Friday, 6 October 2017

Danger signs: what does mega-patches and microtransaction tells us about the industry?

This conversation between me and Disqus user RhubarbForFingers started as a reflection on the state of microtransactions and day one patches in the upcoming Xbox One racing blockbuster Forza Motorsport 7, and steered rapidly towards an exchange of outlooks into the gaming industry as a whole and its state. Some recurring trends we're seeing as of late might be the sign of an industry in a state of hardship, possibly in need of some kind of reform in the interest of self sustainability. Disclaimer: lengthy dialogue.

Forza​ ​7​ ​is​ ​just​ ​the​ ​tip​ ​of​ ​an​ ​emerging​ ​trend​ ​in​ ​AAA​ ​products.​ ​It​ ​may​ ​have​ ​come​ ​from​ ​any
other​ ​manifacturer,​ ​so​ ​I​ ​won't​ ​condemn​ ​the​ ​game​ ​as​ ​much​ ​as​ ​the​ ​phenomenon: unfortunate as​ ​it​ ​is,​ ​it's​ ​up​ ​to​ ​the​ ​Xbox​ ​fans​ ​to​ ​make​ ​the​ ​company​ ​aware​ ​that​ ​this​ ​won't​ ​sit​ ​well​ ​with​ ​them -​ ​dammit,​ ​it​ ​shouldn't​ ​sit​ ​well​ ​with​ ​anyone​ ​forking​ ​out​ ​60~70$/€​ ​upfront​ ​for​ ​any​ ​game.​ ​But yesterday​ ​was​ ​Nintendo​ ​(in​ ​their​ ​own​ ​special​ ​ways),​ ​today​ ​it's​ ​Microsoft,​ ​tomorrow it's​ ​going​ ​to​ ​be​ ​Sony.​ ​I​ ​think​ ​microtransactions​ ​in​ ​high​ ​profile​ ​games​ ​are​ ​an​ ​industry-wide issue,​ ​not​ ​a​ ​banner​ ​related​ ​one,​ ​and​ ​something​ ​we​ ​all​ ​should​ ​be​ ​vocal​ ​about. 
"But​ ​yesterday​ ​was​ ​Nintendo​ ​(in​ ​their​ ​own​ ​special​ ​ways),​ ​today​ ​it's​ ​Microsoft,​ ​tomorrow​ ​it'sgoing​ ​to​ ​be​ ​Sony."
Yup.​ ​I​ ​will​ ​be​ ​amazed​ ​if​ ​the​ ​new​ ​Gran​ ​Turismo​ ​game​ ​doesn't​ ​have​ ​some​ ​monetisation
mechanisms​ ​in​ ​it.​ ​And​ ​Nintendo​ ​are​ ​already​ ​locking​ ​modes​ ​and​ ​other​ ​content​ ​away​ ​behind the​ ​purchase​ ​of​ ​plastic​ ​toys. I​ ​totally​ ​appreciate​ ​this​ ​is​ ​a​ ​business.​ ​I​ ​fully​ ​empathise​ ​with​ ​a​ ​publisher's​ ​need​ ​to​ ​generate revenue.​ ​I​ ​think​ ​it's​ ​100%​ ​fair.​ ​Games​ ​cost​ ​much​ ​more​ ​to​ ​make​ ​today​ ​than​ ​they​ ​did​ ​20​ ​years ago.​ ​People's​ ​expectations​ ​are​ ​higher.​ ​Yet​ ​the​ ​RRPs​ ​have​ ​stayed​ ​the​ ​same.​ ​You​ ​don't​ ​need a​ ​degree​ ​in​ ​economics​ ​to​ ​know​ ​that​ ​that's​ ​not​ ​sustainable.​ ​It's​ ​unreasonable​ ​to​ ​expect otherwise.
As​ ​a​ ​consumer,​ ​I'm​ ​not​ ​required​ ​to​ ​care​ ​about​ ​any​ ​of​ ​that.​ ​I'll​ ​vote​ ​with​ ​my​ ​wallet.
Talk,​ ​especially​ ​internet​ ​talk,​ ​is​ ​cheap.​ ​It's​ ​de​ ​rigeur​ ​to​ ​express​ ​your​ ​outrage.​ ​How​ ​we​ ​act
matters​ ​far​ ​more.​ ​And,​ ​historically,​ ​we're​ ​not​ ​very​ ​good​ ​at​ ​sticking​ ​to​ ​our​ ​guns​ ​or​ ​accepting the​ ​consequences​ ​of​ ​our​ ​actions.

As​ ​much​ ​as​ ​I​ ​understand​ ​where​ ​you're​ ​coming​ ​from​ ​-​ ​your​ ​points​ ​are​ ​all​ ​fair​ ​-​ ​it​ ​is​ ​hard​ ​not​ ​to see​ ​certain​ ​business​ ​practices​ ​as​ ​devoid​ ​of​ ​regard​ ​towards​ ​the​ ​main​ ​source​ ​of​ ​revenue,​ ​the consumers.
The​ ​practices​ ​I'm​ ​talking​ ​about​ ​concerns​ ​things​ ​like​ ​releasing​ ​gigantic​ ​day​ ​one​ ​patches​ ​to
include​ ​entire​ ​game​ ​modes,​ ​shipping​ ​with​ ​glaring​ ​bugs​ ​that​ ​even​ ​the​ ​laxest​ ​of​ ​QA
departments​ ​should​ ​have​ ​pointed​ ​out,​ ​or​ ​locking​ ​basic​ ​functions​ ​behind​ ​paywalls.
These​ ​are​ ​horror​ ​stories​ ​in​ ​the​ ​relationship​ ​between​ ​studios​ ​and​ ​publishers,​ ​not​ ​physiological realities​ ​of​ ​modern​ ​game​ ​development​ ​that​ ​we're​ ​graciously​ ​supposed​ ​to​ ​accept.​ ​I​ ​mean, why​ ​should​ ​I​ ​do​ ​that​ ​when​ ​publishers​ ​are​ ​not​ ​willing​ ​to​ ​extend​ ​their​ ​deadlines​ ​for​ ​the​ ​sake​ ​of shipping​ ​an​ ​acceptable​ ​product​ ​at​ ​launch?​ ​People​ ​who​ ​proceeds​ ​with​ ​their​ ​day​ ​one purchases​ ​oblivious​ ​of​ ​it​ ​all​ ​are​ ​part​ ​of​ ​the​ ​problem,​ ​as​ ​they​ ​actively​ ​push​ ​the​ ​spiral​ ​further down​ ​for​ ​everybody​ ​else.
As​ ​consumers,​ ​I​ ​guess​ ​we​ ​have​ ​every​ ​right​ ​to​ ​get​ ​full​ ​fledged​ ​products​ ​in​ ​exchange​ ​for​ ​early, upfront​ ​full​ ​price​ ​purchases.​ ​I​ ​refer​ ​to​ ​complete​ ​experiences​ ​that​ ​are​ ​not​ ​clearly​ ​and
arbitrarily​ ​mutilated​ ​or​ ​riddled​ ​with​ ​major​ ​bugs.​ ​Of​ ​course​ ​devs​ ​and​ ​publishers​ ​have​ ​every right​ ​to​ ​expand​ ​on​ ​the​ ​base​ ​material,​ ​provided​ ​that​ ​base​ ​material​ ​is...​ ​a​ ​full​ ​game.​ ​One​ ​that can​ ​stand​ ​on​ ​its​ ​own​ ​legs. While​ ​this​ ​is​ ​increasingly​ ​not​ ​the​ ​case​ ​for​ ​many​ ​high​ ​profile​ ​games,​ ​there​ ​are​ ​other​ ​products out​ ​there​ ​showing​ ​how​ ​what​ ​I'm​ ​talking​ ​about​ ​is​ ​not​ ​science​ ​fiction​ ​-​ ​it​ ​can​ ​be​ ​done,​ ​it​ ​is factually​ ​possible​ ​to​ ​ship​ ​AAA​ ​games​ ​in​ ​a​ ​complete​ ​state​ ​and​ ​sell​ ​them​ ​very​ ​well.​ ​It​ ​only requires​ ​better​ ​coordination,​ ​working​ ​pipelines​ ​and​ ​professionalism​ ​from​ ​everyone​ ​in​ ​the backend.
P.S.:​ ​I'm​ ​totally​ ​ready​ ​for​ ​that​ ​in​ ​GT​ ​Sport.​ ​Totally​ ​and​ ​sadly​ ​so.

Thanks​ ​for​ ​that​ ​reply.​ ​A​ ​meaty​ ​discussion​ ​and​ ​civil​ ​exchange​ ​of​ ​views​ ​is​ ​always​ ​welcome!
I​ ​can​ ​understand​ ​that​ ​consumer's​ ​perspective​ ​of​ ​content​ ​looking​ ​like​ ​it's​ ​being​ ​held​ ​back.​ ​Or DLC​ ​being​ ​a​ ​type​ ​of​ ​premeditated​ ​extortion.​ ​Whilst​ ​I​ ​can't​ ​speak​ ​for​ ​an​ ​entire​ ​industry,​ ​my own​ ​experience​ ​tells​ ​me​ ​this​ ​is​ ​simply​ ​not​ ​true.​ ​It's​ ​not​ ​even​ ​half​ ​as​ ​interesting​ ​as​ ​the perspectives​ ​put​ ​forward​ ​in​ ​most​ ​cases!
I​ ​think​ ​you'll​ ​get​ ​value​ ​out​ ​of​ ​that​ ​blog.​ ​It​ ​does​ ​exactly​ ​what​ ​it​ ​says​ ​and​ ​it​ ​updated​ ​almost
daily.​ ​The​ ​hot​ ​topic​ ​at​ ​the​ ​moment​ ​is,​ ​surprise​ ​surprise,​ ​DLC​ ​and​ ​MTs.​ ​Prepare​ ​to​ ​have
some​ ​myths​ ​busted​ ​though. 
"..when​ ​publishers​ ​are​ ​not​ ​willing​ ​to​ ​extend​ ​their​ ​deadlines.."
The​ ​logistics​ ​and​ ​costs​ ​of​ ​doing​ ​this​ ​are​ ​genuinely​ ​astronomical.​ ​And​ ​covered​ ​in​ ​that​ ​blog too. I​ ​am​ ​always​ ​impressed​ ​when​ ​a​ ​publisher​ ​opts​ ​to​ ​delay​ ​a​ ​game​ ​-​ ​especially​ ​close​ ​to​ ​release. Even​ ​moreso​ ​if​ ​the​ ​marketing​ ​campaign​ ​is​ ​already​ ​underway. No​ ​publisher​ ​wants​ ​to​ ​ship​ ​a​ ​broken​ ​product.​ ​No​ ​publisher​ ​sets​ ​out​ ​to​ ​make​ ​a​ ​bad​ ​game.​ But the​ ​array​ ​of​ ​factors​ ​involved​ ​make​ ​these​ ​choices​ ​ones​ ​that​ ​must​ ​be​ ​taken​ ​and,​ ​from​ ​the perspective​ ​of​ ​the​ ​business​ ​-​ ​whose​ ​interest​ ​is​ ​to​ ​survive​ ​and​ ​be​ ​profitable​ ​-​ ​not​ ​necessarily the​ ​most​ ​damaging​ ​of​ ​the​ ​ones​ ​available​ ​to​ ​them​ ​at​ ​the​ ​time. I'm​ ​actually​ ​grateful​ ​that​ ​this​ ​medium​ ​is​ ​one​ ​that​ ​fixes​ ​can​ ​be​ ​made​ ​and​ ​deployed​ ​after release​ ​(not​ ​entirely​ ​dissimilar​ ​to​ ​how​ ​an​ ​article​ ​can​ ​easily​ ​be​ ​updated​ ​after​ ​being​ ​published online​ ​-​ ​but​ ​not​ ​so​ ​easily​ ​in​ ​print).​ ​It​ ​provides​ ​meaningful​ ​options​ ​-​ ​especially​ ​in​ ​light​ ​of​ ​my last​ ​paragraph.
For​ ​the​ ​30+​ ​years​ ​I've​ ​been​ ​playing​ ​them,​ ​games​ ​have​ ​always​ ​shipped​ ​with​ ​bugs​ ​in.​ ​It's​ ​only since​ ​online​ ​was​ ​common​ ​that​ ​fixes​ ​were​ ​given​ ​to​ ​all.​ ​Otherwise​ ​you​ ​were​ ​stuck.​ ​Sometimes a​ ​re-issue​ ​of​ ​a​ ​game​ ​would​ ​be​ ​silently​ ​launched​ ​and​ ​newer​ ​buyers​ ​of​ ​v1.1​ ​of​ ​the​ ​game​ ​got the​ ​one​ ​with​ ​fewer​ ​bugs.​ ​From​ ​that​ ​perspective,​ ​things​ ​have​ ​improved​ ​-​ ​it​ ​rather​ ​depends how​ ​broadly​ ​you​ ​want​ ​to​ ​view​ ​the​ ​situation. 
"..-​ ​it​ ​can​ ​be​ ​done,​ ​it​ ​is​ ​factually​ ​possible​ ​to​ ​ship​ ​AAA​ ​games​ ​in​ ​a​ ​complete​ ​state​ ​and​ ​sellthem​ ​very​ ​well.​ ​It​ ​only​ ​requires​ ​better​ ​coordination,​ ​working​ ​pipelines​ ​and​ ​professionalismfrom​ ​everyone​ ​in​ ​the​ ​backend"
Absolutely,​ ​it​ ​can​ ​be​ ​done.​ ​If​ ​everything​ ​goes​ ​very​ ​well.​ ​And​ ​if​ ​delays​ ​are​ ​permitted.​ ​Have​ ​a read​ ​around​ ​some​ ​developer​ ​sites​ ​and​ ​communities.​ ​I​ ​guarantee​ ​you​ ​that​ ​everyone​ ​wants what​ ​you're​ ​proposing.​ ​The​ ​sheer​ ​effort​ ​going​ ​into​ ​doing​ ​a​ ​better​ ​job​ ​(management,​ ​tools, pipeline,​ ​engines,​ ​outsourcing)​ ​is​ ​the​ ​dream​ ​of​ ​the​ ​entire​ ​industry.
And,​ ​for​ ​some​ ​of​ ​those​ ​games​ ​that​ ​you,​ ​as​ ​a​ ​consumer,​ ​believe​ ​are​ ​the​ ​gold​ ​standard
examples​ ​I​ ​can​ ​guarantee​ ​to​ ​you​ ​that​ ​what​ ​happened​ ​behind​ ​closed​ ​doors​ ​would​ ​have​ ​been extended​ ​periods​ ​of​ ​gruelling​ ​nightmares. 
"P.S.:​ ​I'm​ ​totally​ ​ready​ ​for​ ​that​ ​in​ ​GT​ ​Sport.​ ​Totally​ ​and​ ​sadly​ ​so."
I​ ​fully​ ​expect​ ​that​ ​too.​ ​I'm​ ​not​ ​sad​ ​about​ ​it. This​ ​is​ ​what​ ​all​ ​those​ ​early​ ​gamers​ ​dreamed.​ ​Acceptance.​ ​Mainstream.​ ​Back​ ​when​ ​gaming was​ ​that​ ​nerdy​ ​sneered-upon​ ​pastime​ ​that​ ​made​ ​girls​ ​look​ ​at​ ​you​ ​disapprovingly. Mainstream​ ​acceptance.​ ​Global​ ​recognition.​ ​Being​ ​taken​ ​seriously.​ ​The​ ​biggest enterainment​ ​industry​ ​in​ ​the​ ​world!
We​ ​did​ ​it!! Except​ ​a​ ​lot​ ​of​ ​us​ ​didn't​ ​think​ ​about​ ​what​ ​else​ ​that​ ​would​ ​bring​ ​with​ ​it...​ ​...and​ ​here​ ​we​ ​are. Be​ ​careful​ ​what​ ​you​ ​wish​ ​for. 
"Thanks​ ​for​ ​that​ ​reply.​ ​A​ ​meaty​ ​discussion​ ​and​ ​civil​ ​exchange​ ​of​ ​views​ ​is​ ​always​ ​welcome!"
Thank​ ​*you*​ ​for​ ​this​ ​reply​ ​and​ ​for​ ​keeping​ ​it​ ​civil,​ ​which​ ​is​ ​far​ ​more​ ​than​ ​one​ ​could​ ​ask​ ​for​ ​in these​ ​days​ ​where​ ​everything​ ​can​ ​become​ ​a​ ​pretext​ ​for​ ​belittling​ ​or​ ​insulting​ ​others.​ ​That said...​ ​Wow,​ ​what​ ​an​ ​answer.
Where​ ​do​ ​I​ ​start?​ ​It's​ ​damn​ ​late​ ​night​ ​in​ ​Italy​ ​but​ ​I​ ​don't​ ​want​ ​to​ ​miss​ ​this​ ​opportunity.
Everything​ ​has​ ​to​ ​be​ ​put​ ​in​ ​perspective,​ ​that's​ ​why​ ​I'm​ ​not​ ​preemptively​ ​against​ ​DLCs​ ​or
expansions​ ​-​ ​the​ ​latter​ ​have​ ​always​ ​existed​ ​as​ ​separate​ ​purchases,​ ​so​ ​they're​ ​not​ ​a​ ​problem.
But​ ​I'm​ ​of​ ​the​ ​idea​ ​that​ ​especially​ ​today,​ ​with​ ​the​ ​cost​ ​issue​ ​becoming​ ​more​ ​and​ ​more
pressing,​ ​the​ ​whole​ ​mechanism​ ​of​ ​game​ ​creation​ ​needs​ ​to​ ​be​ ​rethinked​ ​from​ ​the​ ​inside...
...​ ​because​ ​it's​ ​true,​ ​there​ ​is​ ​always​ ​the​ ​wonderful​ ​chance​ ​to​ ​fix​ ​less​ ​than​ ​perfect​ ​products
after​ ​the​ ​fact,​ ​but​ ​the​ ​fallouts​ ​of​ ​this​ ​possibility​ ​are​ ​starting​ ​to​ ​weigh​ ​a​ ​little​ ​too​ ​much​ ​on​ ​the consumers,​ ​making​ ​their​ ​experience​ ​less​ ​comfortable,​ ​more​ ​costly​ ​and​ ​often​ ​dissatisfying.
I'm​ ​aware​ ​that​ ​even​ ​behind​ ​the​ ​merrier​ ​development​ ​stories​ ​there​ ​are​ ​always​ ​untold​ ​horrors and​ ​moments​ ​of​ ​tension​ ​(I've​ ​been​ ​translating​ ​various​ ​documentaries​ ​about​ ​the​ ​story​ ​of​ ​CD Projekt​ ​lately​ ​-​ ​true​ ​edge​ ​of​ ​the​ ​seat​ ​stuff​ ​there),​ ​but​ ​when​ ​game​ ​making​ ​becomes​ ​mostly that,​ ​I​ ​interpret​ ​this​ ​sense​ ​of​ ​discomfort​ ​from​ ​both​ ​sides​ ​of​ ​the​ ​barricade​ ​as​ ​a​ ​danger​ ​signal.
This​ ​is​ ​an​ ​industry​ ​that​ ​is​ ​trading​ ​balance,​ ​fairness​ ​and​ ​creativity​ ​for​ ​an​ ​impossible
productivity​ ​to​ ​profit​ ​equation,​ ​an​ ​equation​ ​that​ ​sits​ ​upon​ ​unrealistic​ ​expectations​ ​from​ ​the audience.​ ​Game​ ​development​ ​nowadays​ ​has​ ​more​ ​credit​ ​than​ ​it​ ​ever​ ​had,​ ​yet​ ​not​ ​enough people​ ​are​ ​interested​ ​in​ ​even​ ​the​ ​basics​ ​of​ ​the​ ​process​ ​or​ ​how​ ​their​ ​attitude​ ​shapes​ ​it.
For​ ​all​ ​these​ ​reasons,​ ​I​ ​think​ ​new​ ​ways​ ​to​ ​release​ ​products​ ​in​ ​a​ ​decent​ ​state​ ​needs​ ​to​ ​be
devised,​ ​making​ ​the​ ​eventuality​ ​of​ ​delays​ ​less​ ​of​ ​a​ ​terrible​ ​thing​ ​for​ ​both​ ​developers​ ​and
publishers,​ ​in​ ​the​ ​interest​ ​of​ ​everyone.​ ​The​ ​industry​ ​needs​ ​to​ ​stop​ ​for​ ​a​ ​minute​ ​and​ ​get
things​ ​back​ ​in​ ​focus,​ ​which​ ​is​ ​kind​ ​of​ ​like​ ​trying​ ​to​ ​stop​ ​a​ ​colossal​ ​granite​ ​wheel​ ​from​ ​rolling down​ ​the​ ​side​ ​of​ ​a​ ​mountain​ ​in​ ​a​ ​lava​ ​river​ ​-​ ​but​ ​it​ ​should​ ​be​ ​done,​ ​especially​ ​from​ ​the business​ ​side.
There​ ​are​ ​so​ ​many​ ​things​ ​I​ ​wish​ ​I​ ​could​ ​say,​ ​so​ ​many​ ​arguments​ ​lying​ ​in​ ​the​ ​back​ ​of​ ​my
head​ ​and​ ​never​ ​enough​ ​memory/time​ ​to​ ​properly​ ​develop​ ​them.​ ​Let's​ ​wrap​ ​up​ ​this​ ​lengthy post​ ​by​ ​observing​ ​that​ ​the​ ​gaming​ ​industry​ ​and​ ​its​ ​products​ ​have​ ​earned​ ​mainstream acceptance:​ ​now,​ ​what​ ​about​ ​reforming​ ​itself​ ​in​ ​a​ ​spectacular​ ​show​ ​of​ ​maturity?
P.S.:​ ​thanks​ ​for​ ​pointing​ ​out​ ​the​ ​blog,​ ​it​ ​seems​ ​well​ ​worth​ ​a​ ​couple​ ​evenings​ ​of​ ​slow​ ​reading. With​ ​wine. 
Great​ ​post.​ ​I​ ​agree
"But​ ​I'm​ ​of​ ​the​ ​idea​ ​that​ ​especially​ ​today,​ ​with​ ​the​ ​cost​ ​issue​ ​becoming​ ​more​ ​and​ ​more pressing,​ ​the​ ​whole​ ​mechanism​ ​of​ ​game​ ​creation​ ​needs​ ​to​ ​be​ ​rethinked​ ​from​ ​the​ ​inside..."
Indeed.​ ​I​ ​don't​ ​think​ ​the​ ​model​ ​is​ ​sustainable​ ​currently.​ ​Something​ ​is​ ​going​ ​to​ ​have​ ​to​ ​give, sooner​ ​or​ ​later. 
"..yet​ ​not​ ​enough​ ​people​ ​are​ ​interested​ ​in​ ​even​ ​the​ ​basics​ ​of​ ​the​ ​process​ ​or​ ​how​ ​their attitude​ ​shapes​ ​it."
Well,​ ​I​ ​think​ ​there's​ ​a​ ​great​ ​many​ ​people​ ​that​ ​are​ ​interested​ ​in​ ​the​ ​basics​ ​and​ ​more​ ​-​ ​but
those​ ​people​ ​are​ ​probably​ ​not​ ​as​ ​vocal,​ ​or​ ​as​ ​concerned​ ​with​ ​the​ ​bickering​ ​of​ ​the​ ​others:
those​ ​less​ ​interested​ ​in​ ​the​ ​process,​ ​more​ ​interested​ ​in​ ​sharing​ ​their​ ​opinion.​ ​I​ ​think​ ​it
depends​ ​where​ ​you​ ​look. 

"There​ ​are​ ​so​ ​many​ ​things​ ​I​ ​wish​ ​I​ ​could​ ​say,​ ​so​ ​many​ ​arguments​ ​lying​ ​in​ ​the​ ​back​ ​of​ ​my head​ ​and​ ​never​ ​enough​ ​memory/time​ ​to​ ​properly​ ​develop​ ​them.​ ​Let's​ ​wrap​ ​up​ ​this​ ​lengthy post​ ​by​ ​observing​ ​that​ ​the​ ​gaming​ ​industry​ ​and​ ​its​ ​products​ ​have​ ​earned​ ​mainstream acceptance:​ ​now,​ ​what​ ​about​ ​reforming​ ​itself​ ​in​ ​a​ ​spectacular​ ​show​ ​of​ ​maturity?"
A​ ​very​ ​fitting​ ​closure​ ​to​ ​a​ ​pleasurable​ ​discussion. Disqus​ ​being​ ​intended​ ​as​ ​a​ ​commenting​ ​system​ ​rather​ ​than​ ​a​ ​full-on​ ​forum​ ​makes​ ​this​ ​sort of​ ​detailed​ ​conversation​ ​a​ ​little​ ​clunky.​ ​But​ ​I​ ​hope​ ​we​ ​bump​ ​into​ ​each​ ​other​ ​again somewhere​ ​down​ ​the​ ​road.​ ​:)
...​ ​And​ ​this,​ ​sirs,​ ​is​ ​how​ ​videogames​ ​are​ ​discussed.​ ​Thanks​ ​for​ ​the​ ​nice​ ​exchange,​ ​Rhubarb, I'm​ ​always​ ​open​ ​to​ ​mutually​ ​respectful​ ​conversations.

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