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But it was a regular part of what we dealt with."Īs Romine pointed out, a recent study from the Entertainment Software Association found that 44 percent of game players are women these days, though this figure also counts massively popular mobile games like Candy Crush Saga. "I think it's more organized now or it's seen as more acceptable because it's more common. "That seed of misogyny has always been there," Romine said.

"I definitely remember times when people would say after they met us at an event, 'yeah, I thought you guys were lame but then we met you in real life and you kicked our asses, so you're pretty cool,'" Romine said.

The last year has been especially nasty to women in games, with an organized harassment campaign wreaking havoc on the lives of developers like Zoe Quinn, Brianna Wu, and other women in the industry. The decision to disband the team comes at a strange time. "That's how you get jobs in the industry, and when you're a minority you have to boost each other a little bit more. I think it's more organized now or it's seen as more acceptable because it's more common." "That seed of misogyny has always been there. The experience and connections they gained in that time helped them get into an overwhelmingly male-dominated industry. They'd help the Frag Dolls create content and Ubisoft would bring them to gaming events like E3 and PAX to demo the company's games. That Cadette program offered a six months internship for 10 to 12 women. "It was heart wrenching to only hire one even when everyone was awesome, so we decided to create the Cadette program." "But every time we did a casting call, we met so many amazing other women who loved games and who wanted to be in the industry and were desperate for this opportunity to get their foot in the door somehow," Romine said. The team started with seven members and kept a limited headcount of 10 members over the years in order to afford their part-time and full-time salaries. The Cadette program was born out of the huge response to Frag Dolls casting calls. "It's the lasting legacy that I'm super proud of." "That's honestly one of the best things we ever did," Romine told me. Romine said in her farewell letter last week that more than 80 former team members and alumni of the Frag Dolls Cadette program have gone on to work at game companies like Electronic Arts, Blizzard, Nintendo, Twitch, Microsoft, Oculus, Ubisoft, and more. It was pretty normal to get that reaction I guess, but I was working for Ubisoft at the time and I had to shake my head and laugh." They guy behind the counter asked me if I got it for my boyfriend. "I pre-ordered it and went to pick it up at a GameStop on the midnight release. "I have this vivid memory of when Halo 2 came out," Romine said. In 2004, the mere existence of an all-female team made waves.

In that time, however, the Frag Dolls also served as a support group and invaluable stepping stone for women in the games industry. The Frag Dolls helped Ubisoft sell games to women by showing that these competitive shooters weren't just for boys, and they helped market the same games to men in the same way we use women to market everything from Hondas to Cialis. It started as an elaborate marketing plan. It was originally founded by Ubisoft to promote its first-person shooter Tom Clancy's Rainbow Six 3: Black Arrow, and went on to promote other Ubisoft games for the next 11 years, recruiting 22 members along the way. It was also the first all-female team to earn a semi-pro status from Major League Gaming.

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The Frag Dolls took first place in Tom Clancy's Rainbow Six: Vegas at the Cyberathlete Professional League in 2006, making it the first all-female team to win an eSports event, though nobody was calling it eSports at the time. The Frag Dolls were always meant to promote Ubisoft's games We discovered a deep wellspring of satisfaction in breaking that stereotype, and sometimes seeing perspectives shift, even just slightly." "We have countless memories of the reactions from people who had simply taken for granted that only teenage boys ever played games competitively. "We thrived on the delight of challenging people's assumptions," she wrote on the Frag Dolls website ( now defunct).
