Tim, “I just don’t understand Sheri.”

Tim answered, “What don’t you understand about her?”

He said, “I tried everything I could to break her. Everything. But she just wouldn’t break. I just don’t understand.”

Tim said quietly, “She a very strong woman.”

… the funny thing is, to this day  neither he nor I understood exactly what that meant. Break me to what? Why? But that didn’t matter. What did matter is we then knew the attack on me had been planned and purposeful.

When Tim got back, we put into motion our plans for leaving the company. We decided we would return to Austin and try to set up our own company doing games for girls. We told our landlords we were leaving, got estimates and set the date.

We then made the call to Seattle. I don’t know how the New CEO didn’t expect the call, but apparently he did not. He went completely silent. Then, after amoment, he offered us an increase in pay to stay. We refused and ended the conversation as quickly as we could. I then announced the change to the team. They were unhappy, but not surprised as I had kept them abreast of everything that had been happening.

In two weeks, Tim and I had packed up, lock stock and dog kibble and began the trek back to Austin to set up Sirenia Software, Inc.

.. it should be easy!

2010
07.22

Funny how you learn things about managing people as you mature in an industry. I’ve recently run into one of my biggest pet peeves with managers.. only this time it came not from another manager but from a client.

There seems to be a tendancy, when a meeting gets stressful such as when deadlines are looming or a someone is pressing for a new feature to be added to the product that someone, at some point will say, “Yah, because it shouldn’t be too hard to add just this thing, right?” Or “You can just do this too, it’ll be easy!”

I don’t think, when something like that is said, that person realizes just exactly what they are saying.

At no time should anyone, ever, tell someone else their job is “easy.” Particularly when they are not experienced in that job. I don’t care how many programmers you’ve managed, you should never tell a them a particular programming task “shouldn’t be hard” or “is easy” unless you, yourself, are a working programmer and are intimately involved with the code on that project.

Telling someone else their job is “easy” is disrespectful. It demeans what they are doing and actually trivializes their contribution to the entire project.

When a client uses this tactic with a developer, it’s even more insidious. Clients do it as a way to try to coerce the developer into adding something to the feature list without adding to the schedule. By implying the work they are requesting is “easy” implies the developer can do it in no time and that it will not affect the schedule at all.

What the client may not realize is this is shooting themselves squarely in the foot, for in that one phrase they are demeaning the work the developer is doing and they are attempting to implement feature creep which, in the end, can only result in 1)crunch time for the developer 2) a higher probability of a buggy release and 3) a deterioration of communication between client and developer. None of this is good for the project.. and ultimately the client’s wallet!

So, next time you are tempted to say “That should be easy, right?” to someone you are working with, think about it again. It’s not just disrespectful, but can actually be detrimental to the health of the project!

From American Laser Games to Her Interactive

2010
07.22

More from my 20 years in games…

Finally American Laser Games went into full Chapter 7 bankruptcy. This meant an auctioning off of everything in the company. Our original execs were no longer around and a New CEO was brought in to run the spin off company, Her Interactive. He was a former Microsoftie and seemed, at first, to be a really great guy. He flew down from Seattle, set up regular meetings with me and asked my opinion on how we should do things and how the products would be maintained.

At the same time we were being moved into smaller and smaller space. Finally.. with six months production left on Vampire Diaries, the 12 of us who were left in product development were all placed into what had formerly been the CEO’s office. Our desks were in two lines.. one behind the other, with barely enough room to squeeze into our seats. I was trying very hard to maintain the morale as the New CEO kept reassuring me that he had an angel investor who believed very strongly in our goals and our mission to produce quality games for girls and who was ready to start putting money into the company. Even so, having people in that close quarters was a powder keg waiting to go off. We had fights over who wanted to be next to who and who needed to take a shower, etc. It was awful.

Then, we were told by the New CEO that he had found office space for us. It was actually a pretty great place. Product Development was in one side of the building and our offices all had exterior windows and ringed a nice, central meeting area. On the other side of the building was the administrative staff, including an accountant, a marketing person, a PR person and an admin. The New CEO who continued to live in Seattle and fly in to Albuquerque every other week. However, slowly the admin side of things diminished as well until there was only the accountant left.

However, we continued to try to get the Vampire Diaires game out the door. We believe in it and loved it. Finally, we were ready to ship. The problem was, there was really no money to do anything. Only 5000 copies of the game were produced and I’m not sure what happened to most of them.

Incidentally, Vampire Diaries remains one of the top rated Adventure Games of all time (by fan based polls) and copies currently sell for upwards of $300 on Ebay!

So with Vampire Diaries out the door, we began negotiations on the Nancy Drew license. I was heavily involved in those negotiations and told our New CEO I thought Nancy Drew would be the crown jewel of girls licenses. He agreed and we did manage to negotiate the license. Our first titles were to be Secrets Can Kill and Stay Tuned for Danger. I did all the design on Secrets can Kill, but about this time the New CEO brought in two people from outside the industry to “help.” Now these two people had no game industry experience but were both former Microsofties as well. They immediately tried to impose Microsoft project management on us. This didn’t go over well as we were a small team who had been through hell and high water together. We got on well and were hitting our marks under the most adverse of situations. But these new people wanted to change things up. With the tremendous downsizing we’d had, it is no wonder we were sensitive to being told to change everything we were doing.

At the same time the New CEO was informing me that we had to lay off more people. He came down and sat me down and asked about my concept artist.

“Do you have enough work for him?”

“Full time?.. no. However I do have part time work for him. ”

Now, this artist happened to have a 13 yo daughter who had very recently had open heart surgery to correct a congenital defect. I knew she was having a very rough time with her medication and it was requiring nearly daily doctor visits. I explained this to the New CEO and asked him if we could, perhaps, move this artist to part time for three months and leave him his insurance to deal with his daughter until he could find more work.

The New CEO looked at me and said, “I didn’t need to know that, and neither do you. Just fire him. Today.” And then he left.

I probably should have left the company at that moment.

More from the 20 year saga

2010
07.01

… and so I continue with the 20 year retrospective of my career……

About half way through production for Vampire Diaries, we realized things were really not going well for the company (American Laser Games.) They shut down their stand up arcade division and laid off most of the physical development folks (those people who built the cabinets for the arcade machines) as well as the props guys.

About this time Tim and I were engaged to be married and were planning our wedding to happen back in Texas. We decided we would take a two week vacation for the wedding and a honeymoon to Scotland.  Planning a long distance wedding wasn’t easy, but my mom and dad helped out. Plus we were having it in their home so that made things a bit easier.

The day before the wedding I got a phone call. It was the Dir. of PD. He informed me that times were very tough and that they had just laid off about 2/3 of the company INCLUDING about half my development staff on Vampire Diaries!

I was shocked! I had no idea they had been planning this AND he wouldn’t tell me who they laid off! So it was stressful enough we were getting married but on top of that they laid off half my team. Oh, and of course this did NOT change the shipdate on the products. Heck no!

I called Tim … this is the day before the wedding and we aren’t supposed to even really SEE each other… but I called him anyway and we actually talked about skipping the honeymoon and heading right back to Albuquerque.  FORTUNATELY good sense prevailed and we went on with our wedding and our honeymoon…

When I returned to Albuquerque,  I found we were down to about 20 people from about 100. Even worse was the way they laid the people off.

Apparently the execs arrived early and put empty cardboard boxes into the cubicles of the people who were going to be laid off. They then stood outside the door of the building and wouldn’t let anyone in until everyone in the department had arrived. They then told them to go in and if they had boxes in their cube, to please pack up their stuff.

No… I’m not joking.

Anyway, I’d been back about three weeks when we were told they were going to move Product Development into the same building with Administration. This meant we had to pack up  and move across the highway. When we got there, we found they had put us  all into the former warehouse and prop storage area. It was dark, dank and musty. The offices were all internal.. the only natural light was the little narrow window by the door.

The two titles we still had in production at that time were a Playstation fighting game called “Shining Sword” and PC game called “Vampire Diaries.” Because the staff had been cut back so far, the head of PD quickly realized that Shining Sword wasn’t going to make it out the door without more  programming help. So they hired a contractor from California whom I shall call Blue Hair – for obvious reasons.

Blue Hair was a hot-shot, hired gun used to coming in and saving the day. Well, there was to be no “saving the day” for this product. With all the personnel changes, office changes and the general demoralization the product was sinking fast. Blue Hair proved to be more of a disruption than a help. He railed about how awful the code was, said there was really nothing he could do but throw out EVERYTHING and start over from scratch.  More on him in a minute…..

So we’d been in the Admin building about three months when the CEO called me in to his office and asked me about the guy who was the Director of Product Development. … how much time he spent in the offices.. when he took lunch.. etc. I told him I didn’t know. He asked me to start keeping track.

WOW, did I feel like a tattletale, but as my office was directly next to the door in to the building, so it was easy for me to keep track of everyone. And because the CEO had asked me, I kinda felt compelled to do it. Within two weeks it became apparent that the Director was in the office about 3 hours a day. And for lunch he was frequenting the topless club and taking co-workers with him.

When I reported this, the CEO wasn’t happy with it and immediately gave him his walking papers. To this day that former Dir of PD hasn’t spoken to me, certain that I torpedo’d him. That actually kinda makes me sad, as I was put in the terrible position of being asked directly by the CEO to do something that didn’t feel good.

So when the former Dir of PD was released, the CEO called me in and offered me the position. I agreed and was immediately given a pay raise to what, at the time I thought was a nice sum. (However, I would later find out it was only half what the previous Dir of PD had been making )

Later that day, Blue Hair walked in to my office and shut the door. He sat down in the chair across from me and told me, quite bluntly, that he in no way would work for a female. That he didn’t feel I was his boss, he wouldn’t answer to me and he CERTAINLY would not work for me. That as far as he was concerned he worked for the CEO and I had better get that straight from the beginning.

I was shocked and, having just been put into the position just that day.

I told him that he certainly DID work for me, now that I was head of PD and that he better get used to it. When he refused again, I told him we would simply go talk to the CEO.  I expected the CEO would back me up on this, as he had just put me in the position. Instead he waffled and said that he *had* signed the contract so technically Blue Hair *did* work for him, but that maybe he (Blue Hair) could work in parallel with me on the project.

I believe it was that night I wound up in the emergency room with heart arrhythmia, to which the Doctor told me “You heart is an innocent bystander of your brain. You are in no danger at the moment, but you probably ought to think about changing careers.”

Heh… guess I never did listen to doctors.