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Looking back with Banshee
on 8/1/00
Article
Discussion Forum
Open
letter to DragonCon: we need a bigger room in 2001.
On
June 30, 2000, fantasy, science fiction, and gaming fans gathered
in Atlanta, Georgia, for the annual four-day extravaganza
of seminars, costumes, parties and general "fandom" that is
America's largest science fiction and popular arts convention,
DragonCon.
A somewhat smaller, but no less enthusiastic, portion of the
estimated 20,000+ attendees crowded into the Chicago A-B room
in the Hyatt Regency for the second year in a row. The over-capacity
group was there for a unique opportunity to participate in
a roundtable discussion on the subject of "Women in Gaming."
Red Storm
Entertainment's Mur Lafferty and WomenGamers' own Banshee,
Katharine Anderson-Dávila, represented computer games, while
White
Wolf Games' Cynthia Summers and Rachelle Udell served
as lively ambassadors for pen and paper gaming.
Banshee's Impressions
I
will admit it. If there is a castle to be stormed or a wrong
to be righted, I am almost always ready to crusade. Last year
in Atlanta, I was in good company; there was quite a bit of
thinly veiled hollering going on and with good reason: it
was the first year for the panel, and all the frustration,
all the justified anger many female gamers felt over the lack
of adequate or accurate representation in games, needed to
come out. It was time to vent, and believe me, much venting
was done.
But for
everything there is a season, and this year was refreshingly
different.
Maybe it was the unusually cool weather, but the phrase "you
catch more flies with honey than with vinegar" seemed to guide
the dialogue for most of the audience this year. Several developers,
including TimeLine,
were on hand to hear constructive comments and viewpoints
from men, women and even a one-year old infant. The tone was
lighter and the laughter more frequent. A spectrum of ages,
backgrounds and ethnicities was gathered and all made valuable
contributions.
You can see a full transcript of the
computer gaming section here.
Maybe it is the improved status for women gamers we have seen
in the past year, like the increase in the number of web sites
for female gamers, better visibility for minority women as
leading characters with the presence of D'Arci Stern in Urban
Chaos and Angel Sanchez in the upcoming Freedom: First
Resistance and the often-cited IDSA findings that indicate
that 43% of the gaming population is female that made
the difference. Or maybe it is just the validation of being
able to look around the room and share perceptions with others
of your kind.
For me, it was a true delight to serve with the other panelists.
Unfortunately, I did not have the opportunity to talk with Cynthia
and Rachelle as much as I would have liked, but I thoroughly
enjoyed their informed insights on pen and paper gaming. Mur
served as moderator last year, and her experience showed as
she gracefully fielded questions and gave forthright, no-nonsense
answers. Not only that, but after hanging out in the Green Room
for a bit, I was thrilled to find out we have quite a bit in
common. (She was kind enough to add her perspective below.)
As it happened last year, everyone was extremely enthusiastic,
and we ran into overtime. In fact, the energy level was so high,
I think we could have easily filled an hour discussing each
side. I was also able to meet some of the participants after
the panel, but the way the room exploded with everyone milling
about, I did not get the chance to chat with everyone. I apologize
if anybody wanted to say something and could not find me. I
wanted to meet more of you, and I will try to do better in the
future. Those I did talk with truly impressed me, and I hope
to see you again and hear more of your ideas.
All
in all, it turned out well, despite my uncharacteristic panicking
the night before and staying up until 3 am like an idiot to
make notes so I wouldn't forget anything. Whatever the motivation
for the positive atmosphere, I am unquestionably looking forward
to next year - just preferably in a slightly bigger room.
Mur's Impressions
Honestly, I was dreading this panel a week before the con. I
could not find Banshee's email address to get in touch with
her to discuss things, and the unexpected appointee to the panel
(Apollo Smile, the living anime character) was making me nervous.
Luckily, we did run into each other and were able to get to
know each other and have an opportunity to plan the panel prior
to the actual event. Grabbing Rachelle and Cynthia was a last
minute bonus because as I love pen and paper gaming, they were
much more qualified to talk about the developers' side of things.
Banshee was the only one prepared with notes and handouts, but
since we ran the panel as a roundtable, the audience did most
of the talking. The participants were very patient, with very
little interrupting, and when they disagreed with each other,
they did it very politely.
The best part of the panel, for me, was the fact that several
men attended for the sole reason of finding out how to introduce
games to their daughters. The idea that perhaps they wanted
their daughters to play computer games, but did not want them
to be influenced by Lara Croft and Duke Nukem was really refreshing.
They were asking for games with intelligence and good role models
that had deeper messages than shopping, boys and breast size.
I was also very happy to see faces I recognized from last year,
and I am really hoping they come back again. Also, I hope that
the four of us who made up the panel can get together, since
now we know each other well enough to stay in touch, and plan
a really kick ass panel for next year.
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