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I never finished Doom.
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And I love Doom!
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It’s amazing.
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It’s got some of the best shooter combat
in years.
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But I just lost interest at a certain point
and never ended up finishing it.
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Whereas other games, games I don’t even
like as much as Doom, have kept me utterly
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rapt until the very end.
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And this has left me wondering about how games
can do better to keep their players engaged.
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That’s the word i want to use here, by the way.
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I’m talking about engaging games, not addictive
games - which I don’t think responsible
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designers should be trying to craft.
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So I’m not interested in games that are
designed in such a way that players can’t
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stop themselves, and I won’t be talking
about games that use psychological tricks
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like skinner boxes, daily rewards, resource
decay, loss aversion, and the like.
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This isn’t that video.
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Instead, I want to talk about fun things that
games can do to make you want to keep playing
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- but without completely hijacking your brain.
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So this is Game Maker’s Toolkit, I’m Mark
Brown, and here’s how to keep players engaged
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(without being evil about it).
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A crucial factor is pacing, which describes
the rhythm of the gameplay you’ll be experiencing
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and is paramount to making sure a game doesn’t
become boring or repetitive.
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So if we take a game like Uncharted we’ll
see that it has lots of different types of
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gameplay, which are often called pillars.
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That includes combat, climbing, puzzles, cinematic
set-pieces, and even non-interactive stuff
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like cutscenes.
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What you’ll notice is that Naughty Dog swaps
between these pillars constantly, never lingering
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on one type of gameplay for too long.
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And what that means is as soon as you start
to get bored of, say, shooting enemies, the
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game will switch to something else entirel.,
and hopefully regain your attention.
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But you can also consider the intensity of
each pillar, as a puzzle is often much calmer
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than a frenzied firefight.
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And it’s important to move fluidly between
different intensities, as spending too long
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on calm gameplay can obviously be boring - but,
at the same time, trying to keep the game
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at max intensity for too long will lead to
exhaustion or desensitisation.
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So Naughty Dog modulates these moods carefully.
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Look at how we go from calm puzzle solving
and climbing, to an intense firefight through
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the city.
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Then a slightly calmer exploration of the
train yard, followed by rising intensity as
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you fight your way along a train, leading
to a very intense cinematic moment.
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But that all leads to the calmest section
of the entire game as you recover in the Tibetan
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village and explore a puzzle-filled mountain
with Tenzin, before it all kicks off again
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with an intense siege back at the village.
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Uncharted 2 has some of the best pacing I’ve
ever seen in a game, and personally I found
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it almost impossible to put the game down
when I first played it.
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Now, of course, this sort of cinematic pacing
is a lot easier in a tightly controlled, linear
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experience, than an open world game where
the player can do whatever they want.
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But making sure the player has lots of different
types of activities they can do, so they can
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modulate their own fun if they get bored,
will certainly help.
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Pacing is not just about how well the developer
juggles its gameplay pillars, but also how
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often it introduces entirely new ideas - whether
that’s areas, mechanics, enemy types, and
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so on.
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The Mario games are wonderful at this, as
you never know what to expect from stage to stage.
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So even though there’s not such a diversity
in types of gameplay - it’s mostly just
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platforming - by consistently introducing
novel new ways to play, the game really keeps
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players engaged and keen to see what’s in
the next level.
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Novelty can work even better when paired with
mystery, anticipation, and foreshadowing,
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which is when you tease a player about something
new coming up so they just can’t stop playing
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until they see what it is.
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Take a game like The Witness, where you come
out of the starting area and, if you’re
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like most players, you’ll quickly stumble
upon this door which features a puzzle that
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is essentially impossible to solve with your
current knowledge.
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It really sticks in your head, though, and
you’ll need to know what’s behind that door.
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This sort of stuff can keep you playing for
ages.
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Remember when you saw Sen’s Fortress in
Dark Souls, and just knew you had to see what
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was behind that giant door?
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The mystery of what’s around the next corner
is one key reason that makes the Souls games
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so damn hard to put down.
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Metroidvania games do this well, also, as
a game like Hollow Knight quickly establishes
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that you will be getting interesting new powers,
but it doesn’t tell you what they are.
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It just teases you with things in the environment
that you can’t bypass yet, leaving you to
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anticipate what cool new ability you’ll
be getting next.
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The thing about giving players new stuff is
that each drop is an exciting motivation to
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stay engaged, but this burns out rather quickly
and the player needs another one soon after.
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But if you tease the player, you can get them
excited before you’ve even dropped the new
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content, which increases the amount of time
you can go before dropping new stuff.
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It’s economical!
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Perhaps the most obvious place for mystery,
though, is the narrative.
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Traditional media uses cliff hangers and unanswered
questions to keep you turning the page or
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watching after the adverts, but it's surprising
how few games really nail this.
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But every now and again I’ll play something
like Firewatch, which is a game about a man
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who works at a fire lookout tower and gets
embroiled in a thriller that will keep you
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going until you find out exactly how it ends.
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And yes, the ending is satisfying.
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You just didn’t get it.
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Now, one of the most compelling things a game
can do is let you make progress towards a
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long-term goal.
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Give someone a level cap they can work towards,
or a map full of collectibles they can find,
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and they can be stuck in for weeks.
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But let’s dig a bit deeper into that.
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So a game that does this really well is the
charming farming sim Stardew Valley which
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comes with an implicit long-term goal - you
start with a messy patch of land and no money,
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but in time you’ll have transformed the
land into an incredible farm that makes you
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loads of cash.
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And it’s that dream that can sustain many
hours of toil, hard work,
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and, to be honest, kinda repetitive gameplay.
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So why does it keep us going?
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Well, I think it’s cool that you can make
your farm however you like.
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You get to express yourself, set your own
goals, and build something you are really
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proud of.
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The game has lots of short term goals to keep
you going.
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Smaller rewards like the community centre
and important milestones like adding buildings
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or improving your house give you something
immediate to shoot for on the way towards
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the longer term ambition.
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There’s also a huge element of planning,
as you must think long term about decisions
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when it comes to different crops and animals,
seasons, romantic partners, and so on.
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You’re not just trudging mindlessly towards
the goal, but making strategic choices to
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help you get there faster.
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There’s also the thrill of exponential growth.
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In the game you’ll make a bit of money,
so you can buy more seeds and better tools.
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This lets you make more money, to buy even
more stuff, so you can go on to make loads
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of money.
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This positive feedback loop is at the heart
of lots of engaging games, such as looting monsters
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and upgrading your character in Monster Hunter.
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There’s also something really fun about
optimising the system in Stardew Valley.
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You start out by watering every crop by hand,
but eventually you’ll come to have sprinklers
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that do the hard work for you.
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A game that does this sort of thing wonderfully
is Factorio, which tasks you with building
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factories.
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You start out by digging up resources manually,
but eventually create machines to do it for
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you.
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And while those machines initially need to
be fed fuel, you’ll eventually have them
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powered by natural resources that don’t
run out.
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Maybe its just a thing that appeals to programmers,
but the desire to create an optimised system
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that works on its own is very potent.
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One final reason we like long term goals is
that players can fantasise about what it will
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be like when they finally reach that point.
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An example is a skill tree in a game, where
the player isn’t just ticking off these
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skills because it’s something to do - but
because they’re looking forward to the day
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when they can use all of these skills, to
absolutely wreck shop and make light work
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of stuff they found difficult at the beginning.
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Oh, and speaking of difficulty: Another huge
motivator is a compelling challenge.
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A game that is constantly pushing you to show
your mastery of the game, in varied and interesting
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situations, can really keep you going.
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This requires pitch-perfect difficulty, though.
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As we talked about in the Resident Evil 4
episode, players only get into an engaging
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flow state when they meet a challenge that
isn’t so easy as to be boring, but isn’t
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so difficult as to be stressful.
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Resident Evil uses dynamic difficulty to keep
players in that sweet spot, but for most games,
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a finely tuned and fiercely play-tested difficulty
curve is the way to go.
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Remember, though, that failure isn’t a bad
thing.
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Some of the most engaging games like Tetris
and Spelunky are filled with failure, but
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people will keep coming back if the runs are
relatively short, if they feel a sense of
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getting better each time, and if they know
the next session will be markedly different
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from the one before - often due to random
generation of some kind.
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Also, note that there are different ways to
challenge a player, so its not always about
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having a constant stream of reflex and skill
checks.
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Consider challenging a player’s problem
solving skills, or spatial awareness, or decision
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making for a mental stimulation to balance
out the more physical challenges.
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So, those are the factors that I’ve found
really work on me, and can help explain why
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I’ve found certain games irresistible.
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For me, nothing gets me going quite like a
game filled with novel experiences, that are
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teased through mystery and anticipation.
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Games like Dark Souls and Metroid and The
Witness are impossible for me to put down.
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But it also helps me understand also why I didn’t stick with other games.
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As good as Doom is, the pacing is way off
with long stretches of high intensity combat
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that gets pretty exhausting, and there's just not as much
novelty as, say, Titanfall 2.
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But different things will work for different
players.
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Maybe you need competition with other real-life
gamers or rewards you can show off to other
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people.
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I dunno, I don’t know you.
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So in the comments below, think about the
last game that you found totally engrossing
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and tell me why you think you just couldn’t
put it down.
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Thanks for watching!
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One of my goals with GMTK is to get you thinking
about why you like the games you like, and
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hopefully I’ve given you some food for thought
here.
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As always, this show is only possible thanks
to my incredible Patreon backers.
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Go team!