Darlene Lacey
  • Home
  • Blog
  • About Darlene
  • NEWS
  • Contact
  • PRESS RELEASES

Darlene Lacey

AUTHOR
Social Humor & Pop Culture History

My Adventures in the Computer Games Industry

3/8/2020

3 Comments

 
Darlene Lacey in her home office in 2015 with some of the classic computer games she created.
Darlene Lacey in her home office in 2015 with some of the classic computer games she created.
​You probably don’t know this, but I was a pioneer in the computer games industry. I was one of a team of three game designers for an arcade game that is kept in permanent storage at the Smithsonian Museum. I was one of three game designers/producers recruited to launch the Walt Disney Company into the computer game market. I was part of a small dot.com design team building an artificial intelligence personal assistant years ahead of Apple’s Siri.
​After that, I dropped out.
​Why? Primarily because I saw the promise of creating games and software for people (not just males, not just females) dwindle into almost non-existence with each passing year. I also saw the market for games that challenged the intellect get crushed by the tidal wave of combat, killing, and pillaging games. Games I had no interest in designing and putting out in the world, even though they were popular and profitable.
​I understand that there all kinds of people, and they all deserve products they enjoy. So, I’m not entirely against these games. However, what I found so discouraging was that the diverse, interesting people who originally populated the industry were being replaced by gamers who loved these games and had no interest in creating anything different.
​When I started out in the computer games industry in 1981, none of the designers had a degree in computer game design. This didn’t exist. We used to say, “None of us set out to be game designers; it just happened.” We got involved because we were primarily creative people, a diverse group coming together to build something exciting and new. There, we created the groundbreaking laserdisc arcade game, Dragon’s Lair.
1983's smash hit, Dragon's Lair
1983's smash hit, Dragon's Lair
​When I began in the game industry, I was paid $40 a week for “all I could write” for an experimental home adventure game system. We designed games with paper and pencil. A while down the line, the company purchased a computer that we all shared for a few hours a day. We had no email, internet, smart phones, tablets, or personal computers. I bought my first personal computer, a Compaq Portable, in 1983. It weighed 28 pounds, but technically was “portable” with a handle so that you could lug it around. I loved that computer.
1989's Ducktales, PC Player Magazine's Gameboy Game of the Year
1989's Ducktales, PC Player Magazine's Gameboy Game of the Year
​When I joined Disney in 1989, we still didn’t have email or internet. We used bulky SyQuest 44MB removable hard disc drives and sent them via FedEx back and forth to our developers. We had our own offices so that we could think, and not just be part of a hive of “asset creators,” a concept that didn’t exist back then. We were hired primarily because we were creative. I was the sole female producer, but there were only three producers when we started.
At Disney, I produced some unconventional adventure games for all genders (see my Dog Eat Dog video) along with what are now known as classic Nintendo games, most notably Ducktales in 1989. I wound up being profiled as a female role model for a children's book. The author had come in to interview a male producer, then saw me coming down the hall. "Who are YOU?" she asked. The next thing I knew, I was being interviewed for the book. She didn't expect to find a female producer.
NFTE logo
​Sadly, the 1990s ushered in the change to the testosterone-driven games that alienated me. I left the games industry, moved into Web technologies, and eventually moved further into education. Now I design games and curriculum for NFTE, a non-profit organization providing entrepreneurship training and education programs to young people from low-income urban communities. These are game designs I can get behind. I love the challenge of designing games that don’t rely on technology, but can also work with technology. I love that there is a positive purpose in what I do.

​I am also happy to see that females now have equal access to the internet and computing, and that casual games and social games have grown in popularity to be an option for anyone not interested in violent games.
​However, I don’t find myself wishing to return to the games industry. Despite the growth in women playing computer games, the statistics I see on women working in the industry are still discouraging. Statistics from 2014-17 show women comprising 21% of the workforce, and the majority of those relegated to traditionally ‘feminine’ roles, such as the marketing or administration divisions, rarely seeing opportunities for advancement. This, despite women comprising 46% of the computer and video gamers in the United States in 2019.
When will women truly achieve equality in this profitable industry? What will it take to achieve it? These are questions I can’t answer, but I hope to see the day that this happens. Let’s stop going backwards. I, for one, am sick of it.
 
Darlene Lacey
Author of A Woman’s Guide to Low Self-Esteem,​ available on Amazon in paperback and e-book.

​"I am Generation Equality: Realizing Women’s Rights”
#IWD2020
#GENERATIONEQUALITY
Profile of Darlene Lacey, then Darlene Waddington, as a female role model in the 1994 book Know the Score by Gloria Skurzynski.
Profile of Darlene Lacey, then Darlene Waddington, as a female role model in the 1994 book Know the Score by Gloria Skurzynski.
3 Comments
    Darlene Lacey author.

    DARLENE LACEY

    Darlene Lacey writes about the past with a sharp lens on what it means to us today. She is the author of books and articles about America’s (almost) forgotten history. Her wit and insights have made her a popular interview source. She remembers the past and is not afraid to share it!

    CATEGORIES

    All
    Awards
    Books
    Classic Candy
    Computer Games
    Reviews
    Women's Advertising

    LINKS

    Goodreads
    Candy Wrapper Museum
    Diner Mighty Graphics
    Maiden Wine

    ARCHIVES

    May 2023
    November 2020
    April 2020
    March 2020
    February 2020

    RSS Feed

Site powered by Weebly. Managed by Hostgator
  • Home
  • Blog
  • About Darlene
  • NEWS
  • Contact
  • PRESS RELEASES