[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:02.71,0:00:07.88,Default,,0000,0000,0000,,In the manual for Elder Scrolls 2: Daggerfall,\NBethesda left a message encouraging players Dialogue: 0,0:00:07.88,0:00:11.23,Default,,0000,0000,0000,,to avoid the “replay the save game” strategy. Dialogue: 0,0:00:11.23,0:00:16.93,Default,,0000,0000,0000,,They said, “most computer gamers use the\Nsave game to maximise their playing ability. Dialogue: 0,0:00:16.93,0:00:20.96,Default,,0000,0000,0000,,Anytime something goes wrong, they return\Nto a saved game and replay it until they get Dialogue: 0,0:00:20.96,0:00:22.03,Default,,0000,0000,0000,,it right. Dialogue: 0,0:00:22.03,0:00:26.10,Default,,0000,0000,0000,,The final history of their game looks like\Nan endless streak of lucky breaks and perfect Dialogue: 0,0:00:26.10,0:00:27.10,Default,,0000,0000,0000,,choices. Dialogue: 0,0:00:27.10,0:00:29.89,Default,,0000,0000,0000,,[But] role-playing is not about playing the\Nperfect game. Dialogue: 0,0:00:29.89,0:00:32.89,Default,,0000,0000,0000,,It is about building a character and creating\Na story. Dialogue: 0,0:00:32.89,0:00:37.23,Default,,0000,0000,0000,,In fact, you will never see some of the most\Ninteresting aspects of the game unless you Dialogue: 0,0:00:37.23,0:00:39.47,Default,,0000,0000,0000,,play through your mistakes. Dialogue: 0,0:00:39.47,0:00:43.90,Default,,0000,0000,0000,,If your character dies, by all means return\Nto your last saved game and replay it. Dialogue: 0,0:00:43.90,0:00:49.03,Default,,0000,0000,0000,,However, if your character is caught pickpocketing,\Nif a quest goes wrong, or some other mundane Dialogue: 0,0:00:49.03,0:00:51.72,Default,,0000,0000,0000,,mishap occurs, let it play out. Dialogue: 0,0:00:51.72,0:00:55.27,Default,,0000,0000,0000,,You may be surprised by what happens next”. Dialogue: 0,0:00:55.27,0:01:00.19,Default,,0000,0000,0000,,This is a noble stand against “save scumming”,\Nwhich is the art of returning to an old save Dialogue: 0,0:01:00.19,0:01:05.34,Default,,0000,0000,0000,,file the second you get spotted in a stealth\Ngame, or lose a beloved team member in an Dialogue: 0,0:01:05.34,0:01:09.46,Default,,0000,0000,0000,,RPG, or get a bad roll in a game with random\Nnumbers. Dialogue: 0,0:01:09.46,0:01:13.88,Default,,0000,0000,0000,,And it’s sorely tempting to simply undo\Nyour mistakes or reset an unlucky event, but Dialogue: 0,0:01:13.88,0:01:19.21,Default,,0000,0000,0000,,- as Bethesda says - if you do that, you might\Njust miss some of the best anecdotal stories Dialogue: 0,0:01:19.21,0:01:20.66,Default,,0000,0000,0000,,the game has to offer. Dialogue: 0,0:01:20.66,0:01:25.05,Default,,0000,0000,0000,,You know, like coming “this close” to\Ndying, but turning it around and winning anyway. Dialogue: 0,0:01:25.05,0:01:28.95,Default,,0000,0000,0000,,Or killing a panicked guard, seconds before\Nthey can raise the alarm. Dialogue: 0,0:01:28.95,0:01:32.76,Default,,0000,0000,0000,,Or an exciting extraction when your stealthy\Nplan starts to go hideously wrong. Dialogue: 0,0:01:32.76,0:01:37.30,Default,,0000,0000,0000,,Or having to sadly move on through the story,\Nwhile bearing the loss of your favourite party Dialogue: 0,0:01:37.30,0:01:38.30,Default,,0000,0000,0000,,member. Dialogue: 0,0:01:38.30,0:01:40.12,Default,,0000,0000,0000,,And so it’s a lovely sentiment. Dialogue: 0,0:01:40.12,0:01:45.20,Default,,0000,0000,0000,,But, ultimately, there’s no point putting\Nthis sort of thing in the manual. Dialogue: 0,0:01:45.20,0:01:49.12,Default,,0000,0000,0000,,If you’ve got an intention for how players\Nshould experience the game, you’ve got to Dialogue: 0,0:01:49.12,0:01:51.57,Default,,0000,0000,0000,,build it into the game itself. Dialogue: 0,0:01:51.57,0:01:55.42,Default,,0000,0000,0000,,So how can we make games where players don’t\Nwant to return to a quick save at the first Dialogue: 0,0:01:55.42,0:01:57.06,Default,,0000,0000,0000,,point of adversity? Dialogue: 0,0:01:57.06,0:02:01.91,Default,,0000,0000,0000,,Games where you are, in fact, encouraged to\Nplay on past mistakes, failures, and setbacks Dialogue: 0,0:02:01.91,0:02:06.44,Default,,0000,0000,0000,,- and potentially see some of the most interesting\Naspects of the game? Dialogue: 0,0:02:06.44,0:02:12.42,Default,,0000,0000,0000,,Well, for some games, the strategy is to make\Nsure that setbacks are tolerable - and not Dialogue: 0,0:02:12.42,0:02:16.89,Default,,0000,0000,0000,,so critically damaging that you’re better\Noff just returning to a previous save point. Dialogue: 0,0:02:16.89,0:02:20.62,Default,,0000,0000,0000,,One way to do this is to give the game a really\Nwide “failure spectrum”. Dialogue: 0,0:02:20.62,0:02:26.22,Default,,0000,0000,0000,,That’s a term dreamt up by Tom Francis - creator\Nof Gunpoint and Heat Signature - and it describes Dialogue: 0,0:02:26.22,0:02:29.86,Default,,0000,0000,0000,,the range of states between perfect success\Nand total failure. Dialogue: 0,0:02:29.86,0:02:34.64,Default,,0000,0000,0000,,Think of a game like XCOM, where you can successfully\Nfinish a mission with all your team members Dialogue: 0,0:02:34.64,0:02:39.56,Default,,0000,0000,0000,,alive, or botch your objective and leave with\Ntwo injured units, or come home without a Dialogue: 0,0:02:39.56,0:02:41.43,Default,,0000,0000,0000,,single living soldier. Dialogue: 0,0:02:41.43,0:02:47.40,Default,,0000,0000,0000,,Pretty much every game has a failure spectrum,\Nbut some have a much more generous one, than others. Dialogue: 0,0:02:47.40,0:02:52.40,Default,,0000,0000,0000,,For an example, Tom points to the stealthy\Nopen worlder Metal Gear Solid V, which has Dialogue: 0,0:02:52.40,0:02:57.65,Default,,0000,0000,0000,,a huge range of states between being a sneaky\Nsnake and a, uh, dead snake. Dialogue: 0,0:02:57.65,0:03:01.30,Default,,0000,0000,0000,,So, if a guard sees you, he won’t immediately\Nstart firing. Dialogue: 0,0:03:01.30,0:03:04.32,Default,,0000,0000,0000,,He’ll just come in to investigate more closely. Dialogue: 0,0:03:04.32,0:03:08.66,Default,,0000,0000,0000,,If you do get spotted, you enter into this\Nslow-mo reflex mode, to give you a chance Dialogue: 0,0:03:08.66,0:03:11.25,Default,,0000,0000,0000,,to headshot the guard in question. Dialogue: 0,0:03:11.25,0:03:14.91,Default,,0000,0000,0000,,Screw that up, and the guard will need to\Nmanually call up his buddies for support, Dialogue: 0,0:03:14.91,0:03:16.77,Default,,0000,0000,0000,,giving you a chance to stop him. Dialogue: 0,0:03:16.77,0:03:20.40,Default,,0000,0000,0000,,And even after all that, Snake can still escape\Nand return to hiding. Dialogue: 0,0:03:20.40,0:03:21.98,Default,,0000,0000,0000,,Or enter combat. Dialogue: 0,0:03:21.98,0:03:26.35,Default,,0000,0000,0000,,Or even call in an helicopter and just take\Nthe whole “espionage” bit of the MGS slogan Dialogue: 0,0:03:26.35,0:03:28.16,Default,,0000,0000,0000,,and dropkick it into the ocean. Dialogue: 0,0:03:28.16,0:03:31.84,Default,,0000,0000,0000,,You’ll only die if you manage to screw all\Nof that up. Dialogue: 0,0:03:31.84,0:03:36.56,Default,,0000,0000,0000,,So this is a huge failure spectrum, with all\Nsorts of states between completing the mission Dialogue: 0,0:03:36.56,0:03:39.80,Default,,0000,0000,0000,,without ever being seen, and bleeding out\Non the battlefield. Dialogue: 0,0:03:39.80,0:03:44.16,Default,,0000,0000,0000,,And that means that mishaps aren’t so punishing\Nthat you might as well reload - they just Dialogue: 0,0:03:44.16,0:03:46.56,Default,,0000,0000,0000,,shove you a little further down the spectrum. Dialogue: 0,0:03:46.56,0:03:51.56,Default,,0000,0000,0000,,But the thing about a failure spectrum is\Nthat, in a lot of cases, it’s reversible. Dialogue: 0,0:03:51.56,0:03:56.51,Default,,0000,0000,0000,,And if you play well you can actually turn\Nthings around and crawl back towards the successful Dialogue: 0,0:03:56.51,0:03:57.52,Default,,0000,0000,0000,,end of things. Dialogue: 0,0:03:57.52,0:04:00.61,Default,,0000,0000,0000,,That’s a big part of Far Cry 2. Dialogue: 0,0:04:00.61,0:04:05.10,Default,,0000,0000,0000,,This is another game with a generous failure\Nspectrum, thanks to its big health bar, loads Dialogue: 0,0:04:05.10,0:04:09.27,Default,,0000,0000,0000,,of healing syringes, and the buddy system\N- where you can get one extra chance to keep Dialogue: 0,0:04:09.27,0:04:10.63,Default,,0000,0000,0000,,playing, after your death. Dialogue: 0,0:04:10.63,0:04:13.72,Default,,0000,0000,0000,,And it’s also a game where you’re constantly\Nfacing setbacks. Dialogue: 0,0:04:13.72,0:04:16.84,Default,,0000,0000,0000,,You might find your guns jamming in the middle\Nof battle. Dialogue: 0,0:04:16.84,0:04:20.96,Default,,0000,0000,0000,,Or find yourself suffering from a Malaria\Nattack while sneaking past an outpost. Dialogue: 0,0:04:20.96,0:04:24.74,Default,,0000,0000,0000,,Or have your car break down, just as you’re\Nmaking a getaway. Dialogue: 0,0:04:24.75,0:04:28.01,Default,,0000,0000,0000,,But these setbacks serve a really important\Npurpose. Dialogue: 0,0:04:28.01,0:04:33.65,Default,,0000,0000,0000,,You see, in a 2009 GDC talk, designer Clint\NHocking explained that, originally, he wanted Dialogue: 0,0:04:33.65,0:04:38.32,Default,,0000,0000,0000,,Far Cry 2 to be all about intentionality,\Nwhich is achieved by having the game split Dialogue: 0,0:04:38.32,0:04:39.64,Default,,0000,0000,0000,,between two phases. Dialogue: 0,0:04:39.64,0:04:44.03,Default,,0000,0000,0000,,There’s a planning stage, where you survey\Nthe scene, look for items of interest, watch Dialogue: 0,0:04:44.03,0:04:47.28,Default,,0000,0000,0000,,guard patrol patterns, and plan your escape\Nroute. Dialogue: 0,0:04:47.28,0:04:51.56,Default,,0000,0000,0000,,And then an execution stage, where you actually\Ncarry out your plan. Dialogue: 0,0:04:51.56,0:04:54.85,Default,,0000,0000,0000,,But the creators decided that they didn’t\Nwant you to either have your plan totally Dialogue: 0,0:04:54.85,0:04:56.46,Default,,0000,0000,0000,,work, or totally fail. Dialogue: 0,0:04:56.46,0:05:00.92,Default,,0000,0000,0000,,Instead, they wanted you to suffer small setbacks\Nthat would cause you to bounce out of the Dialogue: 0,0:05:00.92,0:05:04.36,Default,,0000,0000,0000,,execution stage and back to the planning phase. Dialogue: 0,0:05:04.36,0:05:06.97,Default,,0000,0000,0000,,Clint describes this type of gameplay as improvisational. Dialogue: 0,0:05:06.97,0:05:12.84,Default,,0000,0000,0000,,It’s this idea of constantly moving between\Nplanning and execution - but within a single, Dialogue: 0,0:05:12.84,0:05:14.18,Default,,0000,0000,0000,,continuous playthrough. Dialogue: 0,0:05:14.18,0:05:18.43,Default,,0000,0000,0000,,And so that’s another benefit of making\Npeople play through mistakes and bad luck. Dialogue: 0,0:05:18.43,0:05:22.80,Default,,0000,0000,0000,,Because suffering adversity causes you to\Nchange your goals in an exciting, dynamic Dialogue: 0,0:05:22.80,0:05:25.80,Default,,0000,0000,0000,,way - so you can claw your way back to victory. Dialogue: 0,0:05:25.80,0:05:29.42,Default,,0000,0000,0000,,Like in a shooter - if you take a lot of damage\Nyou’re forced to change your focus away Dialogue: 0,0:05:29.42,0:05:33.82,Default,,0000,0000,0000,,from combat - and towards getting into cover,\Nfinding health packs, or maybe even crafting Dialogue: 0,0:05:33.82,0:05:34.82,Default,,0000,0000,0000,,a medkit. Dialogue: 0,0:05:34.84,0:05:38.66,Default,,0000,0000,0000,,And in a stealth game, getting spotted means\Nyou’re forced to run away and get back into Dialogue: 0,0:05:38.66,0:05:43.60,Default,,0000,0000,0000,,cover, or just give up on sneaking around\Nand deal with your enemies in the old fashioned way. Dialogue: 0,0:05:43.60,0:05:48.20,Default,,0000,0000,0000,,And this only works if players don’t reload\Ntheir save game the second they get thrown Dialogue: 0,0:05:48.20,0:05:49.29,Default,,0000,0000,0000,,off course. Dialogue: 0,0:05:49.29,0:05:53.79,Default,,0000,0000,0000,,So to reduce the chance of this happening,\NClint made sure these setbacks were small, Dialogue: 0,0:05:53.79,0:05:55.95,Default,,0000,0000,0000,,unpredictable, and recoverable. Dialogue: 0,0:05:55.95,0:05:59.89,Default,,0000,0000,0000,,Things like Malaria attacks and jamming guns\Nmight wreck your plans but they’re far too Dialogue: 0,0:05:59.89,0:06:05.12,Default,,0000,0000,0000,,tiny to warrant a reload, they’re easy enough\Nto turn around, and are often completely unpredictable Dialogue: 0,0:06:05.12,0:06:06.36,Default,,0000,0000,0000,,when they’re about to occur. Dialogue: 0,0:06:06.36,0:06:10.66,Default,,0000,0000,0000,,“It is exactly because the loss is small\Nand unpredictable that players don’t attempt Dialogue: 0,0:06:10.66,0:06:14.43,Default,,0000,0000,0000,,to reload the game to escape it,” says Clint. Dialogue: 0,0:06:14.43,0:06:20.01,Default,,0000,0000,0000,,Now all of this falls apart if the player\Nis rewarded for perfect play, or punished Dialogue: 0,0:06:20.01,0:06:21.97,Default,,0000,0000,0000,,for making mistakes. Dialogue: 0,0:06:21.97,0:06:25.74,Default,,0000,0000,0000,,Meaningless ranks and achievements for never\Ngetting spotted in a stealth game are fine. Dialogue: 0,0:06:25.74,0:06:28.44,Default,,0000,0000,0000,,They’re aspirational rewards for highly\Nskilled players. Dialogue: 0,0:06:28.44,0:06:32.55,Default,,0000,0000,0000,,But if making mistakes will cause the rest\Nof the game to be significantly harder, then Dialogue: 0,0:06:32.55,0:06:37.30,Default,,0000,0000,0000,,it’s no surprise that a player will reload\Nto a previous save game the second they screw up. Dialogue: 0,0:06:37.30,0:06:42.08,Default,,0000,0000,0000,,Back to XCOM: losing soldiers and suffering\Ncasualties means you’ve now got to recruit Dialogue: 0,0:06:42.08,0:06:47.14,Default,,0000,0000,0000,,feeble rookies, making you less likely to\Nsucceed at future missions - creating a nasty Dialogue: 0,0:06:47.14,0:06:49.69,Default,,0000,0000,0000,,positive feedback loop of death and failure. Dialogue: 0,0:06:49.69,0:06:55.08,Default,,0000,0000,0000,,No wonder, then, that some gamers will resort\Nto save scumming to keep their favourite soldiers alive. Dialogue: 0,0:06:55.08,0:06:56.86,Default,,0000,0000,0000,,It’s just too harsh, otherwise. Dialogue: 0,0:06:56.87,0:07:02.01,Default,,0000,0000,0000,,Perhaps a better approach is to try and make\Nfailure as interesting as success. Dialogue: 0,0:07:02.01,0:07:06.10,Default,,0000,0000,0000,,Look to the Shadow of Mordor games, where\Ngetting killed by an Ork captain means that Dialogue: 0,0:07:06.10,0:07:08.94,Default,,0000,0000,0000,,they’ll remember you and bring up your history\Nin a later encounter. Dialogue: 0,0:07:08.94,0:07:14.07,Default,,0000,0000,0000,,So if there’s no tactical benefit for perfect\Nplay, and there are meaningful outcomes for Dialogue: 0,0:07:14.07,0:07:18.49,Default,,0000,0000,0000,,imperfect play, then gamers will naturally\Nwant to roll on past their mistakes and let Dialogue: 0,0:07:18.49,0:07:21.33,Default,,0000,0000,0000,,events play out naturally. Dialogue: 0,0:07:21.33,0:07:25.96,Default,,0000,0000,0000,,Of course, one easy way to fix all of this\Nis to simply remove the ability to reload Dialogue: 0,0:07:25.96,0:07:27.52,Default,,0000,0000,0000,,a previous save file. Dialogue: 0,0:07:27.52,0:07:32.27,Default,,0000,0000,0000,,In Darkest Dungeon, the game is always saving\Nover the top of your file, making it near Dialogue: 0,0:07:32.27,0:07:34.67,Default,,0000,0000,0000,,impossible to rewind your mistakes. Dialogue: 0,0:07:34.67,0:07:37.19,Default,,0000,0000,0000,,Developer Redhook Studios did this for two\Nreasons. Dialogue: 0,0:07:37.19,0:07:42.73,Default,,0000,0000,0000,,For one, they wanted players to have to live\Nwith bad decisions, and truly awful dice rolls. Dialogue: 0,0:07:42.73,0:07:46.35,Default,,0000,0000,0000,,This is a game where rotten things happen,\Nand you’ve got to deal with them. Dialogue: 0,0:07:46.35,0:07:50.79,Default,,0000,0000,0000,,And also because they wanted players to really\Nstruggle over whether they should take certain Dialogue: 0,0:07:50.79,0:07:55.48,Default,,0000,0000,0000,,risks - knowing that they can’t just restore\Na previous save game if things don’t go Dialogue: 0,0:07:55.48,0:07:56.48,Default,,0000,0000,0000,,their way. Dialogue: 0,0:07:56.48,0:08:00.18,Default,,0000,0000,0000,,In a 2016 GDC talk, designer Tyler Sigman\Nsays Dialogue: 0,0:08:00.18,0:08:02.46,Default,,0000,0000,0000,,TYLER SIGMAN: “Permanent consequences were what we were after. Dialogue: 0,0:08:02.46,0:08:07.68,Default,,0000,0000,0000,,We want you to, at all moments, be like, ‘should\NI go a little further and get a little more treasure. Dialogue: 0,0:08:07.68,0:08:11.26,Default,,0000,0000,0000,,Do I think I can make to the end of this quest\Neven though these two characters are afflicted Dialogue: 0,0:08:11.26,0:08:13.34,Default,,0000,0000,0000,,and this one is almost dead?’ Dialogue: 0,0:08:13.34,0:08:19.62,Default,,0000,0000,0000,,And to do that you know we needed this terrible\Nsave system that is just really really mean”. Dialogue: 0,0:08:19.62,0:08:24.50,Default,,0000,0000,0000,,Other games do this too, like survive ‘em\Nup The Long Dark, which automatically saves Dialogue: 0,0:08:24.50,0:08:28.47,Default,,0000,0000,0000,,over your game the moment something bad happens\N- like getting attacked by wolves or hurting Dialogue: 0,0:08:28.47,0:08:32.83,Default,,0000,0000,0000,,yourself - so you’re forced to keep playing\Nfrom that most dramatic point. Dialogue: 0,0:08:32.83,0:08:36.93,Default,,0000,0000,0000,,And ultimately, this is pretty common in console\Ngames, where saving your progress isn’t Dialogue: 0,0:08:36.93,0:08:40.65,Default,,0000,0000,0000,,so easy to do and you must rely on actual\Nsave points or checkpoints. Dialogue: 0,0:08:40.65,0:08:44.77,Default,,0000,0000,0000,,This doesn’t mean you can’t let players\Neasily save their game when they need to take Dialogue: 0,0:08:44.77,0:08:45.81,Default,,0000,0000,0000,,a break, though. Dialogue: 0,0:08:45.81,0:08:50.44,Default,,0000,0000,0000,,In Dark Souls you can only permanently save\Nyour progress at bonfires - but you can suspend Dialogue: 0,0:08:50.44,0:08:52.29,Default,,0000,0000,0000,,your game at any point. Dialogue: 0,0:08:52.29,0:08:55.75,Default,,0000,0000,0000,,This quits the game, and lets you continue\Nfrom that point next time you play. Dialogue: 0,0:08:55.75,0:09:01.18,Default,,0000,0000,0000,,But then that save is deleted, meaning you\Ncan’t rewind to that point if you do something silly. Dialogue: 0,0:09:01.18,0:09:05.09,Default,,0000,0000,0000,,So, there are lots of compelling reasons to\Nkeep players in the game - and not reaching Dialogue: 0,0:09:05.09,0:09:07.91,Default,,0000,0000,0000,,for the quick load button the second something\Ngoes wrong. Dialogue: 0,0:09:07.91,0:09:11.20,Default,,0000,0000,0000,,Screwing up causes you to dynamically shift\Nyour goal, and do something different for Dialogue: 0,0:09:11.20,0:09:12.20,Default,,0000,0000,0000,,a while. Dialogue: 0,0:09:12.20,0:09:14.80,Default,,0000,0000,0000,,Awesome stories can occur when things go horribly\Nwrong. Dialogue: 0,0:09:14.80,0:09:19.20,Default,,0000,0000,0000,,And risky play is far more meaningful if you\Ncan’t just rewind and try again. Dialogue: 0,0:09:19.20,0:09:23.43,Default,,0000,0000,0000,,But it can’t be up to the player to enforce\Nthis pure way of playing. Dialogue: 0,0:09:23.43,0:09:28.16,Default,,0000,0000,0000,,I’ve quoted Civ 4 man Soren Johnson before,\Nwho says “given the opportunity, players Dialogue: 0,0:09:28.16,0:09:30.77,Default,,0000,0000,0000,,will optimise the fun out of a game”. Dialogue: 0,0:09:30.77,0:09:34.65,Default,,0000,0000,0000,,So if designers really want to keep players\Nin the experience, they’ve either got to Dialogue: 0,0:09:34.65,0:09:39.50,Default,,0000,0000,0000,,lock off easy save scumming, make setbacks\Nso tolerable that they’ll want to keep going, Dialogue: 0,0:09:39.50,0:09:44.27,Default,,0000,0000,0000,,remove rewards for perfect play, or make failure\Nas fun as success. Dialogue: 0,0:09:44.27,0:09:46.82,Default,,0000,0000,0000,,Only then will players “let things play\Nout. Dialogue: 0,0:09:46.82,0:09:50.56,Default,,0000,0000,0000,,And be surprised by what happens next”. Dialogue: 0,0:09:50.56,0:09:51.84,Default,,0000,0000,0000,,Hey! Thanks for watching! Dialogue: 0,0:09:51.84,0:09:55.97,Default,,0000,0000,0000,,Game Maker’s Toolkit is made possible thanks\Nto everyone who pitches in over on Patreon. Dialogue: 0,0:09:55.97,0:10:00.78,Default,,0000,0000,0000,,You may have noticed that I’m back on YouTube\Nfor streaming - Twitch didn’t really work out. Dialogue: 0,0:10:00.78,0:10:05.80,Default,,0000,0000,0000,,I stream at 8PM BST on Wednesdays, so hit\Nthat Notification Bell thingy if you want Dialogue: 0,0:10:05.81,0:10:07.39,Default,,0000,0000,0000,,to get a heads up when I go live.