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The Female Element
Women, Quake II, and the Media
— by Hellchick

"Oh, you're them!"

It's weird being quasi-famous. Nearly the moment we six Female Frag Fest finalists set foot in New York, every media outlet, it seemed, wanted a piece of us. Our mere arrival at the CPL gaming event on Thursday generated megawatts of media electricity. Even CBS News showed up for a piece of the action.

The event itself began at 6 p.m., but for two hours before that we were each inundated with people wanting interviews or quotes. An hour before the event, CBS News reporter Bob McNamara sat down with us in pairs to ask us about the event. "How do you see the violence in these games?" He asked us. He wanted to know what it was like to be a girl in a male-dominated gaming arena. He asked us to comment on the social view that the violence of Quake 2 will marr our sensitive, delicate female selves. When we were through with CBS, we were pulled gently aside by various other reporters, some from well-known agencies and some from the lesser known. And all of them wanting to know the answer to one question: what makes us chicks dig Quake?

When it came time to play the tourney, none of us could decide what made us more nervous: playing five women who we thought were excellent players, or the camera crews hovering around us in electronic swarms. Lucidity and I sat three computers apart for our round two match. As I played, a cameraman for CBS News positioned himself behind the monitor directly in front of me, filming my every reaction. The microphone boom hovering a foot away picked up the occasional obscenity as Lucidity passed me up on the map. He turned the camera on Lucidity, where it was obvious she felt the same annoyance I did. And the fascination only got worse as the brackets got narrower.

When it came down to the final match, the room was tense. Cameras hummed, reporters scribbled frantically on worn notepads. Even Bob McNamara stood behind Lilith with his eyes locked onto the monitor, his face a study in concentration. He seemed to find as much fascination with her game as he did with the question of why she enjoyed it so much.

When the match was over and Lilith declared the winner, the room broke into applause as well as chaos. Lights appeared from nowhere, and microphones were thrust in front of Lilith. People were vying for her attention in a huge way. Even those of us who were at the bottom of the brackets didn't escape the attention -- I was pulled aside by Global Japan and interviewed, and then by a newspaper in Toronto. And through it all, Killcreek -- the most famous of all female gamers -- stood in the center of the room, entertaining the occasional reporter or camera.

So what is it that generates so much excitement about women who play Quake? In an age where women are certainly on equal footing with men in nearly everything, a female gamer is still unique enough to garner enormous attention. I tried to answer the question when CBS News posed it to me: there are still so few of us, even in an age where such a thing shouldn't be possible, that to see any of us playing in the big leagues is a big deal. The overwhelming attention and the popularity certainly didn't get us into the game, but it's an interesting, if strange, side benefit. Will it last? Probably not -- FFF99 is only the first in what will likely be a series of gaming events focusing on women. With continued attention, the idea of women gamers will eventually become uninteresting. Until then, it's a phenomena that provides unique entertainment in and of itself.

Hellchick