"Generally speaking, it did not occur to any of the companies I worked for that they should be looking at female audiences for games. It was always, ‘Oh of course girls don’t play games.’ I got that so many times. ‘Of course girls don’t play games — why are we going to waste money on this audience that doesn’t exist?’ Where in fact, the nonexistence of the audience was a self-fulfilling prophecy. When we did Purple Moon, one of the criticisms we got was ‘Why do you need special games for girls?’ I was like, ‘Dude, everything else is for boys and you don’t even know it. You’re taking it for granted all this time.’"
— Game designer Brenda Laurel, who worked at Atari and Activision as a programmer and producer (via Polygon)