WEBVTT 00:00:00.110 --> 00:00:04.580 Every year, I like to take a moment to check in with the games biz, and see how things 00:00:04.580 --> 00:00:06.720 are going in terms of accessibility. 00:00:06.720 --> 00:00:11.329 That’s the art of making a game playable for a wider group of people - by employing 00:00:11.329 --> 00:00:15.969 options and design decisions that can help remove the barriers that get in the way of 00:00:15.969 --> 00:00:17.030 the fun. 00:00:17.030 --> 00:00:21.250 For example - if someone struggles to hear the dialogue, subtitles can give you the same 00:00:21.250 --> 00:00:23.310 information in text form. 00:00:23.310 --> 00:00:27.280 If someone can’t distinguish between two colours, they can be made more distinct with 00:00:27.280 --> 00:00:29.900 symbols or a custom colour palette. 00:00:29.900 --> 00:00:33.440 And if someone’s just struggling to get through a game, they can get a helping hand 00:00:33.440 --> 00:00:34.690 through an assist mode. 00:00:34.690 --> 00:00:38.580 So, how did the games of 2021 fare in this regard? 00:00:38.580 --> 00:00:43.180 Well, I’m Mark Brown, and this is Game Maker’s Toolkit. 00:00:43.180 --> 00:00:45.690 So, I started with the blockbusters. 00:00:45.690 --> 00:00:52.500 I picked 25 of the most noteworthy, best-selling, triple A games released in the last 12 months 00:00:52.500 --> 00:00:58.520 - from Halo Infinite to Ratchet and Clank, from Deathloop to Metroid Dread, from Battlefield 00:00:58.520 --> 00:01:04.519 2042 to Age of Empires - and then I assessed the accessibility options on show. 00:01:04.519 --> 00:01:06.430 Here’s what I found. 00:01:06.430 --> 00:01:09.770 Let’s start with controls. 00:01:09.770 --> 00:01:15.120 As ever, a really important option is the ability to change what the buttons do - and 00:01:15.120 --> 00:01:20.500 of the games I played this year, a whopping 70 percent of them offer full remapping. 00:01:20.500 --> 00:01:24.370 That is awesome - that number just keeps on growing. 00:01:24.370 --> 00:01:28.110 And a few more offer presets, which is better than nothing. 00:01:28.110 --> 00:01:32.520 A stand-out game for controls is Ratchet & Clank: Rift Apart. 00:01:32.520 --> 00:01:37.260 You can fully remap the controls, and put shortcuts to specific inputs on the d-pad. 00:01:37.260 --> 00:01:42.080 Plus, for pretty much every button that you need to hold down - you can instead make it 00:01:42.080 --> 00:01:43.970 toggle that action on and off. 00:01:43.970 --> 00:01:48.000 There’s also a really strong aim assist, and you can even turn that into a lock-on. 00:01:48.000 --> 00:01:52.049 You can automatically rotate the camera behind your character. 00:01:52.049 --> 00:01:55.620 You can simplify all traversal down to a single button. 00:01:55.620 --> 00:01:57.720 And more - it’s great. 00:01:57.720 --> 00:02:02.620 Another stand-out game is Far Cry 6 - it divides every button on the controller into three 00:02:02.620 --> 00:02:08.970 different actions - press, hold, and double tap - and can freely map any action between 00:02:08.970 --> 00:02:10.090 any of those slots. 00:02:10.090 --> 00:02:14.880 There’s also a quick “no stick presses mode” to instantly remove all inputs related 00:02:14.880 --> 00:02:17.520 to clicking in the analogue sticks. 00:02:17.520 --> 00:02:22.599 Also worth celebrating is Battlefield 2042 for its enormous array of options regarding 00:02:22.599 --> 00:02:26.590 controller sensitivity, right down to the different sized scopes. 00:02:26.590 --> 00:02:32.260 And Riders Republic, which lets you set unique control schemes for its endless methods of transport. 00:02:32.260 --> 00:02:37.030 I’m also a fan of games that let you bypass button-bashing QTEs, which includes It Takes 00:02:37.030 --> 00:02:40.220 Two, Guardians of the Galaxy, and House of Ashes. 00:02:40.220 --> 00:02:44.780 As for games that need to see me after class - well, I’m definitely not a fan of all 00:02:44.780 --> 00:02:50.500 these games with sluggish, Destiny-inspired virtual cursors on their menus - including 00:02:50.500 --> 00:02:52.720 Deathloop and Outriders. 00:02:52.720 --> 00:02:55.280 They can be a nightmare for accessibility. 00:02:55.280 --> 00:02:57.550 And they’re just horrible in general, yuck. 00:02:57.550 --> 00:03:02.190 Thankfully, Far Cry 6 and Pokemon Snap, which also have these cursors, let you click through 00:03:02.190 --> 00:03:04.680 the menus with the d-pad, as well. 00:03:04.680 --> 00:03:06.560 But the worst offender of the year? 00:03:06.560 --> 00:03:11.050 Well, I asked my Twitter followers to name games with poor accessibility and was hit 00:03:11.050 --> 00:03:15.520 with a wave of tweets all mentioning the same game: Metroid Dread. 00:03:15.520 --> 00:03:19.760 And, I’ve got to agree: its full of bizarre moves that require multiple buttons to be 00:03:19.760 --> 00:03:24.950 held down, there are plenty of bits that require very granular movements of the analogue stick, 00:03:24.950 --> 00:03:28.290 and there are absolutely no controller options in the menu. 00:03:28.290 --> 00:03:30.849 Big fat F right there. 00:03:30.849 --> 00:03:32.980 Next up, audio. 00:03:32.980 --> 00:03:36.640 A big deal here is subtitles. 00:03:36.640 --> 00:03:39.489 As ever we’re looking for subtitles that are large. 00:03:39.489 --> 00:03:42.170 That contrast well against the background. 00:03:42.170 --> 00:03:44.230 And that show you the speaker’s name. 00:03:44.230 --> 00:03:48.080 And if you can change any of those settings in the options, it’s even better. 00:03:48.080 --> 00:03:53.030 Again, about 70 percent of the games in my sample provided subtitle options… beyond 00:03:53.030 --> 00:03:54.360 “on and off”. 00:03:54.360 --> 00:03:58.640 So, Guardians of the Galaxy is a good one to look at - turn on all the settings and 00:03:58.640 --> 00:04:03.420 you can get big clear text, on a black background, with speaker names. 00:04:03.420 --> 00:04:07.610 And you can even increase the letting spacing and turn on closed captions to get subtitles 00:04:07.610 --> 00:04:09.159 for sound effects. 00:04:09.159 --> 00:04:13.920 Other stand-out games include Hitman 3, which can show a speech bubble over a character’s 00:04:13.920 --> 00:04:16.480 head, to show exactly who is speaking. 00:04:16.480 --> 00:04:21.239 And Far Cry 6, which continues the series’ tradition of providing captions for nearby 00:04:21.239 --> 00:04:24.919 audio sources - complete with an arrow and distance. 00:04:24.919 --> 00:04:27.270 But there are still games that mess this up. 00:04:27.270 --> 00:04:31.849 Outriders has too much text per line, and the words are way too small. 00:04:31.849 --> 00:04:35.169 Battlefield forgot to provide subtitles for its intro cutscene. 00:04:35.169 --> 00:04:40.029 Resident Evil Village has no way of expressing its excellent audio design to a player who 00:04:40.029 --> 00:04:41.330 is hard of hearing. 00:04:41.330 --> 00:04:46.869 And Tales of Arise has acceptable subtitles in its cutscenes, pretty good dialogue windows 00:04:46.869 --> 00:04:52.280 when chatting to characters, but microscopic words during gameplay and combat. 00:04:52.280 --> 00:04:57.199 Also worth noting is just how many games provide a screen reader for menu narration. 00:04:57.199 --> 00:05:02.759 Forza Horizon 5, Age of Empires IV, It Takes Two, Far Cry 6, Riders Republic, Battlefield, 00:05:02.759 --> 00:05:06.689 and Back 4 Blood all include this powerful feature. 00:05:06.689 --> 00:05:09.159 Over to visuals, now. 00:05:09.159 --> 00:05:14.259 I’m looking for options to make it easier to see or read the key elements in the game 00:05:14.259 --> 00:05:17.939 world, the heads up display, and the text in the menus. 00:05:17.939 --> 00:05:23.649 Some games do this by default with nice clear fonts and chunky UI elements - but other games 00:05:23.649 --> 00:05:26.300 would do well to provide options. 00:05:26.300 --> 00:05:30.360 So Age of Empires lets you crank up the size of the game’s UI. 00:05:30.360 --> 00:05:35.671 Life is Strange: True Colours lets you drop the handwritten text in favour of a clean font. 00:05:35.671 --> 00:05:38.349 And House of Ashes lets you increase the text size. 00:05:38.349 --> 00:05:43.259 Far Cry 6 goes further by letting you highlight enemies and pick-ups with a coloured outline 00:05:43.259 --> 00:05:44.520 of your choice. 00:05:44.520 --> 00:05:49.210 And Ratchet goes further still, allowing you to desaturate the background entirely - and 00:05:49.210 --> 00:05:55.060 then turn enemies, pick-ups, and more into big, easy-to-read blobs of colour. 00:05:55.060 --> 00:05:57.319 Colourblind settings are also super important. 00:05:57.319 --> 00:06:01.740 Far Cry 6 wins again, here - you can independently choose the colours of pretty much everything 00:06:01.740 --> 00:06:02.740 in the game. 00:06:02.740 --> 00:06:05.059 Battlefield’s got good options here, too. 00:06:05.059 --> 00:06:10.740 Many other games go for full screen filters, which… are still pretty iffy in terms of 00:06:10.740 --> 00:06:12.160 effectiveness. 00:06:12.160 --> 00:06:17.999 As for misses: Outriders has painfully small text at times, and an option to turn on large 00:06:17.999 --> 00:06:19.699 fonts doesn’t do much at all. 00:06:19.699 --> 00:06:21.879 I had to check I had actually turned it on. 00:06:21.879 --> 00:06:26.879 And Deathloop has this absurd font in its menus, and no way to change it. 00:06:26.879 --> 00:06:31.349 In general, this is still the feature that most games neglect, and that sucks. 00:06:31.349 --> 00:06:36.110 Finally, there’s the ever-contentious category of difficulty. 00:06:36.110 --> 00:06:41.030 Now, with no FromSoftware game released this year, I thought we might just skip the tiresome 00:06:41.030 --> 00:06:45.919 “should Dark Souls have an easy mode” debate in 2021 - but, alas, other games 00:06:45.919 --> 00:06:47.569 took up the mantel, instead. 00:06:47.569 --> 00:06:54.789 Notably Metroid Dread, Returnal, and Deathloop all spawned countless articles and Twitter arguments. 00:06:54.789 --> 00:06:58.860 But I’ve got no interest in digging that up again - so, instead, let’s just look 00:06:58.860 --> 00:07:03.189 at some games that chose to let players dictate their own difficulty level this year. 00:07:03.189 --> 00:07:08.039 Forza Horizon has always been good at this, and game number 5 is no exception: you can 00:07:08.039 --> 00:07:12.460 choose just how much you want you car to take care of steering and braking, you can decide 00:07:12.460 --> 00:07:17.189 how aggressive your rival racers will be, and you can even slow down the entire game 00:07:17.189 --> 00:07:19.729 to increase reaction times. 00:07:19.729 --> 00:07:23.840 Ratchet also provides slow-mo - but, here, it can be turned on and off with a button 00:07:23.840 --> 00:07:27.069 press so you’re not having to move through molasses at all times. 00:07:27.069 --> 00:07:33.039 Psychnonauts 2 lets you get rid of fall damage, make Raz more powerful, or even turn on invincibility. 00:07:33.039 --> 00:07:37.339 And Guardians of the Galaxy lets you tweak a ridiculously large array of options to build 00:07:37.339 --> 00:07:39.240 your own custom difficulty mode. 00:07:39.240 --> 00:07:45.069 A little overwhelming, perhaps, but nice to see - especially alongside some more standard, 00:07:45.069 --> 00:07:48.529 designer-curated difficulty settings. 00:07:48.529 --> 00:07:53.229 So those are the main features you’re going to see in games - alongside a few other standards 00:07:53.229 --> 00:07:58.199 like screen shake and camera bob for motion sickness, and discrete volume knobs to help 00:07:58.199 --> 00:08:00.300 players isolate the key sounds. 00:08:00.300 --> 00:08:04.800 But there are some cool extra features, in specific games, worth noting, too - like these 00:08:04.800 --> 00:08:09.659 optional pop-ups in Life is Strange, which can warn you about upcoming increases in volume 00:08:09.659 --> 00:08:10.659 or brightness. 00:08:10.659 --> 00:08:15.599 I also like this Dead Space-style navigation line in Outriders for helping players find 00:08:15.599 --> 00:08:16.930 their way to the waypoint. 00:08:16.930 --> 00:08:23.509 And I love how both Forza Horizon 5 and Halo Infinite have added prosthetics to their character creators. 00:08:23.509 --> 00:08:27.770 Now, while it’s great for these features to be there on launch day, I think it would 00:08:27.770 --> 00:08:33.380 be wrong to ignore older games that got updated with new accessibility features in 2021. 00:08:33.380 --> 00:08:37.589 For example, Sea of Thieves is constantly adding new accessibility options in pretty 00:08:37.589 --> 00:08:39.000 much every update. 00:08:39.000 --> 00:08:43.850 Hellblade: Senua’s Sacrifice added stuff like controller remapping and colourblind settings. 00:08:43.850 --> 00:08:49.660 Amnesia: Rebirth received a horror-free Adventure Mode, similar to SOMA’s Safe Mode. 00:08:49.660 --> 00:08:53.216 Disco Elysium: The Final Cut added full voice acting to the whole game. 00:08:53.216 --> 00:08:58.040 And even that dodgy GTA remake added some new accessibility options to the old games. 00:08:58.040 --> 00:09:02.120 So, who is really driving this push for accessibility? 00:09:02.120 --> 00:09:05.529 As in, which companies are doing the best work in this field? 00:09:05.529 --> 00:09:09.759 Well, Microsoft has absolutely ran with it in 2021. 00:09:09.759 --> 00:09:14.279 It updated its Xbox Accessibility Guidelines, and now lets developers on the platform submit 00:09:14.279 --> 00:09:17.000 their games for evaluation and feedback. 00:09:17.000 --> 00:09:20.410 It released a free, four hour accessibility training course. 00:09:20.410 --> 00:09:23.260 It added accessibility tags to the Microsoft Store. 00:09:23.260 --> 00:09:28.180 And introduced new console features like Night Mode, quick settings, and colour filters. 00:09:28.180 --> 00:09:32.519 And we see this ripple out into the publisher’s games, with a huge number of features across 00:09:32.519 --> 00:09:36.319 Age of Empires, Halo Infinite, and Forza Horizon 5. 00:09:36.319 --> 00:09:41.569 That last one is really interesting: creative director Mike Brown - no relation - explained 00:09:41.569 --> 00:09:45.970 that the studio made accessibility a core pillar of the game’s design. 00:09:45.970 --> 00:09:51.740 Which meant it would feed into every system in the game, and would not get cut to meet deadlines. 00:09:51.740 --> 00:09:53.100 An absolute power move. 00:09:53.100 --> 00:09:58.709 Sony also does good work - for example, there’s now a PlayStation Store page with accessible games. 00:09:58.709 --> 00:10:02.709 But it seems like it’s more down to individual studios to figure this stuff out. 00:10:02.709 --> 00:10:07.620 Like Insomniac, which is another developer that really puts accessibility at the centre 00:10:07.620 --> 00:10:08.960 of its game design. 00:10:08.960 --> 00:10:14.290 Insomniac is also a really good example of how accessibility options can be re-used across 00:10:14.290 --> 00:10:18.930 games, as many of the smart choices in Ratchet and Clank are actually just ripped straight 00:10:18.930 --> 00:10:21.310 out of last year’s Miles Morales. 00:10:21.310 --> 00:10:25.889 Likewise, over at Ubisoft - another studio that does strong work in this space - many 00:10:25.889 --> 00:10:30.100 of the features in Far Cry 6 are lifted from previous entries. 00:10:30.100 --> 00:10:35.750 EA also has strong accessibility initiatives, and this year it released five accessibility 00:10:35.750 --> 00:10:40.930 patents from its legal grasp - including the fab ping system in Apex Legends. 00:10:40.930 --> 00:10:45.240 And Square Enix has some good stuff going on - you’ll see smart accessibility options 00:10:45.240 --> 00:10:48.699 all throughout Life is Strange and Guardians of the Galaxy. 00:10:48.699 --> 00:10:50.569 But as for disappointing outliers? 00:10:50.569 --> 00:10:54.259 Well… as usual, it’s the games made in Japan. 00:10:54.259 --> 00:10:59.579 Titles like Shin Megami Tensei, Persona 5 Strikers, Guilty Gear and Resident Evil are 00:10:59.579 --> 00:11:03.769 missing plenty of options that have become almost industry standard in the west. 00:11:03.769 --> 00:11:08.470 Like, remember those stats about 70 percent of games having controller remapping and 70 00:11:08.470 --> 00:11:10.149 percent having options for subtitles? 00:11:10.149 --> 00:11:15.589 Well, remove the Japanese games and that rises to 80 and 100 percent. 00:11:15.589 --> 00:11:20.890 There are some exceptions - Monster Hunter Rise has a surprising number of features, 00:11:20.890 --> 00:11:27.019 and New Pokemon Snap isn’t too shabby - but, on the whole, Japan is bringing the biz down. 00:11:27.019 --> 00:11:31.139 But that’s just the world of big blockbuster games. 00:11:31.139 --> 00:11:35.300 You know, for my main assessment, I feel like it’s only fare to hold those with multi-million 00:11:35.300 --> 00:11:36.480 dollar budgets to account. 00:11:36.480 --> 00:11:43.480 But, still, indie games are absolutely packed with clever, useful and thoughtful accessibility options. 00:11:43.480 --> 00:11:44.829 Here’s just a few: 00:11:44.829 --> 00:11:49.250 Boyfriend Dungeon has a content warning for its challenging themes - and also lets you 00:11:49.250 --> 00:11:52.959 turn off a feature where your mum calls you up with advice, in case that makes certain 00:11:52.959 --> 00:11:54.399 players uncomfortable. 00:11:54.399 --> 00:12:01.550 Boomerang X has great contrast options, like letting you highlight key enemies with a colour 00:12:01.550 --> 00:12:02.550 of your choice. 00:12:02.550 --> 00:12:05.870 Chicory lets you fiddle with endless settings - letting you turn off everything from flashing 00:12:05.870 --> 00:12:09.470 effects to moist sound effects. Ew. 00:12:09.470 --> 00:12:14.070 Loop Hero’s got a retro aesthetic, but you can increase readability by turning off the 00:12:14.070 --> 00:12:17.680 CRT effect and switching the pixel font to a standard one. 00:12:17.680 --> 00:12:21.920 Toodee and Topdee’s got an assist mode with game speed and infinite lives. 00:12:21.920 --> 00:12:26.259 The new Outer Wilds DLC lets you turn off spooky jump scares. 00:12:26.259 --> 00:12:31.449 And we saw some excellent audio-only games that can be played without sight, like action 00:12:31.449 --> 00:12:36.730 adventure The Vale: Shadow of the Crown, and reckless driving game Blind Drive, which is 00:12:36.730 --> 00:12:41.339 about using the incredible audio design to know when to swerve into another lane. 00:12:41.339 --> 00:12:43.496 *Car sounds* 00:12:43.496 --> 00:12:47.389 *Horn* *Crash* *Broken Glass* 00:12:47.389 --> 00:12:50.660 So - on the whole - I’m impressed. 00:12:50.660 --> 00:12:54.839 Almost every game I sampled has some option intended to make the game playable to those 00:12:54.839 --> 00:12:56.829 with specific needs. 00:12:56.829 --> 00:13:01.709 More than half of the games feature a dedicated accessibility or assist menu. 00:13:01.709 --> 00:13:06.240 And many have these options available as soon as the game loads up for the first time, or 00:13:06.240 --> 00:13:08.880 have a screen reader turned on by default. 00:13:08.880 --> 00:13:11.040 But here’s the thing. 00:13:11.040 --> 00:13:16.279 All of this is, almost exactly what I said in last year’s video. 00:13:16.279 --> 00:13:21.600 You know, key features like subtitles and controller remapping are in the majority of games. 00:13:21.600 --> 00:13:26.529 Indie devs, and companies like Microsoft, EA, and Ubisoft are doing great. 00:13:26.529 --> 00:13:29.089 And Japan is sadly lagging behind. 00:13:29.089 --> 00:13:34.339 So I feel like we’re now at a point where accessibility is just… a given in games. 00:13:34.339 --> 00:13:35.930 Which is excellent! 00:13:35.930 --> 00:13:36.970 And a huge change. 00:13:36.970 --> 00:13:41.910 Like, if we look, at say, Eurogamer in 2011 - there wasn’t a single article that mentioned 00:13:41.910 --> 00:13:44.279 accessibility or disability. 00:13:44.279 --> 00:13:50.290 Ten years later, there are dozens of reports on features, and players, and company initiatives, 00:13:50.290 --> 00:13:52.120 and so on. 00:13:52.120 --> 00:13:55.660 Accessibility is just here, and it’s here to stay. 00:13:55.660 --> 00:13:59.420 But now… it’s time to make this stuff work… properly. 00:13:59.420 --> 00:14:04.759 You see, as awesome as it is to see these features in the menu - they’re not, always, 00:14:04.759 --> 00:14:06.779 perfect in execution. 00:14:06.779 --> 00:14:09.930 Those excellent subtitles in Guardians of the Galaxy? 00:14:09.930 --> 00:14:12.899 Great… until they glitch out like this. 00:14:12.899 --> 00:14:18.350 Deathloop lets you toggle on running - but not aiming, and Hitman 3 lets you toggle on 00:14:18.350 --> 00:14:20.470 aiming - but not running. 00:14:20.470 --> 00:14:24.639 Far Cry 6’s captions just says “animal noise”, whether that’s a harmless bird 00:14:24.639 --> 00:14:26.149 or a killer crocodile. 00:14:26.149 --> 00:14:31.029 And Battlefield’s menu narrator mispronounces the first two words it has to say. 00:14:31.029 --> 00:14:34.009 NARRATOR: “Menu Narration ‘Die-sable’. 00:14:34.009 --> 00:14:36.339 Menu Narration ‘Innable’. 00:14:36.339 --> 00:14:39.459 Menu Narration ‘Die-sable’. 00:14:39.459 --> 00:14:41.279 Menu Narration ‘Innable’.” 00:14:41.279 --> 00:14:42.649 What is this, a GMTK episode? 00:14:42.649 --> 00:14:49.249 So, at this point, I can safely say “yes, lots of games have lots of accessibility options”. 00:14:49.249 --> 00:14:51.410 Now the question is - “are they any good?” 00:14:51.410 --> 00:14:56.550 It’s no longer that noteworthy for a game to have these features - now, they need to 00:14:56.550 --> 00:14:59.290 be robust and reliable. 00:14:59.290 --> 00:15:03.910 And I think we’ll get there, as devs hire more consultants, and bake this stuff into 00:15:03.910 --> 00:15:08.339 their games engines, and share their knowledge, and iterate based on feedback and telemetry. 00:15:08.339 --> 00:15:11.949 But that’s going to be difficult for me to ascertain. 00:15:11.949 --> 00:15:16.500 I don’t live with a disability, so I don’t need to rely on these options and, I don’t 00:15:16.500 --> 00:15:19.350 have to judge their effectiveness every time I play. 00:15:19.350 --> 00:15:25.089 Thankfully, there are sites like CanIPlayThat and DAGER, who are putting in the hard work 00:15:25.089 --> 00:15:30.519 to thoroughly review these games from an accessibility perspective - using gamers with disabilities 00:15:30.519 --> 00:15:31.660 as their reviewers. 00:15:31.660 --> 00:15:36.310 There’s also the Taming Gaming database - and, any indie devs watching can get their 00:15:36.310 --> 00:15:39.279 game listed by DMing the site over on Twitter. 00:15:39.279 --> 00:15:44.940 But, ultimately, I think this means I need to cover accessibility in a different way. 00:15:44.940 --> 00:15:49.230 So, this is probably the last annual wrap-up of this type. 00:15:49.230 --> 00:15:51.939 But don’t worry - accessibility is not going anywhere. 00:15:51.939 --> 00:15:56.899 It’s one of the key values for how I run GMTK - whether I’m using it as a lens to 00:15:56.899 --> 00:16:01.869 analyse game design, or putting full subtitles on every video on this channel. 00:16:01.869 --> 00:16:05.649 So perhaps there are just better ways for me to talk about it going forward. 00:16:05.649 --> 00:16:10.230 That starts with me putting accessibility options in my own work, over in my game dev 00:16:10.230 --> 00:16:12.119 series Developing. 00:16:12.119 --> 00:16:13.350 More on that soon. 00:16:13.350 --> 00:16:17.510 And I’ll continue to think about how I can cover this topic in 2022. 00:16:17.510 --> 00:16:19.839 Until then, thanks so much for watching. 00:16:19.839 --> 00:16:23.689 And thanks to the gamers and consultants who helped out on this video. 00:16:23.689 --> 00:16:25.671 See you soon.