Stevie Case just wanted to play with the boys. Late one night in the spring of 1997, the 20-year-old pulled up in a U-Haul van at her parents’ house in Olathe, Kansas, with a surprise. She was dropping out of the University of Kansas, taking her things, and moving to Dallas, where a burgeoning scene of video-game developers were churning out such hits as Doom, Quake, and Wolfenstein 3-D. She used to dream of becoming the president of the United States, but no longer. Now she wanted to be a gamer.
Hard-core gamers already knew Case as KillCreek, the girl who beat legendary game designer John Romero at Quake, the chart-topping first-person shooter he himself had cocreated. In Texas, her conquest and sharpshooting skills scored her a sponsorship as the industry’s first professional female gamer. She soon found work as a game designer, working for Romero himself. Soon, they became a couple. And not just any couple but the Pam and Tommy of video games, influencers long before the advent of social media. But Case’s transformation from Kansas tomboy to Playboy model made her patient zero for the sexist harassment that continues to plague gaming today. “She was there when there were almost no women in the industry,” recalls Cliff Bleszinski, a designer of such blockbuster games as Unreal and Gears of War and author of the upcoming memoir Control Freak: My Epic Adventure Making Video Games. “The amount of shit she got was just tremendous,” he says
Today, Case is a successful 46-year-old single mother and Silicon Valley executive. Two decades after she left the gaming industry with no explanation, she’s finally breaking her silence about the abuse she suffered during her KillCreek years. She’s doing it, in part, because, as she texted me in March, “Little has changed.”
The $200 billion video-game industry is facing a protracted and costly reckoning. It began in 2014 with Gamergate, the notorious campaign of online harassment against female developers and critics. Anti-feminists on 4chan, the anonymous message board, targeted industry women, publicizing their personal details and deluging them with threats of violence and sexual assault. Together, they created a disinformation machine of conspiracy theories and Twitter bots that would help lay the groundwork for the alt-right internet. Seven years later, Riot Games, publisher of the multibillion-dollar franchise League of Legends, agreed to pay $100 million to settle a sexual harassment suit by California state agencies and current and former employees. One of the industry’s top publishers, Activision Blizzard, whose $68.7 billion acquisition by Microsoft is still pending, is embroiled in several high-profile sexual-harassment lawsuits related to its “pervasive frat boy workplace culture,” as it was described in a complaint filed last year by the California Department of Fair Employment and Housing. In March, a California federal judge approved an $18 million settlement between Activision Blizzard and the U.S. Equal Employment Opportunity Commission.
And still, the harassment continues. On March 24, the day I was in San Francisco to interview Case, video-game level designer Beth Beinke tweeted about getting sexually harassed at a party for women in gaming at the annual Game Developers Conference that week. “I told a man last night it wasn’t okay to touch me,” Beinke wrote. The fact that the party was cosponsored by Activision made the incident especially enraging. “It was SHOCKING that they even held something like that,” Jessica Gonzalez, a former quality assurance tester for Activision, replied to Beinke. “They straight up set up a formula for predatory men to prey on aspiring/established women devs.”
It wasn’t easy being the only girl on the T-ball team in Olathe, a suburb of Kansas City. One boy called Case a “feminazi gorilla.” Coaches wouldn’t let her take her turn as umpire. Families wanted her off the field. “The parents were all mad,” says her mother, Stevana, a retired social worker.
“I didn’t understand why I couldn’t do those things,” says Case. “It just seemed like: ‘This is what I want to do. Why is this such a problem for everybody?’”
In what would become a pattern, the obstacles only made her swing harder. In high school, she was voted athlete of the year and class president. With the backing of the American Civil Liberties Union, she successfully sued the state of Kansas in federal court for banning an LGBTQ+ themed book (see Case v. Unified School Dist.). Always a high achiever, she even earned a trip to the White House to meet President Bill Clinton, whose job she had her sights set on. “I always wanted to be president,” she says. “Nothing lower.”
All it took to derail that plan was one video game. As a freshman at the University of Kansas, in 1996, she was put on a dorm floor for honors students. The brainy boys she met there invited her to play a new computer game that came out that summer: Quake.
Growing up, Case had spent hours playing Nintendo with her younger brother Andy. “She would just dominate at Mario,” he recalls. But she’d never seen anything like this. Made by id Software, the independent Texas-based studio known for its first-person shooters Wolfenstein 3-D and Doom, Quake had taken the gaming world by storm, as I chronicle in my 2003 book, Masters of Doom: How Two Guys Built an Empire and Transformed Pop Culture. It even featured a pulsing original soundtrack by Nine Inch Nails, whose singer, Trent Reznor, was a Doom fanatic.