| Gaming on the Edge: A
Killcreek Q & A
Written by: David
Laprad Published: September 4, 1999
She was the first member of the Cyberathlete
Professional League and an early torchbearer for
females in professional, competitive gaming. From
her early days as game player with the CPL through
her rise to game designer at ION Storm on the 3D
action title Daikatana, she has experienced
a broad spectrum of the industry. Now she is
stepping even further into the limelight in a
photo shoot in Playboy Magazine claiming to
showcase women in games. Along with her burgeoning
celebrity, she is staying true to her roots.
Although no longer competing on a professional
level, she is still a member of the CPL Board of
Directors and a pervasive presence at all official
events, including the upcoming NYC Ground ZERO. It
all started with an interest and an inherent
talent for success in a game called Quake.
Please welcome Stevie “Killcreek” Case.
AVault: This interview dips way into the
past, so warm up the memory chips!
Killcreek: All right!
AVault: When and how did you first become
interested in gaming, and specifically, 3D action
gaming?
Killcreek: I have been a game addict for as
long as I can remember. I got started playing
games on an Apple IIe my dad brought home when I
was in second grade. I would play
LodeRunner as much as I could! So I spent a
lot of time with all sorts of games growing up.
While living in the dorms at the University of
Kansas as a freshman in 1995, I met some really
cool guys who introduced me to Doom and
Doom 2. I became seriously addicted. I
didn’t even have my own PC, so I would take over
their machines so I could play all the time. After
that first year, they started telling me all about
Quake. As soon as qtest came out, we were
all hooked. We played constantly! We formed a clan
called Impulse 9 and the rest is history.
AVault: How were you introduced to the
CPL?
Killcreek: [CPL founder and president] Angel
Munoz first contacted me about the CPL right after
I moved to Dallas in 1997. I was working a really
unpleasant, low-paying tech support job to pay my
bills and doing everything I could to get into the
gaming industry. Angel sent me a very simple
e-mail offering some form of endorsement of me as
a player. We set up a meeting to talk about his
ideas. In that meeting, he outlined his plans for
the Cyberathletes and asked me to join him as the
first one.
AVault: What were some of the things he
outlined?
Killcreek: Angel said he wanted to set up a
team of professional gamers. At that time, the
idea was for the Cyberathlete organizers to act as
agents for the gamers, seeking out endorsements
and doing public relations for each one. He wanted
to put together a team of talented players who
were also nice, marketable people. Unfortunately,
it was a little too early to make the pro gamer
and agent setup work like it should. The idea of
the CPL didn't come to fruition until later, and
was a more appropriate way to support and work
with pro gamers.
AVault: You were the first Cyberathlete to
be signed. Did this change the perception of
females as generally disinterested in games or as
being noncompetitive?
Killcreek: I hope it turned a few heads and
made people think twice about women in gaming, but
that’s an attitude shift that had already been
started by a number of talented female players.
Way back in the early days, players like Goddess,
Kornelia and mynx were very visible and made a big
difference in peoples’ view of female gamers. I
hope the CPL's inclusion of women was a part of
the changing attitude toward women in gaming.
AVault: What were your thoughts about the
organization and its potential in its early
stages?
Killcreek: From the first moment we started
talking about the idea, I was very excited about
its potential! There were so many great gamers out
there, and the opportunity to be a Cyberathlete
was one I was sure they would enjoy. It seemed
like a really cool and unique way to bring players
together and give them a structure for serious
competition. I love watching people play, so the
idea of gaming eventually evolving into a
spectator event excited me as well.
AVault: There were some difficult times
early on. Discuss some of the criticisms the
organization confronted and how it answered
them.
Killcreek: I think the organization started out
with too much of a focus on money. In the
beginning, the team felt a bit taken advantage of
for many reasons. Primarily, they had been
promised that they would be the focus. Each player
was supposed to be given PR and numerous
opportunities. Instead, the Cyberathlete
organization itself was getting all the attention.
When the focus switched to the CPL rather than the
pre-selected team setup, many of those concerns
were resolved. I feel like the gamers are much
more valued now, as they should be. The intent was
always to make the hot players into stars, and I
feel that the organization has made a lot of
progress in that direction. Big events with large
cash prizes for the winners provides a fair
battleground for anyone to win, rather than trying
to force the focus to a pre-selected set of pro
gamers. Now anyone can walk into a CPL event and
leave as the next big thing.
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