Carly
Staehlin Interview - Part 1 - Part 2
here.

She's a girl and she knows her games. Does it
get any better?
interviewed by frank
Meet Carly Staehlin, a woman
of remarkable talents. She has had experience in almost every aspect
of the creative process of designing video games, including stints
as script writer, voice actor, director, and level designer. We here
at Drunkgamers felt that it was time to get a female perspective on
the gaming industry and the women who work within it. As such we
asked Carly a few weeks ago if she would agree to be interviewed by
two inebriated sots and she agreed, provided that she could get
drunk too. We quickly concluded that Carly is "neat."
We sat
down with her at Trudy's, a tex-mex restaurant known for their
salsas and Mexican Margaritas. Accompanying Carly was her associates
at NC Austin, Susan Kath and my former roommate and longtime friend
of Carly's, Rand Van Fossen. Susan has also had many years of
experience working in the gaming industry and we were delighted to
have her feedback on the various topics that we covered that
evening. Rand meantime got drunk. Gus and I represented the
Drunkgamers staff.
FRANK: You've
been involved in the gaming industry for some time as a writer,
voice talent, producer, actor, and director among other things. Can
you fill our readers in on exactly what you did, what games you
worked on, in those roles?
CARLY: My first
job in games was actually at a company called Crack.com. When I came
to the company they needed voice talent work done for the Mac
version of a game called Abuse, a nice 2d side-scroller. They felt
that the Mac audience needed a better tutorial. But they wanted
voiceover with it, so they asked me to do voiceover as well as some
sound effects. I did that before I was [officially] working for the
company, and I just did it at home. I submitted all the files, and
they liked them and it got into the release version. That was in the
fall of 95. The following January, I was still in college at the
time, and I decided to go and do internships at Crack.com. I was in
the Radio and Television and Film program at the University of
Texas. One of my favorite things to do when I was in school was to
find ways to get good grades without doing a lot of work. So that
was one of the techniques I was employing at the moment. However,
[the internship] turned out to be a LOT of work. I started...full
time at Crack.com and initially I was doing voice talent production
and script writing.
Crack.com...was developing a combination
first person shooter and strategy game...a kind of battle tank
shoot-em-up game. You would command an army of vehicles. Do you know
the Apple game Rescue Raiders? A really old Apple II game. It's
essentially a kind of modern (for 1997) rip off of Rescue Raiders. I
was specializing in screen writing in college and so I was employing
my educational background...for games. While I was writing scripts,
I was looking for voice talent and Crack.com didn't have a lot of
money, so I was already working for free and I was trying to find
the cheapest voice talent I could find. I talked to people on the
radio--I actually had this woman from 101X [radio station in Austin]
come out to do audition for voice talent. A bunch of comedy troupes
from Austin. We found this one guy at the Subway [Sandwich Shop]
near work. He had this really great gruff, deep voice.
It
was just like totally shoestring-budget kind of stuff. And I was
using a studio mike and my office as the sound booth. And I was
doing all the mixing down of the sound effects and of the voice
talent cuts on my computer with Cool Edit. [Laughs] It was seriously
low budget stuff.
I named the game. They asked me to try to
think of a name for the game. They were gonna call it like
"Transportality" or something. I picked Golgotha because of a quote
from Shakespeare. Maybe Henry the Fourth, I can't remember. There's
a quote from Shakespeare about blood and men running and the fields
of Golgotha. It's the place in Jerusalem where Jesus Christ was
crucified.
When I was working on the script I realized that
I had to actually come up with the levels...the game has to take
place over 18 levels and I had to understand what each level would
be. Which essentially meant that I had to design each level. I went
from level to level using countries as the basis: Italy, England,
etc.
Engine movies have actually become quite popular: using your game
engine and the humans or the avatars or whatever is in your game and
using a camera inside the game engine to record movement. And you
use your game engine to record clips instead of having them animated
by a film house. But that wasn't very popular when we were working
on Golgotha. And in fact it hadn't really been done. The first game
I can remember that did it was Interstate 76; it was actually
released while we were working on Golgotha. So I was trying to
develop a way to do the same kind of thing for our game.
It
was a nightmare.
First off, imagine narrative structure. The
way that you get narrative information from characters is from
characters, from human beings. And we had no human beings in our
game. You never saw a human in the game. You had tanks and missile
trucks, and jet planes, and vehicles. We didn't have enough
processor power at the time to do all that stuff and do ground
troops. Even if we had ground troops, they would have been so low
poly-count, I would have had a flat polygon to work with as a face.
No moving lips, no animations of the face, no animations of the
body. It would have been really, really terrible. So I decided to at
first do comic book [style cutscenes].
I found a comic book
artist who was willing to work with us. We were going to do the
scenes between the levels in comic book style with a lot of sound.
And then I decided, before I left the company, to go for kind of an
MTV style. Essentially it's like if you look at a music video,
there's a lot of quick cuts, a lot of sounds that come from all
directions in a 3d space and it tells a story in about two minutes.
So I was going to show a lot of quick cuts of people doing things
and then have tank commands and information and news clips coming in
to your audio space from all directions so that you have a sense of
things moving very quickly--of an infodump going on. But I had just
gotten started on that when I graduated from school in December of
97. I figured I would be working for...Crack.com and all would be
well.
But in January I started noticing that the company
still didn't have any money. It was a self-funded independent game
developing house. At that time there were a lot of them, and now
there's only one which is Id software. During that time that I was
at Crack I did the voice talent for Quake II. A friend of mine at Id
called me up and asked me if I'd be willing to do some voice talent
for him. I said, "Sure. Yeah, no problem." He said, "I want you to
do all of the female player character sounds and the voice of the
computer." I did them all at my Crack.com office and I did them all
on spec. And actually, that was the first time I got paid. Because
the whole time I worked at Crack.com I never got paid. So I actually
got a check for the work I did on Quake II. A very small one, but it
was actually a check. So January comes around and I'm thinking,
"Okay, I'm going to start getting a paycheck at Crack.com." I was
also doing press relations, internet relations, answering the
telephone--it was a seven person company so everybody did a lot of
things. And when I caught the drift that there was no money in this
company and I was not going to get paid, I decided to leave.
The next job I had in the industry was in June of that year.
I was asked to come to Origin on contract to write the fiction for
the E3 demo of Ultima: Ascension and to do the dialogue for all the
NPCs. I was hired as a community relations coordinator. Which nobody
really knew what that was at the time; what it meant to be that. I
knew [Richard Garriot, former executive producer at Origin] a little
bit because Origin had published Abuse. I had met him a couple of
times and so he told me he wanted me to come to Origin. He felt like
interacting with your player base on the internet was the key to a
good, strong relationship with the player base. A lot of people
didn't believe him at the time. I was very into the idea because I
was doing it and I saw the impact it was having, but the company as
a whole hadn't adopted that as a mechanism yet.
I started
working at Origin as the Online Community Relations Coordinator and
for about 3 months I was by myself. I was the entire department and
I spent those 3 months trying to convince the company that I needed
to hire a department of people to help me do things like run
bulletin boards and answer emails from the community and listen to
suggestions and give information about the game and etc. and so
forth. Well, a really fortunate thing for me happened in that after
Ultima 9 shipped,
which was the game that I was essentially supporting the community
for, pretty much primarily for the first three or five months, they
wanted me to do the same thing for Ultima Online. I told them I was
going to need more headcount if I was going to be able to support
that community because it was too big and it had gone so long
without any kind of support, that the people were rabid. They were
just not a friendly group to get involved with. At the same time,
this guy in the marketing department was looking to expand his
"empire." This...V.P. asked me what I thought about marketing. Which
in general I'm not a fan of community [relations] being a part of
marketing because although the activities are often similar in that
you're engaging a public, the motivations for what you're doing as a
community manager versus what you're doing as a PR person or
marketing person are sometimes very much at odds. The PR person or
marketing person always wants to sell you on an idea, on a game.
"Everything's great, nothing's wrong." But the community person has
to recognize that there are things that are unpleasant, or not what
the customer expects and acknowledge it. And acknowledge it in such
a way that you don't necessarily say, "Yeah we suck." But rather, "I
hear you say we suck and, umm, can you tell me why you feel that
way?"
The upside to marketing is that they generally have a
lot of money. He was going to give me a raise and let me hire two
people. I said sure. Because I'm basically driven by expansion
myself. So I got to hire two people and I decided that I needed to
hire a Community Coordinator (which would be doing the job of
reading message boards, answering posts, interacting with the public
very closely), and a Content Writer (who would be responsible for
maintaining the website's content, keeping it up to date, writing
stories, fiction, reading fiction submitted by the players, so on
and so forth.) Susan [Kath] actually was my second hire. She was my
first Content Writer. I brought her here from St. Louis.
I
built this department. I built the idea of community relations,
which has since been adopted by Verant, Sony Online Entertainment
has community people, Asheron's Call had community people. And I
don't take total credit for it because the idea of community
relations was growing inside the computer industry as a whole, but I
think the fact that Origin did it and that we actually executed on
it and did a good job of it, I think kind of put a fire under the
other companies to do the same thing. So I feel like that's one of
my great accomplishments and I feel very proud of that. I did a good
job at what I was doing and I showed people that I could manage
people and that I could keep things organized. That led to the guy
who was in charge of Ultima Online to come and ask me to be the
producer of Ultima Online. So I did that for a year. It just
basically meant keeping track of dates and bossing people around.
After I did that for a year, I left Origin and went to Destination
Games. D.G. was sold to N.C. Soft so our company became N.C. Austin.
So there you go. Question number one. [Laughs].
FRANK: What projects are you currently involved
in?
CARLY: I am involved in a new massively
multiplayer online game that has no title yet but working title is
Tabula Rasa. I am the design manager.
FRANK: Were
you interested in video games growing up? If so, what games in
particular?
CARLY: It started when I was about
12. We didn't have a computer at my house but my mom started dating
this guy named Frank, who had a computer. It was very exciting for
me because I was kind of a braniac kid myself and always looking for
the latest and greatest. He still had kind of a crappy computer and
he didn't buy any software. He would just pirate stuff from people
at work and the first game he had me play was Leisure Suit Larry and
the Land of the Lounge Lizards. That was a lot of fun. I liked
Choose Your Own Adventure Books when I was really little and they
reminded me of a Choose Your Own Adventure and so I was down with
it. I played that and played a bunch of other games.
I loved
arcades when I was growing up. I spent a lot of time playing Pole
Position, Tron, and stuff like that. Frank actually bought a game
for me which was an Infocom game called Bureaucracy, which was also
an adventure/role-playing game kind of thing. And oh my gosh, loved
it. I loved it so much. I really got a kick out of this game because
the box included some additional materials like a couple of fake
magazines and a super passcode
thing and a bunch of stuff inside the box. And over the
course of playing the game, you have to keep looking back over the
stuff to see if there's a hint about how to solve a puzzle in the
game by looking at your magazines. For instance, in the game, there
is a mansion and this paranoid guy lives in the house and one of the
magazines in the box is Paranoia Today. You read in it and you read
some things that teach you how to talk the guy in the house to give
you information or let you into the house. I just loved the fact
that they were using this real life stuff to make the game work.
Played a bunch of arcade games done for the PC. I had an
Intellivision. The only game I can remember for the Intellivision
was the skiing game. I really loved the skiing game. Later, I didn't
have my own console until 1997 when I had a Playstation...maybe even
98. It was when Abe's Oddysee came out. That game made me get a
console. I played a really great old game when I was in college
called Fantasy Empires which is a multiplayer game. It's not an
online game but four people play at the same time with the same
computer, kind of a turn-based Take-Over-The-Empire kind of a game.
That was a lot of fun because you could send private messages to
other players. You'd type a message and they would get it when it
was their turn. You'd get off the computer and go sit on the bed
(this was in the dorm rooms) and people would have the t.v. on, and
of course we would be drinking: Popov vodka and Ruby Red Squirt,
yum, and uh we'd mix it in the mouth because we didn't actually have
containers for mixing. So you take a swig of Ruby Red, take a swig
of vodka, swirl it and swallow. That was the deal. So we played
Fantasy Empires and drank Ruby Red Squirt and Popov vodka. We'd sit
on the bed and wait for the other person to get the message. We'd
always write ridiculous messages and wait for them to laugh.
My dad took me to Disney World when I was ten with my little
sister. Maybe I was eight and a half, nine. My dad took me to Disney
World with my brother and my little sister and me. He gave me thirty
bucks for spending money. I went to the arcade. I played Pole
Position the whole time.