Showing posts with label news. Show all posts
Showing posts with label news. Show all posts

Monday, March 25, 2019

new Unity tool: Bobbin


I wanted to be able to write game dialogue in Google Docs (from my phone or tablet, or to share with external collaborators) and then automatically send those changes into the Unity project on my laptop.

To help me do that, I made a free open source tool called Bobbin, which is a relatively simple Unity Editor plugin that can automatically download the data at URLs, and import that data as a file in your Unity project. Again, it's very simple: every X seconds, it opens a list of URLs (as if it were a web browser) and then it saves all the bytes as a .txt, .csv, .png -- or in-theory, whatever file type you want. Note that this is just an automated download manager, you will still need to write your own game code to actually import, process, and use these files in your game.

The main audience for this tool is narrative designers, writers, localizers / translators, and designers / developers who need something fast and lightweight for syncing files with external collaborators. I imagine it also pairs well with text-based narrative plugins like Yarn Spinner, where in-theory, you could collaboratively write Yarn scripts in a Google Doc and then use this tool to automatically bring the script into your game.

(But if you're making a game that's going to make heavy use of spreadsheets, you should probably use something more robust like Meta Sheets or CastleDB-Unity-Importer, which can import your spreadsheet data as C# types with Intellisense auto-completion in your IDE.)

Anyway, I'm planning on a few more feature updates, like runtime support and/or better Google Sheets support, but personally I'm probably not going to expand the feature set much beyond that.

I hope you find it useful! And as always, feel free to submit any bug reports (or small feature requests) by opening an issue on the github.

Tuesday, March 19, 2019

Consider supporting Wonderville on Kickstarter



I rarely stump for Kickstarters on this blog. Maybe once or twice a year? So it's a big deal when I spend this year's quota on Wonderville, a new indie game arcade / event space / bar in Brooklyn run by longtime non-profit art games organization Death By Audio Arcade.

They need $70,000+ to support their first year of operations, as they take over the space from Secret Project Robot, a well-known and beloved queer-friendly performance space / venue in Bushwick.

Honestly, that last bit caught me by surprise. I didn't know Secret Project Robot was looking for someone to take over? If we're deciding between allowing the death of yet another creative venue in NYC vs. finding a worthy successor to carry on similar work, the choice is obvious.

Everyone knows and recognizes the importance of independent venues to sustain a local music scene. Well, it's also the same ideal for video games too: we need these physical places to build and sustain creative communities. And once we have these local anchors and templates, we can follow up in other cities throughout the world too.

For more context and discussion, see my older post on "Theorizing local games cultures in a post-TIGSource era".

Saturday, March 16, 2019

GDC 2019 plans

I'm already exhausted, just from looking at this picture
Here's some of my GDC 2019 plans.

The usual GDC disclaimers apply: GDC is mostly a business event, and it's boring unless you have any business to do, or if you have some weird public profile to maintain. Anyway, don't feel bad about not going. You saved yourself a lot of money!

On Tuesday, I'll probably be spending a lot of the day at the Level Design Workshop mini-track. My days of breathlessly live-tweeting talks are over, but I'll probably do at least a brief summary for most of the sessions.

For Wednesday afternoon, I'm holding some "open office hours" at the NYU Game Center booth on the expo floor. If you'd like to meet me or ask for advice or discuss something, I'll be there. Later that night, however, I actually won't be participating in the Delete GDC party anymore -- you can read our statement here. Instead, I might spend a quiet night somewhere else, or maybe I'll check out the Gay Game Professionals (GGP) party; last year there was even free gourmet pizza if you arrived early. The gays know how to eat.

On Thursday afternoon, I'll probably hangout at Lost Levels in Yerba Buena Gardens for a little while; if you don't have a GDC pass and I don't already know you, then that's probably your best chance of randomly talking with me. Afterward, I'm giving a sexy game design micro-talk at 5:30pm on the Advocacy track, which means anyone at any GDC pass tier can attend. Then to celebrate the end of my obligations, I'll probably attend the GDC speaker party / open bar, where I'll try to drink as much fancy Japanese whiskey as I can.

Thursday, January 24, 2019

Spring 2019 teaching memo

For the Spring 2019 semester at NYU Game Center, I'll be teaching three courses:

GAME STUDIO 2.

This is a required core class for all first year graduate students in our MFA program. It's basically just about spending more time making games in groups. Hopefully these practice projects prepare them better for the thesis process in their second year!

I usually teach more undergraduate students than graduate students, so it'll be fun to adapt my teaching style to this older demographic. It's also a huge class, with more than 30 students; we usually cap most Game Center classes to 16 students because we have such a hands-on, one-on-one teaching approach, but here it's important for the whole cohort to get to know each other.

It's going to be a big challenge to scale my attention to a class that's basically double the average size, and I think I'm going to have to tweak a lot of my methods. We'll see what happens.


LEVEL DESIGN STUDIO.

This will be the second time I teach the level design class, and the main lessons will be conducted in Unreal Engine 4 again. (Most of our other classes are usually taught in Unity, but it's important to mix learning contexts and avoid monocultures.)

This year I'm planning three big changes:

Wednesday, January 16, 2019

DELETE GDC 2019: March 20th, 8PM - 1AM at Venue 550 in San Francisco


This year during GDC, I'm happy to be participating in DELETE GDC, a big party where you can play a bunch of new never-before-seen games... that will be deleted by the end of the night.

At past DELETE events, that ephemeral quality has meant a lot of unique performance-type experimental games, like a drinking game where the designer/performer gets blackout drunk for the first time in his life, thus "deleting" his memory / life... or a game about offering your secrets to an altar before ritually burning them.

This is the first DELETE being held outside of Australia, and I'm excited to be working with Louie Roots and the rest of the artist lineup: Natalie Lawhead, Ramsey Nasser, Leura Smith, Zachariah Chandler, and Kaho Abe.

As for my contribution, my first thought was a game about literally deleting GDC from existence -- erasing every trace of UBM and Moscone Center from the universe -- but then it felt too depressing to see that deletion get deleted and undone at the end of the night. Also I felt it was important to go with the golden rule of game jams: never go with your first idea. So now I'm aiming for something different and more communal: a fairly involved installation piece about game development and labor, a sort of "human game engine" thing. Hopefully I'll figure it out over the next two months.

GDC veterans will note that this event falls on the same night as, traditionally, That.Party... but don't worry, you're allowed to attend more than one party in one night. In fact, it's probably best practice.

Delete GDC runs 8 PM - 1 AM on Wednesday, March 20th, 2019 at Venue 550 in San Francisco. Tickets are $30 USD.

Sunday, January 13, 2019

Resolutions, 2019

Some resolutions for the year 2019:
  • Finish and release my cam stripper sim game MachoCam. In contrast to 2018, I want to try focusing on a bigger release in 2019, instead of playing with many smaller projects. This bigger release might also be my first serious IGF submission for 2020. I'm sure I'll go back to smaller works after I get this out of my system.
  • Get the dialogue editor tool Merino into a more usable state. I will hopefully have more news on Merino / Yarn Spinner to share soon, but rest assured that Some Stuff is in the works. Lately I've been more and more interested in narrative design stuff...
  • Make 1 visual novel. The visual novel has become the video game equivalent of the romantic comedy, and I've decided I want a piece of the action. Writing a dialogue-heavy work will also help me "dogfood" my own narrative tools. I might pair it with my old gay Go AI prototype, which makes sense in my head for some reason.
  • Drink a bit less beer. Over the past few years, I've developed what has been affectionately called a "beer belly"... dad bod was a 2018 thing, and now dad bod is totally over. Here's to taking slightly better care of ourselves in 2019! (chugs beer)

Thursday, December 13, 2018

"Unforeseen Consequences: A Half-Life Documentary" by Danny O'Dwyer


A month ago I got to be one of the many people interviewed for Unforeseen Consequences, A Half-Life Documentary by Danny O'Dwyer (NoClip). Here are some notes, thoughts, and reactions:

I think me, Laura Michet, and the Project Borealis folks, are all there to present some continuity and young(er) blood to the story, versus the middle-aged white guys who dominate the first hour.

But it's also a very telling way to present Half-Life's legacy: the game is 20 years old, which is like a million video game years. At NYU Game Center, the vast majority of our incoming game design students have never played Half-Life because it is older than them, it is a quaint curiosity that we force them to play. It's video game broccoli.

I was fascinated by the segment where Randy Pitchford (co-founder and CEO of Gearbox Software) talks about their company's history with Valve. They basically rescued Gearbox with a speedy deal to make Half-Life Opposing Force -- but according to Pitchford, Valve was also a difficult collaborator, providing very little input on Opposing Force and sabotaging the mediocre Counter-Strike: Condition Zero by demanding an ill-advised scripted single player campaign. It's roughly in-line with the company culture that most Steam indies know: they're eager to setup a deal, but rarely remember to follow-up or maintain communication.

I was most struck by how the various AAA dudes recall witnessing Half-Life: huddled around a coworker's computer, deeply anxious about how their own product would technologically stack-up. Half-Life is defined partly by its world and narrative approach, but also by the smart ways it leveraged targeted uses of game technology. Half-Life 1 was an early pioneer in skeletal animation and AI systems; Half-Life 2 popularized physics-based gameplay and detailed facial animation; neither engine was "top of the line", but cleverly hyped and promoted the tech advances they had. In contrast, Source 2 has basically zero hype at this point, and even diehard Valve fanboy modders Project Borealis decided to use Unreal Engine 4 instead of holding out for a new engine. The game industry has fundamentally changed since 1998 or 2004.

The documentary concludes with one big argument: Half-Life 3 probably isn't coming for a variety of reasons, and we need to find comfort elsewhere. There's a lot of rumors of a Half-Life VR project, but would a story-driven single player FPS still be relevant in an age of multiplayer open-world third person games? Could any possible Half-Life 3 feel like a proper Half-Life 3?

Or instead we could look to the countless modders and designers who still fondly remember it and interpret it in the Epistle 3 jam organized by Laura Michet, or feel its deep influence on perfectly competent games like Respawn's Titanfall 2 or Campo Santo / Valve's upcoming In The Valley Of Gods.

That's ultimately the argument I made when O'Dwyer interviewed me: if you actually love the Half-Life series, you should value the time you had together, but ultimately you have to let it go. Such is life...

Monday, December 10, 2018

The end of Tumblr (and Cobra Club?)


(UPDATE AS OF DECEMBER 21, 2018: the game server has been patched to post to a Twitter account instead of a Tumblr. Feel free to follow @CobraClubPics for all your fake player-generated dick pic needs.)

If you haven't heard the news, Tumblr plans to ban all adult content on their platform starting on December 17th. As many point out, this will have disproportionally adverse effects on marginalized people, especially trans and queer creators, who have relied on Tumblr to build and maintain communities to explore their sexuality and identity. Now it's not really a surprise that this is all happening, but it's certainly cruel and harmful to the communities that can't easily pick up and move elsewhere.

I have some strange skin in this situation: my dick pic photo studio game Cobra Club involves a networked component that links with Tumblr. This had resulted in amassing what is technically the biggest gay porn blog across all of Tumblr, with over 100,000 user-generated CG dick pics uploaded from the game. (The nearest competing gay porn blog I could find had only 30,000 posts.)

However, this whole ordeal has made me much more reluctant to build any social network integrations into my games for the foreseeable future. What's the point, if these platforms are just going to devour everything in a few years?

I now see this is a difficult technical problem with making art on the internet: our current internet is heavily privatized and incorporated, and so to comment on the internet, we have to invoke these other platforms and brands in order to say anything at all -- and as many libertarian web programmers will love to remind you, these private platforms can do whatever they want without any accountability or compassion to anyone. Building art with their APIs is like building a house on quicksand.

Back in 2015, I had chosen Tumblr because it seemed like it was queer-positive and sex-positive, with a large enough infrastructure and community. But then in early 2018, Tumblr instituted a mandatory "safe mode" block on all adult content blogs, which basically broke my game already. And yes, Tumblr does have very real problems with abusive porn bots and revenge porn, but it seems they've given up on actually targeting these problems, and instead they've decided to raze their user base instead. So much for tech solutionism's bid to save the world, huh?

As for what will happen to Cobra Club, I'm evaluating whether I should try to patch the game to integrate with another social network, to preserve the game's functionality and meaning. Some have suggested that I hook it into Twitter, but honestly, how much longer do you think Twitter will tolerate adult content and queer community?

(To continue mourning what once was, check out Lydia Morrish's "How Tumblr became a sanctuary for outsiders"... I also spoke to Vice, twice.)

Friday, October 19, 2018

7DFPS x PROCJAM, 20-28 October 2018 (make a first person game in 7 days) + (make a proc gen thing in 7 days)


For the first time since 2014, the #7dfps challenge is starting tomorrow. If you're not familiar, it's a week-long jam to make a first person game that tries to do something new.

Past alumni of 7DFPS include high-concept gun games like the original Superhot prototype as well as Receiver, but of course you don't have to do any shooting or violence for your first person game. Make a first person whatever-you-want.

If you need help getting started with making a first person game, even if you've never made an FPS or even a video game before, then here's a great free step-by-step tutorial with video examples on KO-OP Mode's "Make Weird Stuff in Unity" workshop page.

For a bit of historical perspective on this, also check out the 7DFPS video keynote from 2012, where a baby-faced JW and other game industry folks beg you to do something new with the first person format:



This year, 7DFPS also falls on the same week as PROCJAM, a community jam to make something that makes something (procedural generation)... they have their own list of talks, tutorials, and resources to help you make a proc gen thing.


Maybe this is a good time to make that procedurally generated first person game you've been dreaming about it? It seems the gods will it so.

Wednesday, October 17, 2018

Level Design Workshop at GDC 2019: submissions due November 2

GDC season is coming up soon. If you have any interest in level design and you have something to say about it, then please submit a proposal to the Level Design Workshop mini-track at GDC 2019.

Although it is supervised by AAA developers with a level design background, like Clint Hocking or Joel Burgess or Lisa Brown, you don't have to be a AAA developer -- hell, they even let me give a couple talks in past years, and I'm just some kind of vaguely-leftist pseudo-academic weirdo? Again: indie, modder, altgames, etc. folks of all backgrounds are all welcome and encouraged to submit, as long as there's some relevance to environmental world design for any game genre. I don't look at the submissions, but I know the committee truly does want to highlight any new voices and new approaches to level design.

(Also: this is a really great alternate way to attend GDC without going through the main submission process. The applicant pool here is smaller, the mentoring process is more cozy, and we often do some kind of group level design dinner that week.)

Submit a proposal within the next two weeks, by November 2nd. Good luck!

Full blurb is below:

Monday, September 10, 2018

"Videogames: Design/Play/Disrupt" @ Victoria and Albert Museum


I got to attend the private premiere of the new "Videogames" exhibition at the Victoria and Albert Museum in London. The show features a special HD remastered version of my game Rinse and Repeat, configured to run once per hour instead of once a day. At about halfway through, I'm also in a video panel of talking heads, giving a pithy quote on video game violence. Oh, and Nina Freeman and I interviewed each other for the exhibition book. I also spoke to several British newspapers for the exhibition, like The Guardian and The I.

In the past, most mega-museums have gone with nostalgic industry-approved perspectives (The Smithsonian) or they curated games as part of a generalized technology exhibition, and in doing so, barely say anything about games (Museum of Modern Art, New York). The V&A, in contrast, is the first huge museum to balance an industry production perspective with a specific political and cultural approach. The curators Marie Foulston and Kristian Volsing rejected the boring historical survey methods of other museums (fuck off, Spacewar and Pac-Man) and even their commercial AAA choices feel slightly eclectic and unusual.

It is, by far, the best major museum exhibition on games that I've ever seen, and every other huge cultural institution in the world should be taking notes.

Tuesday, August 21, 2018

No Quarter 2018 @ DUMBO Loft in Brooklyn, NY on November 30, 2018

We've just announced No Quarter 2018, a games exhibition staged by me and the team at NYU Game Center, with a big fun one-night premiere exhibition for the games at DUMBO Loft in Brooklyn, NY on November 30th (Friday, the week after Thanksgiving). The loft is a big warm space next to the Manhattan Bridge plaza; we ran No Quarter 2015 there and I loved it, so I'm jazzed to return to it for my fourth and final year in my term as curator.

This year, we're commissioning new work from: Meg Jayanth, Ethan Redd, Brianna Lei, and Ivan Safrin. All these folks have proven themselves as experienced artists and designers, and we're excited to fund a platform for more of their work.

Here's a short little curator's note I wrote for this year:
The 9th No Quarter Exhibition marks the end of my four year term as curator. During my tenure, I wanted to explore what “public games” means — games designed to be played and witnessed in the public sphere. But with the rise of game streaming and let’s plays in game culture, perhaps any game can be made into a public game. Maybe “public” is more like a verb.

So this year I’m prompting the artists with something more specific: to make a “mural game.” Murals are traditionally large format paintings, painted by more than one person, aspiring to represent collective ideas and values — and I think the mural is an excellent tool for thinking about how to “public” a game.


For more info about No Quarter check out our event website, including artist bios for this year as well as info / archives on past years. RSVPs will open a few weeks before the event, probably in late October. Until then, you're encouraged to subscribe to the weekly NYU Game Center newsletter so you get first dibs.

Hopefully see you all there! (PS: hotels and airfare in NYC are a bit cheaper around that time of year too, just sayin'...)

Sunday, August 5, 2018

Radiator Australian Tour 2018

As I've mentioned before, I'm going to be visiting (Melbourne) Australia in a few days as part of the Artworld Videogames event series. Here's are the finalized dates in my event schedule, hope to see some folks for at least some of them:
  • "Ruck Me" installation premiere. Thursday, August 9 - Wednesday, August 15, 6:00 PM @ Bar SK (free)
    August 9 is the opening night party for my commissioned gay Aussie rules sports game installation "Ruck Me", and also maybe probably the one single opportunity in history to ever play or witness it??? also featuring various other sexy games by NYC-area designers throughout the weekend!... I might hangout on other nights too, but I'll definitely be there on Thursday
  • Democratic Lighting Workshop. Monday, August 13, 5:30 PM - 6:30 PM @ RMIT City Campus, Building 80, Room 002 (free)
    a talk about level design and lighting design, followed by a "democratic" workshop that focuses on audience participation, in which we all light a game world together... the goal here is to demystify lighting and 3D world design, and maybe even have a little bit of fun
  • Masterclass: Sexuality, technology, and video games. Wednesday, August 15, 6:00 PM - 7:30 PM @ Australian Center for the Moving Image ($40 AUD / $28 AUD concession)
    long format introduction to sex and eroticism in games, current state of the art, research directions, and obstacles / institutional barriers, with some ideas and guidelines for "how to design a sex game"
I hear that Melbourne's been really cold and rainy lately. Can't wait!!

Sunday, June 17, 2018

PRACTICE 2018, June 21-23 in New York City


Hey all, just a quick reminder about PRACTICE 2018, a yearly eclectic game design conference put on by my employers and colleagues at NYU Game Center. It's happening very soon, during this coming weekend in New York City, June 21-23.

I go to stuff like GDC all the time, and I'm often frustrated by huge industry events' limitations -- they're huge crowded anonymous affairs that must cater to an entire field and assume a wide general audience, or they focus too narrowly on a technical detail without reflecting on deeper implications. At this point, GDC probably can't change itself very much, but what if there were a bunch of different events that could do what GDC can't?

So I think this is one way of making the game design conference we'd like to see in the world. The PRACTICE speaker lineup is tightly curated, seeking a variety of deep case studies as well as deep primers outside the niche world of video game design. Generally, there's usually at least one tabletop game design speaker and one sports design speaker, and this variety helps a lot. In the past, there's been professional poker players, race car data scientists, breakdancers, rock climbers, all going into the actual problems and examples they work with -- as well as AAA game designers talking about combat systems and indie developers talking about game feel. There are zero 101-level intro talks here.

Basically, this is a conference for working game designers who already kinda follow what's going on, but appreciate deep critical takes on what's happening. Unlike a lot of these types of events, the post-talk Q&A actually has some good audience questions and isn't terrible! It's also great if you want a more laidback environment where you can chat with everyone, instead of running to the next party and apologizing to the folks you missed.

If you live in the New York City area, I hope to see you there -- and if you live outside NYC, maybe you should look at some last minute airfare deals... and the city is especially lovely this time of year too, you know...


Thursday, May 17, 2018

Radiator does Australia, Summer 2018 tour (but, like, Winter in Australia though?): Artworld Videogames, August 9-29


People of Australia! Now hear this!

The kind generous people at Bar SK and the notorious Doug Wilson of RMIT Games, in partnership with National Gallery of Victoria (NGV) and Australian Center for the Moving Image (ACMI), and in conjunction with MEL&NYC Festival (phew, this is a lot of organizations) are running an "Art/world Video_Games" month and bringing three New York City area game designers to Melbourne, Australia this August.

Those people are me, Nicole He, and Zach Gage.

I'll be flying to Melbourne first, with a kick-off exhibition at Bar SK, later followed by a tag-team master class with Nicole He at ACMI. After that, I fly back to NYC and hand over all ceremonial duties to Nicole and Zach, who I'm sure will have further events / appearances planned. For more info and updates on the full Art_world Video-Games schedule, check out the main event page.

While in Melbourne, I'll probably try to hold some kind of open office hours in the afternoon (especially if it's raining) where anyone can talk to me about whatever (... well, within reason...) and I will graciously allow folks to buy me beers (... within reason).

See everyone in August.

Tuesday, May 15, 2018

new interview: Tone Control with Steve Gaynor, Episode 26


At GDC 2018, me and Steve Gaynor sat in an empty rehearsal room and nerded out about level design and stuff for nearly two hours. Not only that, but it was also recorded for his developer-focused podcast "Tone Control"?! Make sure you also check out the rest of the Tone Control episodes too, like my colleague Bennett Foddy feebly attempting to defend cricket to a US audience.

Tuesday, April 17, 2018

On "Marathon" as an almighty whoosh



This post spoils my game Marathon.

Marathon is a 0-99 hour game about the athletic endurance required to masturbate for very long durations. I only spent about 6 hours making the game at this year's Nordic Game Jam, but I do intend to revisit this prototype and update it later. (Coming in Q4 2018: Marathon HD?)

The game is a pretty simple one-button timing game: you have to hold down [SPACE] on your keyboard to arouse yourself, but you must avoid arousing yourself for too long or else you might prematurely climax; similarly, if you avoid holding [SPACE] for too long, then you will fall flaccid and you won't be able to get it up again. I wanted to keep the mechanic simple because I didn't want to focus particularly on strategy or skill. Instead, I wanted to test endurance, and how long a player would be able to keep edging themselves without getting sloppy and/or bored.

The game concept is heavily inspired by merritt k's article "The Man Trying to Break the World Record for the Longest Time Spent Masturbating", an interview with a man named Drake Hardy who is competing for the world record in time spent masturbating:

Monday, April 9, 2018

"Sex and Drugs and Video Games" at Nordic Game Jam 2018 - Friday, April 13th at 4:45pm


This weekend I'll be in Copenhagen to speak during the opening program of the 2018 Nordic Game Jam on Friday, April 13th. The talk is called "Sex and Drugs and Video Games"... it's intended mostly as an introduction / primer for thinking about sex games and intimacy in play, since most of the audience will be younger people or newer devs who might not be so familiar with this particular diversity of indie games.

Here's the blurb:
There are already many video games about simulating popular real-life activities such as jumping and killing, but what if there were video games about things that people never do, like sex and drugs? In this talk, we will explore this fascinating frontier of game design and learn about this rich history and community. Because maybe sex is a real-life activity too?
If you'll be at the jam, feel free to say hello. I'll probably jam a bit on Friday night and Saturday, but unfortunately I can't stay long and I have to fly back to New York on Sunday. See you around maybe!

Sunday, April 8, 2018

American Choppers debate the arches in a sewer level from Half-Life 2

This happened last night. I'm so so sorry.

I don't have the time to actually fit this into the American Choppers meme template... but at any rate, I'm clearly Paul Sr., because I'm clearly right and I also deserve the last word!

Full tweet thread embed (what Twitter calls a "moment") is below:

Wednesday, March 28, 2018

Interview with merritt k for MEL Magazine

merritt k kindly interviewed me for MEL Magazine, a publication which covers culture "from a male point of view" but also seems to employ a fair amount of not-men? Anyway, the discussion mostly focused on video game culture and masculinity. I argue that video game masculinity missed a few developmental steps, and I'm dutifully trying to plug that hole with my work. Here's an excerpt of my tirade:
[...] I bring it up because I think the game industry’s anti-sex stance means we never figured out the equivalent of teenage sex comedy games — so game masculinity jumped from a love of cruel mindless violence to a stilted masculinity about being a Cool Dad who raises their daughter to be a Cool Girl, which is totally unearned, right? Video games cannot continue to repress this whole “sexual anxiety” part of masculinity and growing up. Fuck that shit! You don’t get to reconcile with feminism until you actually put the work in.
Feel free to read the rest of the interview, I'm told I say some good words in it. Thanks to merritt for the thoughtful questioning.