All podcast content by Mark Rosewater
Okay, I’m pulling out of my driveway! We all know what that means! It’s time for another Drive to Work.
Okay, I’m pulling out of my driveway! We all know what that means! It’s time for another Drive to Work.
Okay. So today, I’m going to talk about an article I wrote.
From time to time, I like to examine articles that I thought were—were
interesting, and expand on it a little
bit, because in a podcast, I can talk for longer.
Okay. So “Piggybacking”
was inspired by a visit from somebody outside the building. So one of the cool
things about working at Wizards of the Coast, among many cool things, is there
are a number of Magic fans who are—I
will call them celebrities.
So George Fan is the creator/designer of a game called Plants
vs. Zombies. And he was in the office—I gave him a tour, and we played Magic and we had lunch together, and we
showed him a good time. And one of the things that was very telling was during
lunch, he and I were talking.
And so there was a question I’d always wondered about Plants
vs. Zombies, and so I said to him, I go, “George, I’m curious, why plants? And
why zombies?” And so what he said was, essentially Plants vs. Zombies is a—what
we’d call a mass market tower defense game.
So mass market is just a word to mean something that’s more
approachable, not just to gamers but it has more wide appeal. Usually it’s a
little simpler. A tower defense game is a game in which you are defending
something, traditionally a tower, and there are things that attack you, and you
have resources to stop them, and the goal is to hold them off as long as you
can. And usually there’s, you know, waves that come and stuff.
So essentially, Plants vs. Zombies was him trying to do a
very simplified but fun tower defense game. And so he said, “Oh, well the
reason there are plants is in a tower defense game, your units tend not to
move. That you tend to put them in a place and they stay there.”
And George always found it weird, the flavor of, for example
sometimes you’d send some knights, you know, or an army or something, and then
once they cleared their area they just stayed there, because that’s where
they’re supposed to be. But like, “Right next door there’s people that need
help! Why aren’t you going there?” And it always seemed weird to him. So the
reason that he chose plants was plants would stay put. Plants don’t move. “So I
needed things that didn’t move, well plants felt like they wouldn’t move.
They’re plants.”
So I said, “Okay, why zombies?” And he goes, “Well, in a
good tower defense game, you want a slow horde that attacks. You kind of want
and endless number of creatures attacking, but you need them to be slow enough
that you can build up your defense. Because part of the fun of it is having
time to build up the defense.” And he’s like, “Well, what is a slow invading
horde? Zombies.” By definition that’s how zombies work. They come in large
groups, but they’re slow, and, you know, it fit.
Now, George’s team then went on and, you know, gave some
personality to the plants and personality to the zombies and really made it—you
know, made it fun, but the core of why plants and why zombies were based on
trying to use the audience’s own information to help them in gameplay.
Which is a concept we use in gaming called piggybacking. So
today, I’m going to talk about piggybacking and explain—essentially why it’s
important and how it is used. But to explain that, I need to explain another
concept first.
So I often talk about complexity in game design. And most of
the time, I’m talking about complexity as a bad thing. How you have to be
careful, because complexity will cause you problems. Today, though, I’m going
to tell you why complexity is a good thing. How complexity can help you. So in
the article I laid out six different things that complexity can do to help you.
So first, it can add strategic depth. There’s more going on.
If you have more going on, there’s more to think about. There’s more that you
can do. And—now, be aware, I should add this caveat—complexity alone is not
what creates strategic depth. In fact, you can add complexity and not increase
strategic depth, and you can increase strategic depth without adding
complexity.
But one of the easiest ways to add strategic complexity is
to add—sorry, to add strategy is to add—(flustered sound). Okay, let’s try that
one again. One of the easiest ways to add strategic depth is through
complexity. But it’s—kind of lazy. I
will be honest.
Number two. It allows you to better match the flavor. And
what I mean by that is, flavor is messy. Flavor, a lot of times, doesn’t want to
fit neatly in mechanical boxes. And you know what? Adding some complexity
allows you to sort of, you know, match the flavor and do the extra little
things you need to do to match the flavor.
Number three. It creates more variety. Well, if I can do
fifty things, the combination of fifty things is more than the combination of
twenty things. So it create more variety.
Number four, it opens up design space. Well, if you have
more options, there’s more you can do. You’ve opened up design space.
Number five, it helps experienced players feel more
invested. One of the things is, the experienced player, they’re not intimidated
by the complexity, and so when you layer stuff on, it allows you to add stuff
that—more references that they get. And more chance to sort of give—throw bones
to the –to the invested player.
And finally, it makes game design easier. Why? Because it’s
just easier to find. Complexity’s lying there. It is not hidden. It is not
something you have to sort of usually ferret out. It is usually something
sitting right in front of your face.
Okay. Well, all those seem like awesome things.
Complexity—this must be a pretty cool thing. But the opposite side is this: the
con against complexity, I’ll sum up in one con. It is the greatest force
capable of killing your game. In fact, when you ask me “What is—what is the
thing most likely to kill Magic?” My
answer is complexity.
And the reason why is, so I talk about what’s called
“barrier to entry.” And what that means is, when you start playing a game, how
hard is it for you to go from what we call a zero state—“I have zero
information,” to ready to play.
So the way I think of it for today is imagine there’s a
scale from 0-100. And that your game is somewhere from 0-100 on how difficult
it is to learn. So like a really, really, really complex, really difficult game
is 100. And a super, super, super simple game is a 1.
So the question is, how do you get your player base from 0
to 100? And the answer is that there are a bunch of different tools, but one of
which today we will talk about is piggybacking. So—so one of the ideas that we
often talk about is players starting at a zero state. Right.
I‘m playing a game, I’ve never played the game, I know
nothing. What piggybacking says is, “Well, that’s not completely true.” You
walk into a game—a player walks into a game with knowledge. Of life. Of things.
So one of the things that if you’re trying to reduce complexity, one of the
things you can do is say, “The more I draw off information that my player already
has, the easier it is to learn.”
So for example, when you talk about the zero state, really,
for your game, you might be starting them at higher than zero if you work on
stuff that they already know. I—I used my example Plants vs. Zombies, so I’ll
start there. So Plants vs. Zombies clearly said, “Okay, look. You know
something about plants, like you buy—in the game you buy seeds. And you plant
the plants. And then they grow. And, you know, you’re—sunlight makes them grow.
That’s what you need for them.
You know, and that there’s just little things that sort
of—you already know, so it makes grokking what’s going on a little easier. You
know, you know that zompires are—zompires. Zombies. Zompires,
that’s—that’s Buffy Universe. Zombies
are a slow invading force. Okay? And so you need—like when you use that, your
audience goes, “Okay, I…” That’s the expectation, they get it. They understand
what it is.
So for example, let’s talk about Magic now. Because Richard, for example, also used piggybacking.
Now, by the way, there’s two different types of piggybacking. I guess—let me
talk about this first, before I get to the example with Richard.
Number one is what I will call “flavor piggybacking.” That
is in which you use people’s knowledge of information to make your mechanics go
easier because they follow what you would expect that flavor to be. I will get
to that example in a second.
The second is mechanical piggybacking. That is where you use
people’s knowledge of gaming, of games, of previous games to help you
understand how to do it. So Magic had
a little bit of both. Okay. So let’s talk about flavor piggybacking.
So Richard didn’t just make a trading card game. Well,
first, he made a trading card game. Trading cards are a known quantity. A lot
of people have interacted with trading cards. Right off the bat, by calling it
a “trading card game,” when someone opens up a booster pack and there are a
random assortment of cards, they don’t go, “What’s going on?” They go “Oh, oh,
it’s a trading—these are trading cards.” So the very first thing is he
piggybacked on the very concept of trading cards and using that as a tool to
build a game off of. That’s one.
And that—does that fall under—that’s an interesting
question. Is that flavor or is that mechanical? I guess that is more
mechanical? In that the mechanics of how a trading card game works, how a
booster works is (???) match how yours works, so that’s more mechanical.
But flavor—so Richard didn’t just say “Oh, you guys have
cards and you’re using cards.” He said, “No no no. You are wizards.
Planeswalkers. In a duel, having a magical duel. And you—these cards represent
the spells that you know, as you are fighting this magical duel.” So Richard
layered on top of it this concept of magic and spells.
Well, all of a sudden, you make it a little easier. For
example, it’s a little easier to understand that there is magical energy
required for you to be able to play these spells. That just makes it a little
easier to understand, because like “Oh, okay… I want to cast a spell, I need
something to cast a spell with. Okay.” The idea of calling the deck “the
library,” and the graveyard—sorry, the discard pile “the graveyard”—he used a
lot of terminology to add flavor to what was going on. You know.
And with mechanics. You know, for example flying, I always
say that I think flying is one of the best mechanics because it is so evocative
of what it is that it explains itself. “I have a creature that doesn’t have
flying. You have a creature with flying. You attack. What do you think
happens?” “Uh… the guy can’t block because I fly over him?” “Exactly.”
And if you look at a lot of the creature keywords, Richard
was trying very hard to say, “Oh, well this creature’s trampling. This is
striking first. This is…” You know, that it’s doing the things you would expect
the concept to do. And that layering over the real-world flavor made it much
more accessible. And made it easier to learn.
So now mechanical—for example, A. Richard built around
trading card games, B. it’s a card game. Meaning people understand the idea
that you have a deck. You have a discard pile. You shuffle your deck. You draw
a hand. Depending on what game you play, you might understand the idea of a—an
area of play. You know. Gin Rummy for example, you put cards down in front of
you.
So by using a card game, Richard also sort of played into
the idea that—he used things people knew to help them understand. Because one
of the things that I think—when we talk about the challenges of game design, to me, the biggest challenge
of game design is the idea that—let me use a—I’ll use a metaphor here.
When I went to Hollywood, I was a screenwriter. I wrote
scripts. So I was in my little house, I’d write my scripts, and you know,
before I went out to Hollywood, I really thought that the hardest part about
being a scriptwriter was writing the scripts. Writing’s hard. It isn’t easy to
write a script.
And what I found was, writing is hard, and writing a good
script is hard, no—I’m not saying that it isn’t hard because it is. But I would
write a script. I actually wrote some scripts I thought were good scripts. What
I discovered was not—the hard part was not writing the script, the hard part
was getting somebody who needed to to read the script.
Why? Because everybody wants them to read the scripts. And a
lot of the scripts—most of the scripts are bad. So if you’re someone who reads
the scripts, you don’t want to read bad scripts. So you’re picky. You’re picky
about what you read. And so if somebody comes to you, and they have no track
record, they’ve never done anything before, hell, they might not even have an
agent yet, well they’re like “Uh, I don’t think I’m going to read you.”
Or even getting an agent. Right? You need someone to read you. And like people
are very hesitant to read in the town because there’s so many people who want
you to read their stuff, and so much of it is actually pretty bad.
So the same thing is true in trying to get a player to play
a game. There are a lot of games. It takes energy to learn to play a game. And
so you have to convince a player that they want to play your game. And once
they decide they want to play your game, you have a small window to give them
the experience of the game enough to make them want to play it.
Okay, so once again, let me explain this. This is very
important. When you sit down with a player for the first time, when you’re
trying to teach them the game, the goal of the game—the goal of the first
experience is not to learn everything. The goal of the first experience is to
learn enough, and one would argue just enough, to experience and enjoy the
game.
Let me repeat that because this is so important, maybe this
is the most important thing I’m saying today. The goal of a game designer, when
you have a game, in the first experience they have with the game, you want them
to be able to get the following point. The point by which they can experience
and enjoy the game.
Why is that so—why is that so important? Because other than
die-hard players, and there are die-hard game players who will put some energy
into spending time learning. But most game players will give your game one and
only one chance. And they will only give you a certain amount of time to
essentially sell them on the game.
Now, usually what happens is somebody who likes the game is
the one who says, “Hey, this is an awesome game.” Every once in a while they’ll
experience it somewhere else—through something else where they’re trying to
demonstrate the game, but usually you learn a game from somebody else. And
usually that person who’s teaching you has some affinity for the game.
But in that experience—so that one chance. You as a designer
get once chance. And be aware, you don’t control the circumstances completely.
Somebody else—I mean, the way I always talk about this is, imagine the game of
Telephone, in which you are trying to pass along a message, but you don’t get
to tell the person who hears the message the message. You’ve got to tell
somebody who’s going to tell them. Maybe even it’s going to be passing through
multiple people until it gets to them.
So if you’re playing Telephone, what is the best strategy? I
want to say something. What I want to say is something simple and clear and
obvious. For example, if I say… you know, “The Chihuahua eats Doritos at
midnight.” There is so much chance that they’re going to mess that up. Because
for starters, why—why—why is the Chihuahua eating Doritos, and why at midnight?
And should you even feed Doritos to a Chihuahua? That seems wrong.
Where if my message is something like “It often gets dark…”
What’s a better example? “There was a full moon in the sky.” That—okay,
everything there makes sense. There is a full moon in the sky. I get full moon,
I get sky, okay, I—the message means something.
Oh, so let me explain this. There is something in psychology
that’s called “chunking.” So when you try to learn something, the way your
brain learns something is, it can actually only handle so many things at once.
I think the number is like somewhere around seven, but there’s only—your
brain—your brain cannot handle that many things at once. There’s only so many
things, your brain goes, “Aah, okay. I’m going to forget something.”
You know, for example, one of the running jokes with my wife
is, I will go to the store to buy something. She will tell me things to get. You
know. She’s like “Run in and get me the following things.” And I know if I go
over a certain number, like, “I’m writing these down.” You know, if she tells
me two or three things, I’m fine. You start talking about four or five, I’m
like “I’m writing this down.” Because I know I’m going to forget something.
And that’s how the human brain works. So what the human
brain does is—because it’s sneaky. It’s smart. Is it does something called
chunking. And what chunking means is, is it takes disparate things and it
connects them to mean one thing.
For example, I will use—so in America, for those my foreign
viewers, you’ll have to bear with me a little bit. We have a phone number. And
the way the phone number works is there’s three digits that’s an area code, and
then there’s three digits that is the prefix code, and three digits that’s the
suffix code. So you have ten numbers. Okay.
So—and the reason they put them into three sections is, it’s
easier to remember three-digit numbers than it is to remember a ten-digit
number. But then it connects them together. And so what—what the brain wants to
do is it wants to recognize things in easily digestible forms and have things
that link them together.
So the reason that a phone number is rememberable is there’s
three digit numbers—three three-digit—sorry. Two three-digit numbers and a
four-digit number. The suffix is four digits. And by sort of making them
smaller, easy to remember, you remember each of them separately, and then they
all go together, and now your brain remembers a ten-digit number as one thing
broken into three sub-things. The more you can chunk things together, the more
you can make the brain be able to accept it as one thing and not multiple
things.
Because, for example, the dog eats Chihuahuas—the Chihuahua
eats Doritos at midnight, I have to remember Chihuahua, I have to remember
Doritos, I have to remember midnight. Now maybe in my head, I can picture a dog
eating Doritos at midnight. Maybe I’m okay. But because the other people don’t
have that information and it’s odd to them, that when I try to say it to them,
they might get confused. Because if Chihuahuas and Doritos and midnight are
three different things, then my brain is working three times as hard to
remember it. It’s not one thing, it’s three things.
So, when you are trying to get someone to understand your
game, you want to chunk things together. Ah, this is where piggybacking comes
in. For starters, you’re working on knowledge they already have, and, that now
it’s come together in a way that makes sense. For—for example. Let’s take the—the
double-faced cards in Innistrad. I used these in my article.
Okay, so we wanted to do a werewolf. Okay. And we made where,
you know—so let’s—forget werewolf for a second. Let’s say I have a card, and
the card says, “Okay. This card is a—you know, 2/2 creature, whatever, you play
it, and then, if you ever don’t play a card, then it becomes a different card.
And this new card is a 5/5 and has to attack every turn or something. And then
if that 5/5 ever—two spells get played in one turn, it reverts back to a 2/2.”
Now that’s a lot. Like, “Uhh, what’s going on?” You know. You
know. But if I say to you, “It’s a werewolf. And it’s a human—when you play it,
it’s a human, and he’s kind of small. Oh, but when the moon comes out, he’s a
werewolf, and now he attacks and he’s vicious. But eventually the moon goes away,
and he turns back into a human.”
Now all of a sudden, the first thing seems really, really
complicated, but as soon as I layer some flavor on top of it, it becomes a lot
easier to understand. Because like “Oh, okay, it’s a werewolf. I understand the
dual states, I understand why you want him to be small, I understand why he
wants to attack.” All of a sudden it just makes a lot more (???) makes sense.
And that the reason that piggybacking’s an important tool is that you can take
information that they have, and they need to process, and make it simpler.
Okay.
Now, once again, I talked about this before. There’s two
different ways to get to the—to using your flavor. There’s bottom-up and
top-down. Bottom-up means you start with the mechanics, top-down means you
start with flavor. You can start with flavor and go “What mechanics make sense
with this flavor?” Other times you’re like “Oh, I want to make a game about
such-and-such. Oh, well now I’m going to make mechanics that match the flavor.”
Or you’re going to say “I’m going to take mechanics that I think is an
interesting game, oh, well what do these mechanics feel like?” And the get a flavor
that sort of matches.
And then you—whether or not you start with the flavor or
start with the mechanics, you adjust until you find a happy medium, where the flavor
and the mechanics sort of match each other. But no matter what direction you
go, the key is that you are trying to use this information to make the
experience easier. Because remember. Remember. You have one chance for them to
learn. And there’s no room for error. So the goal of this game is two things.
The goal of this first game. You want them to experience what this—let’s say
experience and enjoy. Double E. E2.
So what you want them to do is you want them to have a sense
of what the game is, because part of getting them to want to play the game is
getting them immersed in the game. So you need them to experience your game.
And the second is, they’ve got to enjoy it. Now, there’s
different ways to enjoy something. It could be mental, it could be physical,
you can have a good time, maybe you love the art. There’s different ways for
you to enjoy it. You know.
And Magic
definitely—for example, one of the things that Magic does really well is there’s so many different ways to enjoy
the game, that if I get you to play—right, you might just enjoy the art. You might
enjoy the flavor. You might enjoy the base mechanics. You might enjoy the interaction
with the other player. You know. You might enjoy drawing a card every turn.
There’s different things you can enjoy. It doesn’t matter. It
doesn’t matter what they enjoy. In fact, it doesn’t matter what they
experience, either, as long as they experience something that’s indicative of
what the game is. You know. Be careful that they’re not experiencing something that
isn’t the game, because when they come back to it, that’s what they’ll expect.
But so you as a game designer want to make sure that you set
up a game that gets them into the experience quickly—so that’s another big
thing, by the way. Another huge mistake people make in their games is there’s
too much prep. That you don’t get the players into the game fast enough.
Video games tend to understand this, and video games have
learned pretty well to, like, “Hey, get them going right away, and as you get
them going, you can teach them as they go.” You know. You don’t give them
everything up front. You teach them a few things and get them going.
And paper games have a little harder time, because they have
to deal with rules and things. You know, rulesheets and stuff. They don’t quite
have the luxury that video games do. But the key though is get them going soon.
Like, one of the things I say when you’re teaching people to play Magic—just start playing. Just start
playing. You know. Teach them the absolute—and when I say the basics, I mean
the basics. Like how do you cast a card. What land is. I mean, very, very
simple stuff.
Because what is fun about a game is once they experience something,
they’re drawn in. And now—and now they—once you experience something, you want
to know what happens. You know. Like for example, one of the ways I’ll engage people
with Magic is, sometimes I’ll talk
about the color pie. Because that’s instantly, easily grokkable. Like “Oh,
these are the colors,” and “What color am I?” and “What does this mean? What
does that mean? How does this work, and oh what character is this?” You know,
like—it gets people very fast.
And that—when playing, I like putting cards in their hands, letting
them look at them, and get them playing. Get your creature out. Attack with
this creature. You know, attack with this spell. And I don’t care if Turn 1
they Bolt me. I don’t care. Is that good strategy? No. In fact—in fact, another
good tip is, don’t worry about strategy. The first time you play, the goal of
the game is experience and enjoyment. Experience what the game is, enjoy it.
Anything beyond experience and enjoyment, you are just
asking for trouble. Because if the audience—if your player doesn’t—doesn’t get
the experience of the game and doesn’t enjoy that experience, they’re not—I mean,
barring—barring some real hard work, they’re not coming back. So when you make
your game, you have to make sure that they have that.
So, now let’s talk about Magic, because this is a Magic
design podcast. One of the things I need to do is—now I have a luxury, which by
the way as a game designer is a huge luxury. I have my player base walking in
already liking my game. So when you come in with—when I have a new set, well
guess what. You are predisposed to enjoying it. A. You know how to play. You
already know most of—you don’t know all the rules, I’m going to teach you some
new rules, but you know most of the rules. You know the basics. B. I’m not
making you come to this. You come of your own volition. You want to come there.
You know. So I have the luxury of I’m making games where the main audience
already knows and loves the game. Meaning they’ve already experienced and
enjoyed the game in general.
Now, what I want to do is have them experience the new thing
and enjoy the new thing. So for example, let’s talk Innistrad, because it’s the
most current set, I wanted to do Greek mythology. So first thing I want to do
is I want to just dip into Greek mythology. I want—when you’re playing the
game, you feel like “Oh, wow! This feels like Greek mythology!”
And a lot of the work we put into the set was to allow you
to—now luckily, because it’s something that’s very—I’m talking about piggybacking,
was very attainable, we made a lot of cards that just hit you with the flavor
really fast. So first off, you’re enjoying yourself because you’ve seen the
cards and “Oh, I’m doing this, I’m doing that.”
And—like I said, that—that—my job is easy on some level. But
what I need to do is, I need to from the earliest level, from the commons—like
I always talk about, you know, if your—if your theme’s not at common it’s not
your theme. I’m doing Greek mythology, that’s got to be at common.
And play experience I want, I’ve got to make sure you’re
going to hit that pretty soon. You know, I don’t want—I don’t want to make a
play experience where, like, “Well, three out of every times you’ll experience
this.” No no no. I need to make a play experience so no matter what you do on
your first time playing, in your prerelease, that you’re going to get to feel
what Theros (???). That you can get a sense of Theros’ mechanical identity
playing once. And that’s the important thing.
Which is—I mean, I have the luxury that if you play a game
and the first game doesn’t go well, you love Magic, odds are you’re going to play a second game. But look. You
play enough games of something, you will give up. You go to the prerelease and
you’re not having a good time, you will not play that. I mean, you’ll play
other sets, but you might not play that set.
And so it’s very important that I use the tools available to
me to get you to play that. And I mean, today’s topic being piggybacking, I
want to make use of the things that are going to invest you quickly and get you
to understand what I am doing.
So anyway, I am at work. But today was interesting. Today
veered a little bit. I thought I was going to talk just about piggybacking, but
actually I talked a bit about first experience and barrier to entry and how you
introduce somebody to your game. Which I will talk more about in the future. It’s
an important topic.
But let me leave on this idea of why piggybacking is very
important, which is—here. To the fourth—the four questions I asked in my
article. So I will repeat them to you. When choosing how to represent an
element of the game, did you choose the item that best epitomizes what is most
important about that element?
So the idea is, you can’t represent everything. I mean,
every once in a while you design to a flavor and then maybe you’re representing
a lot. But if you have a mechanic and you’re trying to find the flavor for it,
the key is making sure that you are playing up—you know, when you’re trying to
pick a flavor to match your mechanic, make sure you’re playing up what the mechanic—what’s
key to the mechanic, so you’re picking flavor that matches most. Now George Fan
felt like the most important thing about his defense is that it couldn’t move.
He picked plants. That’s important. You know. Figure out what matters and make
sure that you do that.
Number two. If you’re unable to capture everything, did you
prioritize the one thing that confuses players? So meaning, if the goal of
piggybacking is to make things easier for people and get them over the hump of
understanding, that is where you need to apply your piggybacking. Meaning if
there’s four things to learn and one’s the confusing thing, piggyback that
thing. Use knowledge to help the thing that they’re going to have the hardest
time with.
Next. Do the different elements of your game piggyback
together? So, not only do things piggyback by themselves, but you can join them
together. The example I gave in the article was with Scars, where I was trying
to get a feel for the Phyrexians, I used a metaphor of disease.
And by using that, both infect and proliferate played into
the same disease metaphor, and they worked together, and they worked together
synergistically, that it gave the overall Phyrexian a very strong feel. And that
I was piggybacking on the sense of disease. I was choosing words that conveyed
the concept. You infect. You proliferate. That I was playing into disease words
to try to get across what I wanted.
And finally, have you allowed piggybacking to impact your
design? And what that means is, you have a hard work ahead of you. The task as
a game designer to get someone to ex—to experience and enjoy your game is a tough
one. Piggybacking is a very valuable tool. Use your audience’s knowledge to
your advantage. You don’t have to teach them everything. If you take things
they already know, you have less teaching to do. Which means they’re closer to
the—getting to experience and enjoy.
And that, my little wrap-up is the—today’s talk on
piggybacking. So I hope you guys enjoyed it. I like to do technical ones from
time to time. So anyway, now it’s time for me to use my—my skills, because it’s
time for me to be go making Magic. Talk
to you—talk to you guys next time. Bye-bye.
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