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246: The Guy-in-Chicago Problem

2024-08-04 · 1:22:45

00:00SPEAKER- Okay, Brad, I have been talking a lot about

00:04SPEAKERthe difference between putting your PC on the desk

00:07SPEAKERversus putting it on the floor lately.

00:09SPEAKER- That was a topic of discussion last week.

00:11SPEAKERIt's inspired further discussion on the Discord, let's say.

00:14SPEAKER- We talked about it on the full nerd at length

00:16SPEAKERbecause Gordon, my friend Gordon Mung over there

00:20SPEAKERis convinced this is a generational thing.

00:22SPEAKERHe thinks that the children want to keep the PC visible.

00:27SPEAKERWhereas the olds like it hidden away

00:30SPEAKERlike some sort of secret shame.

00:31SPEAKER- I mean, I didn't want to come out and say it,

00:33SPEAKERbut he might be onto something.

00:34SPEAKER- I think it's because of streamers personally.

00:37SPEAKER- Well, yeah, but I think those issues

00:39SPEAKERdovetail together, right?

00:41SPEAKER- I blame streamers for a lot of things, yeah.

00:44SPEAKER- I mean, you know what I mean?

00:45SPEAKERLike it's because of streamers and the young,

00:47SPEAKERthe youths like streamers a lot more than the olds.

00:51SPEAKER- Well, and also like if you take the time to put sick RGB

00:54SPEAKERin a rad, like hard cooling loop in your PC,

00:57SPEAKERyou want to show it off.

00:58SPEAKER- Yeah, yeah.

00:59SPEAKERI mean, okay, just to be clear about what I said last week,

01:01SPEAKERI was being flippant as I often am about the issue.

01:05SPEAKERYou should put your computer

01:06SPEAKERwherever you feel comfortable putting it

01:08SPEAKERor wherever makes you happy.

01:09SPEAKERBut I mean, in my case, it was just a practical consideration

01:12SPEAKERof I just need the desk space.

01:13SPEAKERLike I just can't afford to have that much of a footprint

01:16SPEAKERcarved out of this desk.

01:17SPEAKER- No, you run a tight ship over there.

01:19SPEAKER- Yes, that's true, I do.

01:20SPEAKERBut a lot of people chimed in on the Discord

01:23SPEAKERsaying that keeping up on the desk keeps dust

01:26SPEAKERand other detritus out of.

01:28SPEAKER- So it turns out that was the one big piece of feedback

01:31SPEAKERwe got on the full nerd also,

01:32SPEAKERwas that, hey, I put it on my desk 'cause it's cleaner.

01:36SPEAKERAnd that made me, 'cause I actually don't have enough space

01:40SPEAKERon my desk either with all the microphones and light stands

01:42SPEAKERand all that crap.

01:43SPEAKER- Yeah, you know, actually, now that you mentioned that,

01:46SPEAKERmaybe this is partially a streamer and podcaster problem.

01:49SPEAKER- Well, yeah, 'cause also like I don't want it close enough

01:52SPEAKERthat the mics can pick it up, right?

01:54SPEAKER- Yeah.

01:54SPEAKER- But I did realize that you can buy screw-in

01:57SPEAKERunder desk hanging mounts for your PC,

02:01SPEAKERwhich like I have this whole big cable snake thing

02:03SPEAKERthat's kind of always a pain in the ass

02:04SPEAKERand never really works the way I want because I'm tall.

02:07SPEAKERSo it has to go, like it's basically a track

02:10SPEAKERfor the cables that go to the tower

02:13SPEAKERwhen the desk goes up and down 'cause this is a stand desk.

02:16SPEAKERAnd if I was short, it wouldn't be as much of a problem

02:18SPEAKER'cause I could take some of the links out

02:19SPEAKERand it wouldn't have to go as far,

02:21SPEAKERbut it has to scrunch really far down for me

02:23SPEAKERbecause I'm tall and of course, I have like five monitors,

02:25SPEAKERlike three monitors, but there's a lot of cables

02:28SPEAKER'cause it's a desktop PC, it's not a laptop.

02:30SPEAKERThere's a lot of stuff happening.

02:32SPEAKERIt would be really convenient

02:33SPEAKERto just have fixed length cables.

02:35SPEAKERAnd I'm kind of thinking about making a change.

02:38SPEAKER- Oh, actually, hang on.

02:40SPEAKERWe've talked about your desk before

02:41SPEAKERbecause I was going to start, I was going to ask

02:43SPEAKERhow sturdy of a desk do you need to have

02:45SPEAKERto trust screwing something into the bottom of it

02:47SPEAKERthat supports your whole ass computer?

02:49SPEAKERBut then you've got a pretty heavy duty desk if I remember.

02:52SPEAKER- Well, I mean, it's just a normal,

02:54SPEAKERlike it's normal composite, you know, it's a composite port,

02:57SPEAKERbut like I would put screws into it.

02:58SPEAKERI'm not gonna tape it up there.

03:00SPEAKER- Wait, I thought you had a desk from like a grade school.

03:03SPEAKER- That's my old desk, that's the previous desk.

03:08SPEAKER- You moved to the standing desk.

03:09SPEAKERWhat happened to the grade school desk?

03:10SPEAKER- It's got a bunch of shit piled up over

03:12SPEAKERin the other side of the room.

03:14SPEAKER- Wait, hang on, you have two desks in there.

03:16SPEAKERWhy don't you just put the computer

03:17SPEAKERon top of the other desk?

03:18SPEAKER- Well, the cables would have to be about 30 feet long

03:20SPEAKER'cause it'd have to go around the edge of the room.

03:22SPEAKER- Fair, yeah.

03:23SPEAKER- What I could do though, man, you got me thinking,

03:26SPEAKERI could just scooch this and make a really terrible big L

03:30SPEAKERin the worst possible place that takes up the entire room.

03:32SPEAKER- Sleek, modern, motorized standing desk

03:35SPEAKERand like, what are we talking, 40 to 50 year old

03:38SPEAKERinstitutional public education desk?

03:41SPEAKER- Yeah, it's probably a '60s, '70s era kindergarten desk

03:45SPEAKERthat I ripped the short little kid legs off of

03:47SPEAKERand put tall legs on.

03:49SPEAKER- Sounds like a match made in heaven to me.

03:51SPEAKER- I mean, it's nice, that desk holds a lot of stuff

03:53SPEAKERit turns out.

03:54SPEAKERI have all the board games that don't fit in the closet

03:56SPEAKERare there because I haven't wanted to spend money

03:58SPEAKERon a set of shelves to have a place to put

04:01SPEAKERall the board games, so yeah.

04:02SPEAKERAnyway, the hanging thing, that seems like the way to go.

04:06SPEAKERMight be the best of both worlds.

04:08SPEAKER- Maybe a bit of a devil-may-care solution, but you know.

04:12SPEAKER- Look, I'm not gonna, like I said,

04:14SPEAKERI'm not using double-sided tape.

04:15SPEAKERThe screws are sturdy.

04:16SPEAKERScrews in the composite board, that's what holds

04:18SPEAKERthe entire United States of America together.

04:20SPEAKER- Man, fair.

04:22SPEAKERI'd be afraid to mark my desk up like that.

04:24SPEAKER- It's the bottom.

04:25SPEAKER- I know, but.

04:26SPEAKER- Also, the top of the desk is the most replaceable

04:29SPEAKERpiece of furniture in your house.

04:31SPEAKER'Cause like, you can unscrew the top that's on your desk

04:34SPEAKERcurrently, if you have an Ikea-style office furniture desk,

04:38SPEAKERand go to Ikea or anyplace else and buy another top

04:41SPEAKERand put it on there.

04:42SPEAKERLike, I could get, if I wanted, if I felt so inclined,

04:45SPEAKERI could get a top for this desk that's all dry erase board.

04:48SPEAKERWhich seems like it'd be really slidey

04:49SPEAKERand kind of a pain in the butt.

04:51SPEAKERBut it would be nice to be able to just write stuff

04:52SPEAKERon the side, on the top of the desk.

04:54SPEAKER- Yeah, I can see it, I can see it.

04:55SPEAKER- So what are you gonna do?

04:56SPEAKERYou're gonna put the desktop up there?

04:59SPEAKERAre you gonna go, are you gonna move up top?

05:02SPEAKEROr are you gonna?

05:03SPEAKER- Dude, you've seen how big this case is.

05:05SPEAKER- Oh, right, you have that case.

05:07SPEAKERI forgot.

05:08SPEAKER- I don't know if there's a desk on the market

05:09SPEAKERthat would hold a, I mean, I'm gonna need like

05:11SPEAKERsome Napoleonic era, you know.

05:14SPEAKER- Look, if you've ever been in a car shop

05:16SPEAKERand you've seen like those big hanging heaters

05:18SPEAKERthat are designed to heat things

05:20SPEAKERwhere the garage doors open all day,

05:23SPEAKERyour desk, your computer could hang

05:24SPEAKERfrom one of those mounts on the ceiling

05:26SPEAKERand it wouldn't look unlike one of those heaters.

05:29SPEAKER- Yeah, that's, look, there might be something to that.

05:31SPEAKERYou know, I think I'm just going to keep it on the floor

05:34SPEAKERand stick to my quarterly maintenance schedule.

05:37SPEAKER- Just blast it out, blast out the fans,

05:39SPEAKERblast out the, you have filters on that thing, right?

05:42SPEAKER- Oh yeah, yeah, all these modern, most cases,

05:44SPEAKERI mean, these fractals, but most modern cases

05:46SPEAKERare pretty filtered out, right?

05:47SPEAKERLike not a lot of dust gets in this case.

05:49SPEAKERIn fact, I haven't actually done the maintenance.

05:53SPEAKERI haven't done the quarterly maintenance

05:54SPEAKERI think this year yet, so.

05:56SPEAKER- Oh boy.

05:57SPEAKER- I'm actually way behind, but every time I do pull it out,

05:59SPEAKERtake it out on the back porch and blow it out,

06:01SPEAKERthere's a ton of dust on the filters

06:03SPEAKERand shockingly little inside the case.

06:05SPEAKER- Yeah, like for me, for me dusting inside the case

06:07SPEAKERis usually a, like get a Swiffer

06:10SPEAKERand just kind of run it over the flat surfaces

06:12SPEAKERand then it's fine.

06:13SPEAKER- Yeah, like a thin layer of like mobile dust

06:15SPEAKERwill come off when I wave the blower around in there,

06:18SPEAKERlike there's certainly dust, you see it flying off,

06:20SPEAKERbut there's no caked on dust, there's not enough dust

06:22SPEAKERfor it to form that awful solid layer.

06:26SPEAKER- I haven't had to get a toothbrush out

06:27SPEAKERand work on the fan blades on the GPU yet, so I like that.

06:30SPEAKER- Yeah, yep.

06:32SPEAKER- Clean PC is a good PC, Brad.

06:33SPEAKER- That's right, true words.

06:35SPEAKER(upbeat music)

06:45SPEAKER(upbeat music continues)

07:03SPEAKER- Welcome to Brad and Will Made a Tech Pod, I'm Will.

07:06SPEAKER- I'm Brad.

07:07SPEAKER- Brad, you know what's difficult?

07:09SPEAKER- What is difficult?

07:10SPEAKERWell, boy, that's a-

07:11SPEAKER- It's a kind of open-ended question, I guess.

07:13SPEAKER- This answer could go a lot of different directions

07:15SPEAKERright now, what's difficult?

07:16SPEAKER- Matchmaking, it turns out, is difficult.

07:19SPEAKER- You know, even Googling about matchmaking is difficult

07:22SPEAKERbecause if you don't add any qualifiers to that,

07:24SPEAKERyou get a whole lot of online dating advice.

07:26SPEAKER- Oh, well, you got any tips?

07:28SPEAKER- Mm, you know, I immediately went and put

07:30SPEAKERlike online multiplayer matchmaking into the first

07:33SPEAKERand then just narrowed it down from there.

07:35SPEAKER- Probably that's best.

07:37SPEAKERBut yeah, it's something that's like,

07:39SPEAKERfrom a player perspective, is deceptively simple, right?

07:41SPEAKERYou press a button in a limited period of time,

07:45SPEAKERlike 10 or 20 seconds, you should get matched

07:47SPEAKERwith another player who will give you a decent fight

07:51SPEAKERthat hopefully you should beat,

07:52SPEAKERyou should be able to defeat.

07:53SPEAKER- Yes, of course, you should win all of your matches.

07:57SPEAKERThat's key to the quality online multiplayer experience.

08:00SPEAKER- So, I mean, it's funny,

08:03SPEAKERthat's not ever been my perception.

08:04SPEAKERLike, I look at the number of teams in a game,

08:06SPEAKERlike if I'm playing a two-team team DM game,

08:11SPEAKERI assume I should win 50%, right?

08:13SPEAKER- Yeah. - More or less.

08:14SPEAKER- Sounds fair.

08:16SPEAKER- If I'm playing a free-for-all game

08:17SPEAKERwhere there's 16 players,

08:19SPEAKERI assume I should win like 75 or 80%

08:21SPEAKER'cause I'm better than 75 or 80% of other players.

08:25SPEAKER- Right up until you get matched with players

08:27SPEAKERwhere that's no longer the case.

08:28SPEAKER- Yeah, well, okay, so realistically,

08:30SPEAKERno, I don't think that I should win 70% of games

08:34SPEAKERwhen I'm playing against 16 other solo players.

08:36SPEAKERAnd also nobody really plays a free-for-all DM

08:39SPEAKERvery much anymore.

08:41SPEAKERBut people do have some real specific feelings

08:44SPEAKERabout matchmaking and I think,

08:47SPEAKERI don't know what your perception is,

08:48SPEAKERbut my feeling is that when we move from server browsers

08:52SPEAKERand like typing connect in an IP address in the console

08:55SPEAKERto hit a button and you're gonna be in the game

08:57SPEAKERin a minute or two,

08:58SPEAKERit's generally been a pretty positive change.

09:01SPEAKER- I think that's right, yeah.

09:03SPEAKERI mean, I'm thinking back to my Quake days

09:05SPEAKERwhen it was just jump on a pub server and stomp everyone.

09:08SPEAKER- Yeah, the loss is that sense of community.

09:10SPEAKER'Cause like when I used to run a Team Fortress 2 server

09:13SPEAKERfor a maximum PC and PC gamer,

09:15SPEAKERthen like a community built up around that server

09:17SPEAKERand you don't have as much of that anymore,

09:19SPEAKERwhich is a bummer.

09:20SPEAKER- Yeah, and the other thing was the potential

09:22SPEAKERto get on a server with a bunch of people

09:24SPEAKERwho were not as good as you.

09:25SPEAKERBecause now, as we're going to discuss here,

09:28SPEAKERthere are a lot of modern guard rails

09:29SPEAKERthat kind of prevent you from ending up in a game

09:31SPEAKERwhere you're head and shoulders above everybody else.

09:34SPEAKERBut there was something to that on occasion back then.

09:37SPEAKERIt's not like you would want that for every match,

09:38SPEAKERbut you know, occasionally jumping on a pub server

09:40SPEAKERand just completely dominating was a bit of a thrill.

09:44SPEAKER- Well, and at the same time,

09:46SPEAKERlike when we were playing competitive,

09:49SPEAKERwhen I played on a competitive Quake world team,

09:52SPEAKERthere was real value to going out and doing scrims

09:54SPEAKERwith teams that were dramatically better than us

09:56SPEAKER'cause we would learn stuff, right?

09:57SPEAKERYou get better by,

09:58SPEAKERyou play up to the level of your opponents often,

10:01SPEAKERI think is what sports people say.

10:03SPEAKER- Hang on now, did I know you played

10:04SPEAKERon a competitive Quake world team?

10:06SPEAKER- It was a high ping league, it didn't really count.

10:09SPEAKER- Got it, would I know the name?

10:10SPEAKER- No, you would not know the name.

10:12SPEAKER- Okay, fair.

10:13SPEAKER- I don't know that I know the name anymore.

10:15SPEAKER- Fair.

10:16SPEAKER- But we played, we played probably,

10:18SPEAKERlike we played in like the scrim leagues.

10:19SPEAKERSo it was like, basically you'd hop in an IRC channel

10:23SPEAKERand everybody had their names

10:25SPEAKERand everybody had their channels

10:27SPEAKERand other teams would look at the ladders

10:31SPEAKERand say, okay, this plan is like three levels above us,

10:34SPEAKERlet's challenge it, see if anybody's on.

10:36SPEAKERAnd at eight o'clock on Eastern time,

10:39SPEAKERthere'd be a hot Quake action at pretty much every night.

10:41SPEAKER- Man, I should have done that,

10:42SPEAKERI just played pub servers my entire Quake career.

10:45SPEAKER- It was, I mean, team DM Quake,

10:48SPEAKERwhich existed almost exclusively on DM3

10:51SPEAKERand pub Quake are two wildly different game,

10:54SPEAKERlike it's, it's like the difference between playing,

10:57SPEAKERit's like, honestly,

10:58SPEAKERit's like the difference between playing anything else,

10:59SPEAKEReven semi-competitive,

11:00SPEAKERit's like the difference between playing kickball

11:02SPEAKERin elementary school

11:03SPEAKERand playing in one of the weirdo kickball leagues

11:05SPEAKERdown in the park.

11:05SPEAKER- Yeah, yeah.

11:07SPEAKER- To be fair, you know, like when I got to GameSpot

11:08SPEAKERand I worked with some people

11:09SPEAKERwho had literally worked with Thresh

11:12SPEAKERand played them like one-on-one occasionally,

11:15SPEAKERI think it was a good reminder of why I never tried to go,

11:17SPEAKERI'm not gonna say I didn't try to go pro

11:18SPEAKER'cause I didn't have a chance of going pro,

11:20SPEAKEReven if I had wanted to,

11:21SPEAKERbut like, I never got super serious

11:23SPEAKERabout the competitive side of it

11:24SPEAKERbecause that's when you got into like having to count

11:27SPEAKERthe timer on the armors and stuff like that, you know,

11:28SPEAKERlike you had to really dissect the way the game worked

11:31SPEAKERand learn every in and out of it,

11:33SPEAKERand I kind of never wanted to take it that seriously,

11:36SPEAKERso maybe I didn't miss out.

11:38SPEAKER- See, I really liked winning at the LAN, you know,

11:41SPEAKERI was at the university at a time when LANs were popular,

11:45SPEAKERso I really liked winning at the LAN parties

11:47SPEAKERthat we do at the end of the day,

11:48SPEAKERand so I learned, you play enough,

11:51SPEAKERyou get an innate sense of the timing, anyway.

11:53SPEAKER- Yeah, fair.

11:54SPEAKER- But yeah, so we lost that sense of community,

11:58SPEAKERand we're gonna talk about why it's hard today,

12:01SPEAKERand this kind of came up because of this report

12:03SPEAKERthat Call of Duty released,

12:05SPEAKERActivision released for Call of Duty

12:07SPEAKERearlier this week or last week, I can't remember.

12:09SPEAKER- Yeah, last week or two.

12:10SPEAKER- But they've been doing a series of like white papers

12:14SPEAKERexplaining how their game works,

12:16SPEAKERwhich is super interesting,

12:18SPEAKER'cause most studios just don't talk about this stuff at all.

12:22SPEAKERThe first one was about ping,

12:23SPEAKERthis one's about skill-based matchmaking,

12:25SPEAKER'cause they've been doing some testing

12:27SPEAKERon the Call of Duty audience.

12:29SPEAKERSeems like mostly, the stuff they talked about

12:31SPEAKERwas mostly Team DM, but it seems like they applied it,

12:34SPEAKERthey tried it across the entire,

12:36SPEAKERlike all the available queues in a modern Call of Duty,

12:40SPEAKERwhich like realistically, if I launch Call of Duty today,

12:42SPEAKERI can't figure out how to start the game that I want, really.

12:46SPEAKERTheir front end thing is real weird.

12:48SPEAKER- A lot going on in those menus.

12:50SPEAKER- Yeah.

12:50SPEAKER- Before we get into it real quick,

12:52SPEAKERdo you think it's just their kind of position

12:53SPEAKERof unquestioned market dominance

12:55SPEAKERthat makes them confident enough to put stuff like this out?

12:57SPEAKERBecause I assume the reason most developers

13:00SPEAKERdon't talk about this stuff

13:00SPEAKERis because it's proprietary information,

13:02SPEAKERlike it's kind of, to an extent,

13:05SPEAKERit's part of their secret sauce

13:06SPEAKERthat makes their multiplayer game successful,

13:08SPEAKERand they don't necessarily want to just

13:10SPEAKERgive those secrets away.

13:12SPEAKER- I mean, maybe, I think,

13:14SPEAKERso it's interesting because your skill ranking

13:19SPEAKERin traditional board games, or esports leagues,

13:22SPEAKERor say chess, which is where all this kind of started,

13:26SPEAKERis a matter of public record,

13:28SPEAKERso it's not viewed as having a better ELO,

13:33SPEAKERa better skill-based matchmaking rank for your chess league

13:36SPEAKERisn't viewed as a competitive advantage

13:38SPEAKERversus other chess leagues, right?

13:39SPEAKER- Yeah, I'm just gonna say real quick,

13:41SPEAKERbefore we get into it, this is like possibly,

13:43SPEAKERthis is one of the bigger, wow,

13:44SPEAKERI feel like an idiot moments I've had in quite a while,

13:47SPEAKERfinding out that ELO originated in chess

13:49SPEAKERbecause I always thought ELO was a riot term

13:52SPEAKERfrom League of Legends,

13:53SPEAKERwhere I think they do use that term, right?

13:55SPEAKER- They use ELO specifically, yeah.

13:57SPEAKER- 'Cause you see different equivalent terms,

13:59SPEAKERlike MMR and stuff in other games,

14:01SPEAKERand I was just like, "Oh, right,

14:02SPEAKER"let's just call theirs ELO,"

14:03SPEAKERbut then I found out, oh no,

14:04SPEAKERthat actually came from chess decades ago.

14:07SPEAKER- Well, and like golf handicaps are also,

14:12SPEAKERlike a golf handicap is another way of doing this,

14:14SPEAKERit's a way of saying, hey,

14:16SPEAKERit's more about normalizing difficulty

14:18SPEAKERfor players of different skill levels,

14:19SPEAKERso you can have a fun game

14:20SPEAKERwith players of different skill level,

14:22SPEAKERbut the idea's the same, hey, here's how good you are,

14:25SPEAKERhere's how good this other person is,

14:26SPEAKERyou can take those two numbers

14:28SPEAKERand figure out how much of an advantage

14:30SPEAKERyou need to give the worst player.

14:33SPEAKEROkay, so, like you said, all this stuff is private, right?

14:36SPEAKERMost studios don't talk about this.

14:38SPEAKERI think Call of Duty's talking about it,

14:39SPEAKERI wanna believe it's because somebody on their comms team

14:43SPEAKERis like, "Hey, people really don't like

14:46SPEAKER"a lot of the choices we make,

14:48SPEAKER"and part of it is probably 'cause we never talk about it."

14:51SPEAKERA lot of times internally at studios,

14:53SPEAKERwhen I, you know, both at Straight Bomb Bay

14:55SPEAKERand other places I've helped folks out with this stuff,

14:58SPEAKERthe people working internally on this stuff

14:59SPEAKERmight not realize that it's something

15:00SPEAKERthe audience is gonna be interested in,

15:03SPEAKERso they may just not talk about it

15:04SPEAKERbecause they don't think people will care.

15:06SPEAKERAnd like realistically, like a million people

15:08SPEAKERplay Call of Duty every day probably,

15:10SPEAKERI bet 10,000, 20,000 people read this white paper, right?

15:13SPEAKERSo it's not like they're touching

15:14SPEAKERa large portion of the audience,

15:16SPEAKERbut it may be the loudest portion of the audience.

15:20SPEAKER- So we started out because of this

15:23SPEAKERand how skill-based matchmaking affected,

15:25SPEAKERhow this test affected their matchmaking cues,

15:28SPEAKERbut we realized kind of to talk about,

15:29SPEAKERwe need to talk a little bit about

15:30SPEAKERhow matchmaking works in general.

15:32SPEAKERAnd I think it's instructive to talk about why it's hard,

15:36SPEAKERbecause it's a difficult, like it is one of those things

15:40SPEAKERthat seems simple when you talk about it.

15:42SPEAKERYou're like, "Oh, okay, you press a button,

15:43SPEAKER"and I press a button at the same time,

15:45SPEAKER"and we get putting the game together."

15:46SPEAKERWhat's hard about that?

15:47SPEAKER- Right, it's like, "Oh, every player's probably

15:49SPEAKER"just got an invisible number attached to them,

15:51SPEAKER"and it just compares the numbers

15:52SPEAKER"and puts people with similar numbers together."

15:54SPEAKERThat's it, right?

15:55SPEAKER- Yeah, oh, it's simple.

15:56SPEAKER- Right, probably more complicated than that.

15:58SPEAKER- And the other thing that's interesting

16:00SPEAKERas I started digging into it is I realized that it's not,

16:03SPEAKERit's difficult whether your game has a million players

16:06SPEAKERor 5,000 players, it's difficult if your game

16:10SPEAKERis a small-scale 1v1 or 2v2 or 150-player battle royale.

16:14SPEAKERIt doesn't matter what genre it is,

16:16SPEAKERwhether it's a shooter or RTS, a MOBA,

16:18SPEAKERI don't know what a Rocket League is, but a Rocket League.

16:20SPEAKER- A casual automobile-based sports game.

16:23SPEAKER- Yeah, a fighting game, like all of these,

16:26SPEAKERthey all have their own unique set of challenges.

16:30SPEAKERAnd I also don't think a lot of people realize

16:36SPEAKERthat making mistakes in how you set this stuff up

16:39SPEAKERis literally a business-killing decision.

16:41SPEAKERLike, you can kill your studio by messing this up, so.

16:45SPEAKER- Yeah, and there's nowhere is it more true

16:48SPEAKERthat you only have one chance

16:50SPEAKERto make a first impression kind of stuff

16:52SPEAKERthan with a multiplayer game, right?

16:54SPEAKERLike multiplayer games launch and then die constantly, right?

16:58SPEAKERLike they live and die in their first two weeks

17:00SPEAKERor a month or something, right?

17:02SPEAKER- Often, I mean, people have dug out of those holes before.

17:04SPEAKERLike you look at, I wanna say Dead by Daylight

17:06SPEAKERhad a little bit of a soft launch,

17:08SPEAKERbut then they ground it out over 10 years

17:10SPEAKERand it's a juggernaut now, right?

17:14SPEAKERBut it's not, you can also succeed too much

17:18SPEAKERand kill your studio that way.

17:20SPEAKERLike the Splitgate developers had,

17:24SPEAKERis that Halo, it's a kind of Halo-style arena shooter

17:28SPEAKERwith portals. - Right.

17:30SPEAKER- And they had so many people playing

17:34SPEAKERthat it was that they were financially killing themselves

17:36SPEAKER'cause they hadn't figured out their monetization stuff.

17:37SPEAKER- That's right, that made some headlines, didn't it?

17:39SPEAKER- Yeah, and they had to shut down the first game.

17:42SPEAKERThey basically had to kill the first game

17:44SPEAKERand shut it down when they had millions of players

17:46SPEAKERand say, we're gonna work on Splitgate 2

17:48SPEAKERand we'll get it out and it'll be ready to go.

17:50SPEAKERAnd I don't think they actually came out and said,

17:52SPEAKERhey, the server costs are killing us,

17:54SPEAKERbut it was pretty easy to read behind the lines

17:56SPEAKERof, hey, why is the only reason you would do this

17:59SPEAKERwhen you have a bunch of people playing this game?

18:01SPEAKER- Right, I actually just got an email

18:03SPEAKERabout Splitgate 2 in my inbox today.

18:04SPEAKERI did not realize that they had revved to a sequel that fast.

18:08SPEAKER- Yeah, they announced Splitgate 2

18:10SPEAKERand that they were sunsetting the first game

18:12SPEAKERpretty much simultaneously, if I recall.

18:14SPEAKER- And that's largely due to the missteps with the first one?

18:18SPEAKER- Well, I don't think they, again,

18:20SPEAKERI'm reading between the lines here,

18:21SPEAKERso apologies to the people who make this game.

18:24SPEAKERBut yeah, they had a bunch of people playing

18:26SPEAKERand they had no monetization in the game

18:27SPEAKERand when you have dedicated server costs,

18:30SPEAKERit's like that escalates.

18:35SPEAKERThe numbers get really scary really, really fast.

18:37SPEAKER- Sure. - So anyway.

18:40SPEAKER- So I guess there's two kind of main things here,

18:43SPEAKERthe technical side of why it's difficult

18:45SPEAKERand then the social stuff.

18:46SPEAKERAnd there's places where these things overlap,

18:48SPEAKERso we'll kind of talk about it back and forth.

18:50SPEAKERBut again, and also as a disclaimer,

18:55SPEAKERgetting the social stuff right

18:56SPEAKERis a highly technical problem too.

18:59SPEAKERIt's just the player behaviors

19:02SPEAKERand the things that players can do

19:04SPEAKERversus how the servers work

19:06SPEAKERand how the game connects people to servers

19:09SPEAKERis kind of the split here.

19:10SPEAKER- Yeah, 'cause you still have to take the fuzziness

19:12SPEAKERof human behavior and translate that

19:14SPEAKERinto something quantifiable that can be fed into a system.

19:17SPEAKER- Ideally you do, yeah.

19:19SPEAKEROkay, so it's difficult technically

19:21SPEAKERbecause you start with how are you gonna host this game?

19:25SPEAKERIf it's a small-scale game, if it's two or three players,

19:28SPEAKERyou can do peer-to-peer listen servers

19:30SPEAKERwhere one player is the host

19:32SPEAKERand the other players connect to them.

19:34SPEAKERAnd there's usually some sort of a turn type server

19:40SPEAKERthat helps you punch through the routers.

19:43SPEAKERSo you don't have to, in the Xbox 360 days,

19:45SPEAKERwe were always opening ports to play multiplayer games,

19:48SPEAKERand then somebody realized that you could just

19:49SPEAKERbounce everything through this other server

19:51SPEAKERand that would let you bypass the NAT traffic.

19:56SPEAKERAnd also a relatively small number of those servers

19:59SPEAKERcan cover the entire world,

20:00SPEAKERespecially for games where latency doesn't matter that much.

20:02SPEAKER- Right, because there's not a ton of throughput required.

20:05SPEAKER- Yeah, well, the throughput goes through,

20:08SPEAKERbut it's relatively inexpensive

20:09SPEAKER'cause it's just in and out.

20:11SPEAKERThere, you don't have this,

20:12SPEAKERit's not computationally expensive.

20:14SPEAKERSo you need, you do need servers depending on,

20:18SPEAKERlike you have to expect where your servers go

20:20SPEAKERbased on the latency requirements of the game, basically.

20:22SPEAKERSo if you're talking about like Stardew Valley,

20:24SPEAKERwhere the latency, where the tick rate can be,

20:27SPEAKERyou know, 20 a second,

20:28SPEAKERinstead of versus 10,000 a second for Counter-Strike,

20:31SPEAKERthen you can put the,

20:33SPEAKERyou can put the servers relatively far apart.

20:34SPEAKERAnd if people zoom around a little bit, it's no big deal.

20:36SPEAKER- Yeah, I've seen those referred to

20:38SPEAKERas both stun and turn servers.

20:39SPEAKERI'm sure there's some distinction there

20:41SPEAKERthat I'm not familiar with, but do you, oh, go ahead.

20:43SPEAKER- Oh no, go ahead.

20:44SPEAKER- Do you know when those became commonplace?

20:46SPEAKERWould you, would you say it's probably somewhere

20:48SPEAKERin the like 2012 to 14 range?

20:50SPEAKERBecause like you said, 360 PS3 era,

20:53SPEAKERthere was a ton of, well, I'm at the office

20:55SPEAKERand granted a lot of people don't play

20:57SPEAKERmultiplayer console games at the office, but we did,

20:58SPEAKERyou know, 'cause that was our line of work,

21:00SPEAKERbut there was numerous occasions like,

21:02SPEAKERwell, I guess I just have to go,

21:03SPEAKERI'm gonna have to test the multiplayer on this at home

21:05SPEAKERbecause I can't get it to work at the office.

21:07SPEAKERAnd then at some point,

21:09SPEAKERand I feel like it was maybe I'm like,

21:11SPEAKERDestiny is the example I'm going,

21:13SPEAKERthat guy I go to in my mind.

21:14SPEAKERSo probably around 2014, like that just kind of stopped

21:17SPEAKERand things just started working.

21:19SPEAKERI never really thought about why they just started working

21:21SPEAKERat the time, but I assume it had to be

21:23SPEAKERa nascent version of this.

21:25SPEAKER- Well, so Destiny's weird.

21:26SPEAKER'Cause I think some parts of Destiny are servers,

21:29SPEAKERserver hosted in some parts.

21:30SPEAKERI mean, the lobbies and stuff are definitely server hosted.

21:32SPEAKER- Yeah, honestly, maybe the reason I'm thinking of Destiny

21:35SPEAKERis that it would flash NAT messages at you.

21:37SPEAKERGames started to tell you like,

21:40SPEAKERoh, you're on a moderate NAT or you've got a type three

21:43SPEAKERor a strict NAT or whatever.

21:45SPEAKER- Yeah, and I think that Destiny,

21:48SPEAKERI think bits and pieces of Destiny are servers

21:50SPEAKERand some other bits are peer to peer or listen servers.

21:55SPEAKERLike if you're in a dungeon with just four other players,

21:58SPEAKERmy guess is that somebody on your team

22:00SPEAKERis hosting that game.

22:01SPEAKER- Right.

22:03SPEAKER- So yeah, it seemed like that was midway

22:05SPEAKERthrough the last generation.

22:06SPEAKER- Okay, if I, it was,

22:09SPEAKERthat probably wasn't the reason it happened.

22:11SPEAKERProbably somebody started doing middleware

22:12SPEAKERthat let you do the turn servers relatively inexpensively,

22:14SPEAKERbut I wasn't working in that space at that time.

22:16SPEAKER- Sure.

22:17SPEAKER- I know that the networking, the internet networking

22:21SPEAKERthat we used for Unity with Foo was really,

22:25SPEAKERlike it was like $100 a year or something

22:27SPEAKERto get basically NAT punched through and turn servers

22:31SPEAKERin depth, like on any Unity game for,

22:35SPEAKERit went up with the number of users.

22:36SPEAKERBut the starting point was really, really cheap.

22:39SPEAKERSo yeah, and there's benefits to doing this, right?

22:42SPEAKEROne is that you don't have any costs.

22:44SPEAKERYour cost is the turn server and the matchmaking server,

22:46SPEAKERand those are both reasonable monthly fees,

22:49SPEAKERnot hey, I have to have an AWS guide

22:51SPEAKERto help me figure out how to do this.

22:52SPEAKER- Right, because again, you're offloading

22:54SPEAKERthe actual hosting of the match

22:55SPEAKERto one of the players in the match.

22:57SPEAKER- Yeah, and it works, well,

22:58SPEAKERand like all fighting games work this way,

23:00SPEAKER'cause fighting games, there's no authoritative server

23:02SPEAKERin the center.

23:03SPEAKERYou're better off connecting player to player,

23:06SPEAKERand then you end up with the,

23:10SPEAKERthere's a bunch of really interesting math

23:11SPEAKERand kind of, I don't wanna say arguing between the clients,

23:16SPEAKERbut that's not exactly it.

23:18SPEAKERDetermining who has the authoritative,

23:21SPEAKERwhose card trumps whose,

23:23SPEAKER'cause it's not a host advantage situation, right?

23:25SPEAKER- Right, right, and that's where you get into,

23:27SPEAKERI mean, and I don't know the ins and outs

23:29SPEAKERof this method very well,

23:30SPEAKERbut you started hearing a lot about rollback netcode

23:32SPEAKERin fighting games 10 years ago, or maybe less.

23:36SPEAKER- Yeah, it was like Street Fighter IV era, right,

23:38SPEAKERwas when that started.

23:39SPEAKER- Yeah, so I wanna say that came out of,

23:40SPEAKERit was like GGPO, that came out of like the fan community,

23:42SPEAKERor home brew scene, I think,

23:43SPEAKERand then started making its way into commercial projects.

23:46SPEAKER- Yeah, but yeah, so some games don't have to worry

23:49SPEAKERabout servers, and player-hosted stuff is great, works fine.

23:53SPEAKERThe downside of this is that also player-hosted listen

23:58SPEAKERservers are generally allowed by console providers.

24:01SPEAKERSo the console host have some specific thoughts

24:04SPEAKERabout player-hosted dedicated servers,

24:06SPEAKERwhich we'll talk about in a minute,

24:08SPEAKERbut generally you can play cross-play to consoles.

24:11SPEAKERIf your anti-cheat stuff is bad,

24:12SPEAKERit opens you up to some hacking stuff.

24:14SPEAKERYou're super dependent on the player's machines,

24:16SPEAKERespecially on PC, or in console situations

24:19SPEAKERwhere there's cross-play, like when all of the new games

24:22SPEAKERcame out at the start of this generation,

24:23SPEAKERand they were PS4, PS5, or Xbox One/Xbox series,

24:28SPEAKERyou had to really think about whether the older consoles

24:31SPEAKERwere able to host especially larger games.

24:33SPEAKERYou might see some weird limits

24:35SPEAKERon your old gen console host as a result.

24:38SPEAKER- Yeah, I would assume there's some pretty robust logic

24:40SPEAKERin effect to select who should be a host of a given match

24:43SPEAKERout of a given player pool,

24:45SPEAKERespecially more so on PC where hardware capabilities

24:48SPEAKERare gonna vary infinitely versus consoles.

24:51SPEAKERIt's a much smaller list of targets.

24:54SPEAKER- But the middlewares don't really provide tools for that.

24:57SPEAKERThat's something you have to build internally.

25:01SPEAKERFor example, on the Anacrusis,

25:03SPEAKERthe server was fairly CPU-intensive

25:06SPEAKERbecause we had a lot of AI running

25:07SPEAKERand a bunch of aliens at any given time.

25:11SPEAKERWe couldn't run the server on an Xbox One, right?

25:14SPEAKEREspecially launch-era Xbox Ones

25:16SPEAKERjust didn't have the CPU and RAM.

25:18SPEAKERSo when Xbox One tried to host,

25:21SPEAKERthe experience was really bad for everybody

25:22SPEAKERplaying the game that was connected to them.

25:25SPEAKERSo people generally build heuristics into their game

25:29SPEAKERthat determine who's able to host,

25:32SPEAKERwhich players connect to which hosts, stuff like that.

25:35SPEAKERAnd most of those are kind of applied to everything,

25:37SPEAKERso we'll talk about them in a little bit.

25:41SPEAKERThe last thing is that if the host quits on a listen server,

25:46SPEAKERthe game ends or you have to have built some sort of

25:50SPEAKERgame state freeze/transition

25:53SPEAKERthat dumps people over to a new host

25:56SPEAKERor picks up where the game was.

25:57SPEAKERAnd that, it turns out,

25:58SPEAKERis a really complicated computer problem

26:01SPEAKERthat has to be built individually for each game, pretty much.

26:04SPEAKER- Right, and that probably necessitates

26:06SPEAKERsome amount of downtime, right?

26:08SPEAKERI feel like when I've seen that in action frequently,

26:10SPEAKERit's just like a host quit,

26:11SPEAKERtransferring to new host kind of thing.

26:13SPEAKERIt's going to pause everybody's game and pop a message up.

26:16SPEAKERIt's not just going to happen seamlessly.

26:18SPEAKER- No, ideally it's just a level load.

26:20SPEAKERSometimes you have to restart the level

26:22SPEAKER'cause you have to get a clean game state, stuff like that.

26:26SPEAKERSo this is what a lot of small-scale games,

26:28SPEAKERbut this doesn't work for highly ping-dependent

26:31SPEAKERor high data rate games like Counter-Strike and Valorant

26:35SPEAKERand even Call of Duty, right?

26:37SPEAKER- 'Cause there's only so much you can expect

26:39SPEAKERfrom somebody's home internet and game console, right?

26:42SPEAKER- Well, yeah, and on listen servers, especially on shooters,

26:45SPEAKERthere's a massive host advantage generally,

26:48SPEAKEReven in the modern era.

26:49SPEAKERSo then developers have to look at dedicated servers

26:53SPEAKERand you can go two ways with that.

26:54SPEAKERThere's some other options too,

26:55SPEAKERbut you can either host all the servers yourself

26:58SPEAKERor you can have player-hosted dedicated servers

27:00SPEAKERwhere you just put the server file up on Steam

27:03SPEAKERand give people a way to configure their own servers

27:05SPEAKERand connect them to the matchmaking pool and all that.

27:09SPEAKERThe player-hosted servers are great

27:11SPEAKER'cause they move a lot of the cost off of your studio

27:13SPEAKERand they let you have a handful of dedicated servers

27:17SPEAKERthat are official ones

27:18SPEAKERand then you can let everybody else

27:19SPEAKERjust host their own thing.

27:21SPEAKERThey can run mods, they can do all sorts of crazy stuff.

27:24SPEAKERIt means that you have low ping servers

27:27SPEAKERliterally everywhere, even in regions

27:29SPEAKERthat you might not be able to afford to support.

27:31SPEAKERSo unless you're a really enormous game,

27:34SPEAKERyou're not gonna set up South American servers

27:36SPEAKERfor the most part.

27:37SPEAKERYou'll run stuff in Central America or Dallas

27:41SPEAKERand it has to be good enough.

27:43SPEAKERAnd that's a shitty experience for people in Latin America.

27:45SPEAKER- So dedicated player-hosted servers are great for that.

27:51SPEAKERGenerally speaking, the consoles do not like you

27:53SPEAKERto let their clients connect to dedicated player servers

27:57SPEAKERbecause it's a vector for jailbreaking and hacking consoles.

28:02SPEAKER- Sure.

28:04SPEAKER- The server, doing dedicated servers on either side

28:07SPEAKERlets you parcel out discrete information to clients

28:09SPEAKERto minimize their ability to cheat,

28:11SPEAKERwhich is one of the main ways we avoid cheating in shooters.

28:14SPEAKERSo if your client doesn't know that somebody's hiding

28:17SPEAKERin a bush because they're not making any noise

28:19SPEAKERand they're not visible, then there's no way

28:22SPEAKERfor your cheater program to know

28:23SPEAKERthat there's somebody hiding in the bush, right?

28:25SPEAKER- Just basically kind of a need-to-know basis.

28:27SPEAKERServer doesn't tell the client any more

28:28SPEAKERthan it absolutely needs to know at any given time.

28:30SPEAKER- Yeah.

28:34SPEAKERYou're still likely to have to manage

28:36SPEAKERthe server distribution somehow.

28:39SPEAKERYou can post it on your website if you want,

28:41SPEAKERbut Steam offers a pretty good way to do this

28:42SPEAKERand predominantly these are PC games

28:45SPEAKERthat are gonna go this route.

28:47SPEAKERAnd then it also opens the door to third parties

28:49SPEAKERthat are official partner-hosters

28:52SPEAKERthat will do managed installs and stuff for you,

28:55SPEAKERwhich makes it easier.

28:56SPEAKERAnd those, in some cases, can qualify

28:59SPEAKERfor console hosts as well.

29:03SPEAKERSo this isn't a great solution if you wanna do cross-play,

29:06SPEAKERbut it is a totally viable solution,

29:09SPEAKERmostly for PC-only games at this point, I think.

29:11SPEAKER- Yes, and I've written here in the notes, flippantly.

29:17SPEAKERPlayer-hosted dedicated servers are a lot of fun

29:18SPEAKERfor home server nerds, so if you have dedicated servers,

29:21SPEAKERyou should release a player

29:23SPEAKERor you should release a public dedicated server.

29:26SPEAKERFinally, it's just fun.

29:28SPEAKERIt's just fun to run your own server.

29:30SPEAKER- It's awesome.

29:31SPEAKERI ran a Valheim server for a couple years

29:34SPEAKERand it was so much fun that we could just,

29:37SPEAKERif somebody woke up at two o'clock in the morning

29:38SPEAKERand wanted to work on the house,

29:40SPEAKERthey could log in and start chopping down trees, right?

29:43SPEAKER- Right, like I ran that Minecraft server at Giant Bomb

29:45SPEAKERwhen the pandemic started

29:46SPEAKERand we were doing those weekly streams.

29:48SPEAKERI've been playing games off and on with some college friends

29:51SPEAKERthat I'd reconnected with after some years

29:53SPEAKERand they had been into Valheim previously

29:56SPEAKERand then they were like,

29:57SPEAKER"Oh, I wanna spin up a new Valheim thing."

29:59SPEAKERAnd they were like, "Oh yeah, I'll go rent another,"

30:01SPEAKERblah, blah, blah.

30:02SPEAKERAnd I was like, "Oh, I could just start one."

30:03SPEAKERAnd they were like, they were like blown away.

30:04SPEAKERThey were like, "Wait, you can just run one?"

30:06SPEAKER- You're a different kind of nerd, Brad.

30:08SPEAKERLike they were familiar with the concept of dedicated servers

30:10SPEAKER'cause like I said, they had paid to rent one previously,

30:13SPEAKERbut then the idea that I could just do it

30:15SPEAKERand they wouldn't have to pay for it

30:15SPEAKERand it would still just be there 24/7.

30:17SPEAKERThey were quite pleased.

30:19SPEAKER- It's, I mean, like it's amazing.

30:22SPEAKERYou can do that for everything from Minecraft on up, right?

30:25SPEAKERYou can run Minecraft servers on a machine

30:27SPEAKERin your house really easily.

30:28SPEAKERAnd that's awesome.

30:29SPEAKER- It's just fun. - It's really good.

30:31SPEAKERI think Minecraft, the console versions of Minecraft do,

30:33SPEAKERif you're running a bedrock server now,

30:35SPEAKERfinally let you connect from the console

30:38SPEAKERto PC dedicated servers now,

30:40SPEAKER'cause for a long time the bedrock server

30:42SPEAKERwasn't really available.

30:43SPEAKER- Yeah, I think it was listed as alpha for quite a long time.

30:45SPEAKERI haven't looked at it in a while.

30:46SPEAKER- Yeah, but now you can just run it.

30:48SPEAKERIt's really nice.

30:50SPEAKERSo then the third option,

30:51SPEAKERand this is the one where you can get into real trouble

30:53SPEAKERif you're especially a small studio

30:55SPEAKERand not super well-funded or not making it,

30:56SPEAKERlike making okay money, but not incredible money,

30:59SPEAKERis developer-hosted dedicated servers.

31:03SPEAKERYou control everything.

31:04SPEAKERThere's a smaller threat service for hacks.

31:06SPEAKERIt's really expensive.

31:07SPEAKERSo it requires ongoing monetization.

31:10SPEAKER- Yeah, are you able to get into,

31:12SPEAKERI mean, without like blowing up any

31:14SPEAKERinside information you shouldn't talk about?

31:16SPEAKERLike, are we able to talk

31:17SPEAKERany kind of ballpark expenses on ongoing?

31:20SPEAKERI mean, I'm sure there are so many variables there.

31:22SPEAKERIt's hard to even, in vague terms, nail it down, but.

31:26SPEAKER- No, I mean, look,

31:27SPEAKERyou can start with what a normal colo spot costs

31:30SPEAKERif you bring your own computer,

31:31SPEAKERwhich is like three or $400 a month, right?

31:33SPEAKERAnd then you go up from there,

31:35SPEAKERand you can go look at what AWS servers cost.

31:38SPEAKERSo AWS is Amazon's web services.

31:42SPEAKERThere's three or four main kind of compute cloud providers,

31:48SPEAKERGoogle, Amazon, Microsoft with Azure,

31:51SPEAKERand Rackspace really is the other big one.

31:55SPEAKERAnd you can look at a server cost 24,

32:01SPEAKERa big server on AWS, depending on which zone you're in,

32:03SPEAKERcosts like $24 an hour.

32:06SPEAKERAnd you can multiply that by the number of hours

32:08SPEAKERin the month and figure out what your cost is.

32:10SPEAKERAnd then there's additional costs for bandwidth in and out

32:12SPEAKERand dumping new images in and stuff like that.

32:15SPEAKERAnd pretty soon you've spent $50,000.

32:17SPEAKER- Okay.

32:19SPEAKEROf course, you know, like a big part of the question

32:21SPEAKERor one of the big variables there is like, for example,

32:24SPEAKERlike how much compute does your dedicated server take?

32:26SPEAKERYou know, like, and how many instances of it

32:27SPEAKERare you gonna have to run?

32:28SPEAKERYou've got some, you've put some interesting technical detail

32:31SPEAKERon that front down that we'll get into later

32:32SPEAKERthat I was not aware of.

32:34SPEAKER- Yeah, so like, this is, honestly,

32:37SPEAKERthe push to dedicated servers that are hosted

32:40SPEAKERby the company is why we have so many live service games now

32:44SPEAKERbecause you can't, like, if you are going to run

32:48SPEAKERa high quality online live game with servers

32:54SPEAKERin, you gotta think about regions, right?

32:56SPEAKERSo it's like North America East, North America West,

33:00SPEAKERsometimes North America Central,

33:01SPEAKERif it's a really high latency game,

33:03SPEAKERor low latency game rather, Northern Europe, EMEA,

33:07SPEAKERwhich is like East, Southern Europe and Middle East

33:10SPEAKERand Northern Africa.

33:12SPEAKERLATAM, which is usually Mexico City,

33:15SPEAKERand then that covers, or Brazil,

33:16SPEAKERand that covers all of South America, Central America.

33:19SPEAKER- Yeah, sea.

33:21SPEAKER- Oceana, yeah.

33:22SPEAKERSo that's Australia, New Zealand, and Southeast Asia.

33:25SPEAKERJapan and, like, Russia are often, like,

33:29SPEAKEREastern Russia get lumped together sometimes.

33:32SPEAKERIt gets really out of control really fast.

33:35SPEAKERAnd so each region that you choose to support

33:40SPEAKERis some machines that are warm all the time.

33:42SPEAKERSo that's fixed costs that you're always gonna have

33:44SPEAKERbecause you need to have a certain number

33:47SPEAKERof live servers running all the time

33:50SPEAKERso that when players join, it doesn't take three minutes

33:52SPEAKERfor the first match to start up in that region.

33:54SPEAKER- Yeah, do you know if servers in that context,

33:57SPEAKERif the cost scales with load on the machine,

34:00SPEAKERor is it a pretty flat cost,

34:01SPEAKERwhether it's pegged at 100% CPU or idling?

34:05SPEAKER- So if you're doing cloud stuff, it's typically hourly.

34:08SPEAKERThere's no, you can use 100% of the CPUs

34:11SPEAKERthat are allotted to you.

34:12SPEAKERYou buy the number of CPUs you want.

34:14SPEAKERSo if you buy, like, an extra large in AWS

34:18SPEAKERthat has 24 cores, then you get 24 cores

34:20SPEAKERand you can burn 'em all the time if you want.

34:24SPEAKERThe other thing that's tricky about this, though,

34:26SPEAKERis that, like, if you mess this up,

34:28SPEAKERyou can absolutely wipe out all of the profit

34:30SPEAKERthat you make with the game.

34:31SPEAKERLike, really, really shockingly quickly.

34:35SPEAKERIt will allow cross-play with consoles.

34:38SPEAKERBut you are limiting the ability to reach a global audience

34:41SPEAKERby the server infra that you're willing to pay for.

34:44SPEAKERAnd the people who live in areas that aren't served

34:46SPEAKERcan still play, but they'll have a kinda crappy experience.

34:49SPEAKERAnd like I said, for like Stardew Valley multiplayer,

34:51SPEAKERit probably doesn't matter.

34:52SPEAKERBut if you're playing Valorant multiplayer

34:54SPEAKERand Riot doesn't roll out servers in your region,

34:56SPEAKERnobody's gonna play Valorant in that region

34:57SPEAKER'cause it's gonna suck.

34:58SPEAKER- Yeah, yeah.

34:59SPEAKERIt's been interesting to see the swing back toward this

35:01SPEAKERbecause it was a lot of dedicated servers early on.

35:04SPEAKERI'm thinking all the way back to like Battlefield 1942,

35:06SPEAKERyou know, like US West, like you said,

35:08SPEAKERUS East, like you saw a lot of those.

35:11SPEAKERThen into the 360 era, you know,

35:12SPEAKERlike, Gears of War was more peer-to-peer.

35:14SPEAKERLike, a lot of the multiplayer games

35:16SPEAKERon the 360 in particular were peer-to-peer.

35:19SPEAKER- Well, I mean--

35:20SPEAKER- And now it's swinging back the other way again.

35:23SPEAKER- I think part of it is the...

35:28SPEAKERIt's hard to know which came first with live service,

35:30SPEAKERthe chicken or the egg, right?

35:31SPEAKERWas it, hey, we wanna keep making money

35:32SPEAKERfrom this thing we spend $100 million on indefinitely?

35:35SPEAKEROr is it, hey, we want people

35:38SPEAKERto play these things indefinitely so we can,

35:40SPEAKERyou know, what do we have to do

35:41SPEAKERto make that work on the backend?

35:43SPEAKERAnd I don't actually, I haven't studied that enough

35:45SPEAKERto know where it started.

35:49SPEAKERIt's, but those are basically your choices, right?

35:53SPEAKERLike, that's where you start.

35:54SPEAKERAnd then you have to think about, like I said, regions.

35:57SPEAKERYou think about, hey, where can I get access to VMs?

36:01SPEAKERWhere can I get access to dedicated bare metal machines?

36:04SPEAKER'Cause often, the right answer

36:07SPEAKERisn't just spinning up a bunch of AWS instances

36:10SPEAKER'cause that's fixed cost per hour.

36:11SPEAKERIt's much cheaper to just put a giant-ass, beefy machine

36:14SPEAKERthat can run a whole bunch of server instances

36:17SPEAKERin one data center and then have VMs that supplement it.

36:22SPEAKERAnd you base your hardware by,

36:25SPEAKERbased on what your player floor is,

36:28SPEAKERyour lowest point during the day,

36:29SPEAKERand then you spin up VMs

36:30SPEAKERto kind of supplement that during the day.

36:32SPEAKER'Cause your cost on the server machines

36:34SPEAKERis much cheaper per hour.

36:36SPEAKEROn a dedicated hardware, it's much cheaper per hour,

36:39SPEAKERbut there is a lot of upfront cost

36:40SPEAKERthat gets amortized over the entire life

36:42SPEAKERof that server and the life of the game.

36:44SPEAKERAnd of course, as always,

36:46SPEAKERdifferent games have different requirements.

36:47SPEAKERTwitch shooters need, like Twitch shooters actually run

36:50SPEAKERon high-end consumer CPUs and data centers

36:53SPEAKERa lot of the time because the rate

36:55SPEAKERat which they can send data is tied

36:57SPEAKERto the CPU performance of a single thread, single CPU.

37:01SPEAKERSo they run 14900Ks

37:04SPEAKER'cause they're the fastest clock speed processor,

37:06SPEAKERand that's what people are gonna have

37:08SPEAKERso that you can maximize the rate

37:10SPEAKERthat you send packets to the players.

37:11SPEAKER- So this is that technical detail

37:13SPEAKERabout dedicated servers I was alluding to earlier.

37:15SPEAKER- Oh, yeah.

37:16SPEAKER- You feel like you've got in the notes here,

37:17SPEAKERlike they literally do not run these dedicated servers

37:20SPEAKERon Xeons or Threadrippers or Epycs

37:23SPEAKERbecause they have a bajillion cores,

37:25SPEAKERbut they are lower clock speed

37:26SPEAKERbecause they have so many cores,

37:27SPEAKERand that's anathema to what you're talking about here.

37:30SPEAKERDo you know, like, for example,

37:32SPEAKERlike 14900K has eight performance cores.

37:35SPEAKERDoes that mean you could run eight different dedicated servers

37:37SPEAKERone per core, and can you,

37:39SPEAKERI mean, then you run into OS scheduler issues.

37:41SPEAKERI don't know if you could peg a dedicated server

37:43SPEAKERto each core reliably or not.

37:45SPEAKER- I don't know enough about it.

37:47SPEAKERI learned this when we were talking about

37:48SPEAKER13900, 14900K problems on the full nerd a few weeks ago

37:51SPEAKER'cause our guest was,

37:53SPEAKERWendell had been talking to data center people

37:56SPEAKERand they were having 14900K failures in the data center,

37:59SPEAKERand specifically cited this kind of game server.

38:02SPEAKER- Interesting.

38:04SPEAKER- The MMOs, on the other hand,

38:06SPEAKERhave clusters that are wildly different capabilities, right?

38:09SPEAKERSo you might have one really massively threaded server

38:13SPEAKERthat is like your login server,

38:16SPEAKERone that runs the database,

38:17SPEAKERthat controls all your items and stuff like that,

38:19SPEAKERthat run at different update tick rates

38:22SPEAKERthan, say, the world servers,

38:23SPEAKERwhich are still gonna run at, like,

38:25SPEAKERorders of magnitude lower tick rates

38:27SPEAKERthan a Twitch shooter or something like that.

38:30SPEAKER- Right.

38:31SPEAKER- And, of course, the cost for the higher tick,

38:35SPEAKERthe more network you're using,

38:36SPEAKERso presumably the more you're paying for that as well

38:38SPEAKER'cause that's part of your payment, too,

38:40SPEAKERdepending on the data center

38:41SPEAKERand your setup with your provider.

38:43SPEAKER- Yeah, and tick rate is an update rate,

38:45SPEAKERI guess we should say, for people who don't know.

38:47SPEAKER- Yeah, so a certain, usually on a non-Twitch game,

38:51SPEAKERit'll be five or 10 updates a second, maybe,

38:55SPEAKERon a game like Counter-Striker Valorant,

38:57SPEAKERit'll be 10,000 in some cases,

38:59SPEAKERdepending on what level you're playing at.

39:03SPEAKERSo yeah, hardware perf on the client side

39:05SPEAKERalso impacts matchmaking,

39:06SPEAKERand the heuristics have to accommodate that, right?

39:09SPEAKERSo they're looking at your region,

39:11SPEAKERthey're looking at which servers are available,

39:14SPEAKERthey're looking at the hardware perf of the machines,

39:16SPEAKERthis is especially important in P2P stuff,

39:18SPEAKERbecause if you have, say, a PC client

39:21SPEAKERthat has fiber and a really fast CPU,

39:24SPEAKERbut they don't have an SSD,

39:26SPEAKERthey're running on a hard drive, that probably is a no.

39:30SPEAKERAnd also, as a game, you have no real good way

39:33SPEAKERof knowing that other than by measuring

39:34SPEAKERthe performance of the game.

39:35SPEAKER- Interesting, 'cause you can't just solicit

39:38SPEAKERhardware specs willy-nilly, I guess.

39:40SPEAKER- I mean, you can, but people get upset

39:42SPEAKERabout that stuff, and it requires admin access, usually,

39:44SPEAKERand when your games start prompting UAC prompts,

39:47SPEAKERpeople get upset.

39:49SPEAKERSo you do things like look at the frame rate,

39:51SPEAKERand track the load times of the game,

39:53SPEAKERand track the time from when it's launched

39:56SPEAKERto when you first get to the menu,

39:57SPEAKERand stuff like that, to kind of suss out

39:59SPEAKERwhether this PC is probably good for hosting,

40:03SPEAKERor maybe not so much.

40:04SPEAKERAnd then, like I said, you also cut off things

40:06SPEAKERlike the PS3 and the Xbox One, and older consoles

40:10SPEAKERthat aren't gonna have, like maybe Xbox Series S

40:12SPEAKERdoesn't get to host, because it's a little slower

40:14SPEAKERthan the X, stuff like that.

40:19SPEAKERIt was really, really important in the early

40:21SPEAKERkind of cross-gen days of this current generation,

40:25SPEAKERwhen everybody was releasing games on all the platforms,

40:28SPEAKERand like 99% of the players were on old hardware,

40:32SPEAKERand it's why we saw so many dedicated server games

40:34SPEAKERin the first part of this generation,

40:35SPEAKER'cause you couldn't rely on consoles to host.

40:41SPEAKERThe SSD thing is like all about load times,

40:44SPEAKERif like the player is, even if a player's connecting

40:48SPEAKERto an SSD host, and their game takes a minute to load

40:53SPEAKERversus three seconds on the SSD,

40:57SPEAKERthey might time out, 'cause often the timeouts

40:59SPEAKERare 60 seconds, 30 seconds, something like that,

41:03SPEAKERin the post-SSD era.

41:06SPEAKERLoad times, this load time thing is one of the reasons

41:10SPEAKERthat most battle royales have that one minute pre-warmup.

41:13SPEAKER- Interesting.

41:14SPEAKER- Is because it takes a long, it actually takes a long time

41:17SPEAKERto get that many players into a game.

41:19SPEAKER- Yeah, that's fair.

41:20SPEAKERAlthough it's interesting, you also see this in,

41:24SPEAKERTetris 99 is the example I'm thinking of here.

41:26SPEAKERThey actually, have you played that game?

41:28SPEAKER- I love it, I play it all the time.

41:29SPEAKER- Right, they have like a similar hopper kind of thing

41:32SPEAKERat the beginning, like basically similar to kind of

41:34SPEAKERpunch everybody in the face island in PUBG,

41:37SPEAKERexcept it's just a bunch of rectangles

41:39SPEAKERas people's Tetris board loads in, but even there,

41:42SPEAKERit takes quite a while to populate 99 people.

41:45SPEAKER- But also there's time in matchmaking,

41:47SPEAKER'cause all 100 of those people didn't hit play now

41:49SPEAKERat the same time, right?

41:51SPEAKERSo one of the things in this Call of Duty paper

41:52SPEAKERthat was interesting is they talk about working

41:55SPEAKERin like a one minute loop, so they kind of pull up

41:58SPEAKERall the people who press play in a one minute period,

42:00SPEAKERand then they kind of heuristically sort them.

42:03SPEAKERBut if you think about it, that sorting problem,

42:06SPEAKEReven if you're just looking at ping and platform

42:08SPEAKERand input and the kind of basic stuff,

42:11SPEAKERis wildly complicated.

42:12SPEAKERI think it said it was 800 quadrillion possibilities

42:16SPEAKERfor 12 player lobbies with the number of players

42:21SPEAKERthat they were talking about, and it wasn't a lot,

42:23SPEAKERit was like 10,000 players or something,

42:24SPEAKERit wasn't a lot of players.

42:25SPEAKERSo it's like, it's too computationally expensive

42:28SPEAKERto solve the problem because the number of outcomes

42:31SPEAKERis so high to get everybody best.

42:32SPEAKERSo you're just looking for good enough across the board.

42:35SPEAKERAnyway, crashes.

42:38SPEAKERThis is another one that I didn't really appreciate at all.

42:41SPEAKERWe're not talking about game crashes.

42:42SPEAKERWe're not talking about the host disconnecting

42:44SPEAKERbecause they crashed.

42:45SPEAKERWe're talking about multiple potential players

42:47SPEAKERvying for the same spot on a server,

42:49SPEAKERwhich generally speaking, you don't have a server

42:51SPEAKERdoling out all of those tickets and saying,

42:54SPEAKER"Okay, you go here, you go here, you go here."

42:55SPEAKERIt's first come, first serve.

42:57SPEAKERAnd with a game that's popular,

42:59SPEAKERthe number of players happening,

43:01SPEAKERyou can have two people hit it exactly at the same time

43:02SPEAKERand then both get a fail if you do it wrong.

43:04SPEAKER- Right, collision is maybe another word we could use here.

43:08SPEAKER- Yeah, collision is fair.

43:10SPEAKERIt's not as big a deal in the 100 player game

43:12SPEAKER'cause you just make a, like I said,

43:14SPEAKERa longer lobby period and it's just part of the deal.

43:16SPEAKERBut in a two player game,

43:17SPEAKERif you have 18 people fighting for one spot,

43:20SPEAKERyou end up with the same thing that happened

43:21SPEAKERwhen we used to play Quake on TNTs in the whiskey basement,

43:24SPEAKERwhich was we had 1,000 people trying to join those games

43:27SPEAKERand the server just completely wigged out

43:30SPEAKERbecause it couldn't cope with 1,000 people

43:32SPEAKERtrying to join the game.

43:36SPEAKERThis is another place where the middleware

43:37SPEAKERusually assumes that the developer's gonna solve

43:39SPEAKERthis problem based on the needs of their game.

43:41SPEAKER'Cause like I said, in a 100 player game,

43:42SPEAKERyou don't need it probably, it's probably fine.

43:44SPEAKERIn a two player game, it's vitally important.

43:48SPEAKERAnd usually you have some like layer of heuristics

43:50SPEAKERthat kind of sorts everybody by ping

43:53SPEAKERand then sorts by server capability

43:55SPEAKERand then sorts by player input

43:56SPEAKERand all the different characteristics you determine

43:58SPEAKERare important for your game.

44:00SPEAKERAnd then you hit what I like to think of

44:02SPEAKERas the Chicago problem, which is the guy in Chicago

44:05SPEAKERwith a pretty good computer hooked up to fiber

44:08SPEAKERwho has a relatively low ping to everybody in North America

44:11SPEAKERbecause he's right next to a data hub.

44:13SPEAKER- Sure.

44:14SPEAKER- And he's still gonna be the number one choice

44:17SPEAKERfor this some enormous subset of players.

44:21SPEAKERAnd you have to figure out a way to deal with that.

44:23SPEAKERAnd sometimes it's just, when it fails,

44:24SPEAKERyou just seamlessly fail over to the next person in line.

44:28SPEAKER- Gotta move to Chicago.

44:30SPEAKER- Look, there's a reason a lot of professional streamers

44:32SPEAKERlive in the Midwest.

44:33SPEAKER- Wait.

44:34SPEAKER- Competitive guys.

44:35SPEAKER- Wait, is that an actual consideration?

44:37SPEAKER- Yeah.

44:38SPEAKER- Wow.

44:38SPEAKER- It's also cheap.

44:39SPEAKERSo that helps too.

44:40SPEAKER- Of course, of course.

44:41SPEAKERBut I just, I love the idea that Call of Duty pros

44:43SPEAKERare all vying for houses in Nebraska or whatever

44:47SPEAKERbecause they are getting lower pings to more people.

44:50SPEAKER- There you go.

44:52SPEAKERHow you handle the fail states here

44:53SPEAKERis a communication problem that's really important, right?

44:56SPEAKER'Cause if you do something like, say, match not found,

45:00SPEAKEReverybody's gonna think, oh, there's nobody playing

45:03SPEAKERthis game, this game sucks, I'm gonna go leave

45:05SPEAKERa nasty Steam review and call it a dead game,

45:07SPEAKERwhich we're gonna talk about in a minute.

45:08SPEAKERAnd then nobody's gonna play your game anymore

45:10SPEAKERand it's gonna go away and you're gonna have to go

45:12SPEAKERget a job working at Sears selling dishwashers.

45:16SPEAKERYou either need to be extremely explicit

45:18SPEAKERwith what's happening and say, hey, this match is full,

45:20SPEAKERwe're going on to the next one.

45:22SPEAKEROr you need to be intentionally vague

45:24SPEAKERin a way that isn't lying to your players

45:25SPEAKERbut implies that your problem is that shit's too busy

45:30SPEAKERand not busy enough.

45:33SPEAKERAnd stuff like obscure error codes,

45:35SPEAKERnot to just slam Bungie on a week that their stuff is bad,

45:39SPEAKERbut obscure bunch of error codes that you have to go look up

45:42SPEAKERare a terrible solution and I hate them.

45:44SPEAKER- Yes, I played a lot of Destiny at a time

45:47SPEAKERwhen you were seeing, I've actually got a list

45:49SPEAKERof error codes in front of me.

45:50SPEAKERCacao, Coconuts, Calabrese, Guitar.

45:54SPEAKERLike three guesses what any of those mean.

45:57SPEAKER- It means you go to Google and you type destiny

45:59SPEAKERand then that weird word and you probably get a result

46:01SPEAKERthat's most certainly somebody on Reddit complaining

46:03SPEAKERabout the game not working.

46:05SPEAKER- Error code coconut might occur as a result of ISP issues,

46:08SPEAKERpacket loss, complications with various hardware,

46:10SPEAKERwifi glitches or other issues

46:11SPEAKERthat can cause connection instability.

46:12SPEAKERWell, thank you.

46:13SPEAKER- But the unfortunate thing about that error code

46:15SPEAKERand that message is it's really useful

46:17SPEAKERfor somebody who's non-technical.

46:18SPEAKERBut if you have somebody who understands

46:19SPEAKERhow to deal with the router,

46:21SPEAKERthey can't actually troubleshoot the problem

46:23SPEAKER'cause you haven't given them the information they need.

46:26SPEAKERSo yeah, the other thing is if you give time estimates,

46:29SPEAKERyou'd goddamn well better be faster or accurate,

46:33SPEAKERbut never slower 'cause people get real upset about that.

46:36SPEAKERAnd I think you wrote in, is it okay to just lie here?

46:39SPEAKER- Yeah, that might be a little aggressive.

46:41SPEAKERI guess what I should have written is like,

46:42SPEAKERis it okay to sort of like be a little fuzzy with the truth

46:46SPEAKERor kind of bend the truth or like, you know what I mean?

46:49SPEAKER- So there's a real toxic game scene thing

46:53SPEAKERabout dead games now to the point that,

46:56SPEAKERI'm just gonna talk about this later,

46:57SPEAKERwe're gonna talk about it now,

46:58SPEAKERto the point that like people are calling single player games

47:00SPEAKERdead games as if that matters

47:01SPEAKERin a game that you play only with yourself.

47:04SPEAKERI think it's okay to not,

47:06SPEAKERlike if you have a situation

47:08SPEAKERwhere you're not finding a good match for them,

47:10SPEAKERyou should never ever say

47:11SPEAKERyou're not finding a good match for a player.

47:13SPEAKERYou should either not say anything or say,

47:19SPEAKERyeah, like we haven't found you,

47:20SPEAKERlike, hey, your computer is awesome, you should host, right?

47:24SPEAKERAnd I think that's the better option probably.

47:27SPEAKER- Yeah, that's a tough problem to solve

47:29SPEAKER'cause it's thinking about it as a player,

47:30SPEAKERlike watching it matchmake endlessly

47:32SPEAKERis just about as frustrating as having it say,

47:34SPEAKERno match is found.

47:36SPEAKER- Yeah.

47:37SPEAKER- So there's not a good outcome there

47:38SPEAKERor not a good solution.

47:40SPEAKER- But also the feeling you get from going into Helldivers

47:43SPEAKERand clicking on those in-game joins on the menu,

47:47SPEAKERwhich they don't really explain,

47:48SPEAKERbut people figure out over time,

47:50SPEAKERand like getting, hey, this one's already full,

47:52SPEAKERthis one's already full.

47:53SPEAKERThat's bad, but that's not as bad

47:55SPEAKERas not seeing those in-game joins on the map

47:57SPEAKERand not having games in progress that you can join.

47:59SPEAKER- Yep, sure.

48:00SPEAKER- So anyway, for what it's worth,

48:01SPEAKERI think Helldivers does a really good job of this.

48:03SPEAKERThis is a hard problem.

48:06SPEAKERAnd even here, just at the end of the technical stuff,

48:09SPEAKERwe've broken down by region,

48:10SPEAKERwe've broken down by where it's hosted,

48:12SPEAKERwhether it's a server or peer-to-peer,

48:14SPEAKERwe've broken down by hardware,

48:17SPEAKERwhether your machine's capable,

48:20SPEAKERand we've handled fail states.

48:21SPEAKERSo we already have like three or four,

48:23SPEAKERmaybe up to 10 different buckets of discrete chunks

48:28SPEAKERof your matchmaking pool that are split up already

48:31SPEAKERbased on your regions.

48:32SPEAKERAnd then we get to the social stuff,

48:34SPEAKERwhich is when we get to talk about skill,

48:36SPEAKERwhich is the thing that this Call of Duty PDF is incredible.

48:41SPEAKERFirst, we should talk about the difference

48:42SPEAKERbetween in-game ranks and ladders

48:44SPEAKERand skill-based matchmaking,

48:46SPEAKER'cause I think a lot of people think

48:47SPEAKERthat that number next to your name in a game

48:50SPEAKERis indicative of your skill level,

48:53SPEAKERwhen in reality, almost universally,

48:56SPEAKERanything that's visible to the player

48:57SPEAKERis just indicative of time spent.

49:00SPEAKERSo for example, in Fortnite, you have a series of quests,

49:03SPEAKERand I think Fortnite lifted the Riot system

49:05SPEAKERfrom League of Legends pretty much,

49:06SPEAKERpretty much and adapted it to a shooter.

49:09SPEAKERBut you have quests that you complete every day,

49:13SPEAKERevery week, every season.

49:15SPEAKERSome are timed to special events.

49:16SPEAKERThere's a bunch of ways to get XP

49:18SPEAKERby doing things in the game.

49:20SPEAKERAnd those things that you do in the game

49:21SPEAKERare almost exclusively things you would probably do anyway.

49:25SPEAKERGenerally, there's enough XP that if you play

49:28SPEAKERthe number of hours a day or week

49:30SPEAKERthat the studio wants you to play,

49:33SPEAKERyou'll complete the battle pass goal or whatever it is

49:36SPEAKERin the time that the battle pass exists

49:39SPEAKERwithout having to ever engage with the system at all

49:41SPEAKERin an intentional way.

49:43SPEAKER- Grinding, in other words.

49:44SPEAKER- Not even grinding, just playing.

49:45SPEAKER- Well, yeah, I mean.

49:47SPEAKER- Grinding implies intentionality, right?

49:49SPEAKERIf you just go in and like the quests are,

49:52SPEAKERopen a chest and kill someone with a assault rifle

49:56SPEAKERand drive a car 500 meters and swim,

49:59SPEAKERand all the things that you just do playing Fortnite,

50:01SPEAKERI don't think that counts as grinding.

50:03SPEAKERI think that's just playing the game and having fun.

50:05SPEAKER- Yeah, I guess not.

50:06SPEAKERI guess it feels like one can give way

50:08SPEAKERto the other pretty quickly though.

50:09SPEAKERLike I definitely see people talking about like,

50:11SPEAKER"Oh, well, I can't play other games right now.

50:12SPEAKERI have to keep playing Fortnite

50:13SPEAKERuntil I finish this battle pass 'cause I only have a week."

50:15SPEAKER- It's a fine line.

50:17SPEAKERAnd also, like I said, those estimates are based

50:20SPEAKERon you playing a fixed amount of time per month.

50:22SPEAKERAnd for Fortnite, the more time people play,

50:25SPEAKERthe more money they make 'cause the more time people play,

50:27SPEAKERthe more money they spend on skins and yada, yada.

50:29SPEAKERIt's the same way most free-to-play games work

50:31SPEAKERor most PC free-to-play games work.

50:34SPEAKERSo all of these numbers

50:39SPEAKERare expressions of that time spent.

50:41SPEAKEREven stuff like ranked ladders in a game

50:44SPEAKERthat has a progression and demotion kind of thing.

50:50SPEAKERLike if you look at "Valorant" or games like that

50:55SPEAKERwhere you can rank up and you go from like bronze

50:58SPEAKERto platinum to platinum to diamond to whatever.

51:01SPEAKERAnd if you have a couple of bad games, you drop down,

51:04SPEAKERthere's still an enormous amount of that

51:05SPEAKERthat's time spent playing the game.

51:07SPEAKERYou might have a placement match at the beginning

51:12SPEAKERthat lets you bypass the first like 10 or 15 hours

51:14SPEAKERof that grind, but you're still gonna have to grind

51:17SPEAKERfrom gold to platinum, from platinum to platinum two

51:20SPEAKERand on and on and on.

51:23SPEAKERTypically, the skill-based stuff isn't exposed

51:26SPEAKERto the player at all.

51:27SPEAKERLike their estimation of your skill is not shown at all

51:30SPEAKERto a player, which is why this Call of Duty paper

51:33SPEAKERis interesting 'cause they're talking about it

51:35SPEAKERin a way that most studios don't.

51:37SPEAKERIt's designed to match you, the goal,

51:40SPEAKERand this is from the Call of Duty papers,

51:41SPEAKERthis is also what everybody else says,

51:43SPEAKERis that they're designed to put you in matches

51:46SPEAKERwhere you're gonna have competitive games, right?

51:50SPEAKERIf it's a two-player versus game,

51:52SPEAKERyou should win half and lose half, which feels right to me.

51:56SPEAKER- Yeah, until one of those things starts going out

51:58SPEAKERof proportion and then it kind of corrects itself, right?

52:01SPEAKERLike eventually you'll start winning more as you get better

52:03SPEAKERand then as you rank up, you'll start playing better people

52:07SPEAKERuntil you're back to 50/50 again.

52:08SPEAKER- Yeah, and also, you shouldn't wanna always play people

52:13SPEAKERwho are worse than you, who are worse than you

52:15SPEAKER'cause you definitely learn more as a player

52:17SPEAKERby competing against people who are doing new things

52:20SPEAKERand showing your brain new things

52:22SPEAKERthat you can do to other people, right?

52:25SPEAKERNow, if the game's not legible enough

52:26SPEAKERthat you can see what they're doing

52:27SPEAKERand you're just dying out of the blue,

52:29SPEAKERthat's frustrating and a bad experience too,

52:30SPEAKERso that's a whole different problem.

52:34SPEAKERPre-built parties wildly complicate the use

52:37SPEAKERof skill-based matchmaking 'cause how do you take,

52:40SPEAKERlike I play with two friends who I play Fortnite

52:42SPEAKERwith all the time and sometimes my daughter jumps in with me

52:44SPEAKERwho plays Fortnite twice a month.

52:46SPEAKERShe's not a great, she's a very good 11-year-old

52:50SPEAKERFortnite player, but she is not competitive

52:52SPEAKERin the same way that we are.

52:54SPEAKERAnd the way Fortnite seems to work

52:57SPEAKERis it just sums up everybody's totals

52:59SPEAKERand so we get matched in with people

53:01SPEAKERwho are significantly lower skill than us,

53:03SPEAKERwhich is a pretty good experience for her

53:05SPEAKER'cause she has a really exciting game

53:06SPEAKERand we have a relatively easy game

53:08SPEAKERthat we're probably more likely to win,

53:10SPEAKERbut without feeling like an absolute cakewalk, right?

53:15SPEAKERAnd she has a good time.

53:17SPEAKERSo it's like the place that the Call of Duty thing,

53:19SPEAKERpaper specifically talks about is erring on the side

53:22SPEAKERof giving new players a path to develop mastery.

53:26SPEAKERSo not beating down the new players,

53:29SPEAKERit turns out is an important thing

53:30SPEAKERif you wanna continue growing the player base

53:32SPEAKERand keeping the new players coming into the game

53:35SPEAKER'cause that always happens

53:36SPEAKER'cause people stop playing games and move on

53:37SPEAKERand you always have to have new people coming in.

53:40SPEAKERThey talk about how they measure your skill,

53:43SPEAKERwhich is kills per match, kills per death,

53:46SPEAKERbut not suicides 'cause they don't want you

53:48SPEAKERto be able to kill yourself with grenades a lot

53:50SPEAKERand smurf down to a lower rank,

53:53SPEAKERand kills per enemy death across the whole match.

53:57SPEAKERSo that's to kind of keep people

53:58SPEAKERfrom joining in the last two minutes

54:00SPEAKERand getting a lucky grenade with five people on one point

54:04SPEAKERand suddenly spiking up their skill

54:07SPEAKERbecause they had one really high performance moment,

54:10SPEAKERbut that wasn't indicative of their overall perf.

54:14SPEAKERAnd it's about resiliency toward gaming the system,

54:17SPEAKERbut still being mobile enough

54:19SPEAKERthat if you do get better, then you can react.

54:21SPEAKERAnd if you have a hot streak for three weeks

54:23SPEAKER'cause you got a new mouse,

54:25SPEAKERyour skill ranking should reflect that, right?

54:27SPEAKER- And it seems like there are a shocking number of people

54:29SPEAKERwho want to game their ranking as much as they can.

54:31SPEAKERI mean, I think, I'm pretty sure Valve

54:34SPEAKERjust straight up started banning people

54:35SPEAKERwho made smurf accounts in Dota, for example,

54:38SPEAKERlike a disturbing number of people out there

54:40SPEAKERwho just want to dunk on people who are helpless.

54:43SPEAKER- Well, and it's really, really bad

54:46SPEAKERfor the health of the game if you do that, right?

54:48SPEAKER'Cause what happens when you have new players come in

54:51SPEAKERthat join the game and they just,

54:52SPEAKERand this is the thing that happened with PUBG,

54:54SPEAKERlike this, I think I said this in the "Next Lander" podcast,

54:56SPEAKERbut this COD paper is basically a,

54:58SPEAKER"Hey, here's how PUBG fucked up

55:01SPEAKER"written across 35 pages," or something.

55:05SPEAKERBecause what happens, and they describe this as,

55:07SPEAKERwhen they turned off skill-based matchmaking

55:09SPEAKERin the cohort that they tested with Call of Duty,

55:12SPEAKERpeople in the top 10% stayed longer,

55:15SPEAKERin the top 10th percentile, rather, stayed longer of skill.

55:18SPEAKERAnd every other skill percentile quit earlier

55:21SPEAKERand quit mid-game and stopped coming back

55:24SPEAKERto the game as often.

55:25SPEAKERSo they lost players as a result of turning off

55:29SPEAKERskill-based matchmaking across 90 percentiles.

55:31SPEAKERSo what that means is, over time,

55:34SPEAKERthe people that are in the 10th percentile

55:36SPEAKERat the start of this filter down to the 30th percentile

55:39SPEAKERof this new, harder-core player base.

55:43SPEAKER- A much smaller player base.

55:44SPEAKER- Yeah, and eventually you go from having

55:45SPEAKER3.2 million players playing on Tuesday night,

55:49SPEAKERwhere every game feels like the Wild West,

55:52SPEAKERand you see Shroud once in six months,

55:54SPEAKERand you're like, oh shit, man, I just saw Shroud,

55:55SPEAKERthat's awesome, I got killed by this famous guy,

55:58SPEAKERto being in the same game with Shroud every night

56:00SPEAKER'cause there's only three games going at a time,

56:03SPEAKERand you just get your ass beaten over and over again,

56:05SPEAKERyou're like, fuck this, I'm gonna go play cards.

56:07SPEAKERAnd they're like, we saw this in the period of time

56:12SPEAKERthat we ran this test, and if you let this go

56:14SPEAKERand continued and loosened the restrictions

56:16SPEAKERon matchmaking so that you match with people

56:19SPEAKERfurther away from your skill,

56:21SPEAKERit's gonna accelerate even faster.

56:23SPEAKERSo you might have fun briefly, but it's not gonna last.

56:27SPEAKER- Yeah, it's bad for everybody at the end of the day.

56:29SPEAKERIt's bad for high-skill players, low-skill players,

56:32SPEAKERand the overall health of the game.

56:34SPEAKER- 'Cause when you're only playing against

56:35SPEAKERthe other high-skill players, it turns out

56:36SPEAKERyou're still gonna be a low-skill player against somebody,

56:39SPEAKERand you'll find them quickly.

56:40SPEAKER- Yes, exactly.

56:42SPEAKER- So yeah, there's a couple other things

56:43SPEAKERthat people matchmake against, platform and input.

56:46SPEAKERSo generally, you try to put console people

56:48SPEAKERwith console people, and you put keyboard and mouse people

56:50SPEAKERwith keyboard and mouse people,

56:51SPEAKERand gamepad people with gamepad people.

56:53SPEAKERI think a lot of games even still have a toggle

56:56SPEAKERthat say, "Hey, don't matchmake me with the other guys."

57:00SPEAKER- Oh, does that go by both ways, typically?

57:02SPEAKER'Cause the stereotype, I mean, this is ancient,

57:04SPEAKERbut the stereotype was gamepad can't hold a candle

57:07SPEAKERto mouse and keyboard, so often it was just like--

57:10SPEAKER- I got bad news, Brad.

57:11SPEAKER- Oh, I know, I know, that has changed dramatically.

57:13SPEAKER- Yeah, I think they leave it so that people

57:15SPEAKERhave the option to turn it off and wait longer for games.

57:17SPEAKER- Sure.

57:18SPEAKER- If they care.

57:19SPEAKERI think most, typically this is a situation

57:22SPEAKERwhere the defaults are usually cross-plays on,

57:24SPEAKERand playing with people on other controllers is on,

57:29SPEAKERand if you choose to turn it off,

57:30SPEAKERthere are gonna be matchmaking consequences.

57:32SPEAKER- Yeah, this is just me not being able

57:34SPEAKERto get past the classic horror story

57:35SPEAKERabout Quake 3 and the Dreamcast.

57:38SPEAKER- Oh yeah, I can't even imagine.

57:39SPEAKERThat one guy with the mouse and keyboard ruled everybody.

57:42SPEAKER- Yes, that was the word.

57:44SPEAKER- But the auto-aim stuff on gamepads is good to the point

57:47SPEAKERthat in games that are competitive

57:49SPEAKERacross both console, gamepad and mouse and keyboard,

57:53SPEAKERpeople play with gamepad, more pros play with gamepads

57:56SPEAKERtypically than mouse and keyboard these days.

57:58SPEAKER- I believe that, and not just auto-aim,

57:59SPEAKERalso acceleration curves and dead zones

58:02SPEAKERand kind of the nuance in the way that analog six control

58:06SPEAKERhas gotten tremendously better.

58:08SPEAKER- And having analog movement is incredibly powerful

58:10SPEAKERin some games, stuff like that.

58:11SPEAKER- Yes, that is the one place where console,

58:14SPEAKERyou don't just, blanket advantage that controllers have

58:18SPEAKERas visual movement on a keyboard is a bit limiting at times.

58:22SPEAKER- Yep.

58:23SPEAKERAlso some platforms limit cross-play based

58:26SPEAKERbecause of parent and child safety preferences.

58:29SPEAKERSo if you have a kid account, you can't do cross-play

58:31SPEAKERunless your parents opt you into it

58:32SPEAKERon a game by game basis on the Xbox.

58:34SPEAKERThanks for that, by the way, Microsoft.

58:37SPEAKERThere's a new thing that people are starting

58:38SPEAKERto do more matchmaking with though

58:40SPEAKERthat I think is interesting,

58:41SPEAKERwhich is kind of social and play style stuff.

58:43SPEAKER- Yeah, there was some stuff in here specifically

58:45SPEAKERlike some of the data points or metrics

58:48SPEAKERthat this turns on that I would not have even guessed

58:51SPEAKERwere being tracked, which pretty interesting.

58:54SPEAKER- Yeah, so like you should assume

58:55SPEAKERthat everything's being tracked at this point,

58:57SPEAKERespecially on live service games.

58:58SPEAKER- And this is not like a data privacy.

59:01SPEAKERNobody's trying to take a stand here

59:02SPEAKERabout how you loot in a battle royale, for example,

59:05SPEAKERwhich is one of the examples that you've listed here.

59:06SPEAKERYou know, you've put like voice yes or no,

59:09SPEAKERmakes perfect sense.

59:10SPEAKERLike that's just a binary, are they doing it or not?

59:13SPEAKERBut then you've got stuff in here

59:14SPEAKERand class preferences is another one

59:16SPEAKERwhere it's very easy to say like, oh, this player

59:18SPEAKERprefers healers over tanks, but you've got stuff

59:21SPEAKERlike the speed that you run through the maps

59:23SPEAKERor how you loot in battle royales.

59:25SPEAKERAnd that's the kind of stuff that frankly,

59:27SPEAKERI think is fascinating.

59:27SPEAKERLike I, not for me, like what do they know

59:29SPEAKERabout me standpoint, but just a general, genuine curiosity.

59:33SPEAKERI would love to know more of the type of granularity

59:36SPEAKERthat they are pulling out of like fuzzy player behaviors.

59:39SPEAKER- Well, so you can collect a lot of stuff now.

59:41SPEAKERIt's kind of expensive.

59:42SPEAKERIt's another one of those things that like your data

59:46SPEAKERcollection over time can cost a lot of money

59:49SPEAKERif you retain the data too long,

59:50SPEAKER'cause it's enormous data sets with a big player base.

59:52SPEAKER- Sure.

59:53SPEAKER- But like the speed you run through the maps,

59:55SPEAKERit turns out is really important in co-op games.

59:58SPEAKER'Cause if you're a player in like the Anacrusis

1:00:01SPEAKERor Left 4 Dead, and you just like start at the beginning,

1:00:04SPEAKERyou run for the exit as fast as you can,

1:00:06SPEAKERyou play that game a hundred times,

1:00:07SPEAKERyou know exactly the route every time

1:00:08SPEAKERand know all the branches and all that stuff.

1:00:11SPEAKERIt is awful to play those games.

1:00:13SPEAKERIf you like to kind of take your time and fight

1:00:15SPEAKERand do that stuff, it feels terrible playing that game

1:00:18SPEAKERwith a speed runner 'cause somebody is gonna get hosed

1:00:20SPEAKERby the game's director.

1:00:21SPEAKERIt's just gonna keep throwing bad guys at you

1:00:23SPEAKER'cause you're too far apart, right?

1:00:25SPEAKERThe looting style in a battle royale.

1:00:27SPEAKERIf you are a player who likes to get out

1:00:30SPEAKERand grab whatever AR, it doesn't matter,

1:00:33SPEAKERand grab some armor and go find some people to kill,

1:00:36SPEAKERand your other teammates like to go

1:00:39SPEAKERand find exactly the loadout that they want

1:00:40SPEAKERwith all the right attachments

1:00:41SPEAKERand all the right kind of grenades

1:00:44SPEAKERand carry a spare can of gas just in case the car runs out,

1:00:47SPEAKERit's gonna be an awful experience playing

1:00:49SPEAKERlike those groups together.

1:00:50SPEAKERSo you tend, you kind of,

1:00:53SPEAKERthis is a game by game basis thing, right?

1:00:55SPEAKERYou have to figure out which aspects of player behavior

1:00:58SPEAKERare gonna be negative.

1:00:59SPEAKERSome of these can be not game behavior.

1:01:01SPEAKERLike if you have, I wanna say Siege does this,

1:01:07SPEAKERValorant does a really good job of this.

1:01:09SPEAKERThey match people, new players,

1:01:12SPEAKERwith people who have a reputation

1:01:14SPEAKERfor helping new players understand the game better.

1:01:16SPEAKERAnd as a result, instead of,

1:01:19SPEAKERthe Counter-Strike/Valorant split here is really interesting.

1:01:21SPEAKERCounter-Strike, you don't know which corner to hold on Dust.

1:01:24SPEAKERYou're gonna get yelled at by somebody

1:01:25SPEAKERwho's gonna use a bunch of slurs

1:01:27SPEAKERand is gonna just be generally shitty.

1:01:29SPEAKERAnd in Valorant, a really nice,

1:01:30SPEAKERwhen I did that and I didn't know the map,

1:01:31SPEAKERso the really nice 14-year-old was like,

1:01:32SPEAKER"Hey, you should put smoke here instead of here."

1:01:35SPEAKERAnd I was like, "Oh, thank you.

1:01:35SPEAKER"That's incredibly, what a nice experience this has been."

1:01:38SPEAKER- That's a very heartwarming story to hear.

1:01:40SPEAKERI mean, surely they're not just profiling voice chat

1:01:43SPEAKERto figure that out though, right?

1:01:45SPEAKER- So they let you give accolades at the end of the game.

1:01:46SPEAKER- Oh, sure, sure. - Often they'll be like,

1:01:47SPEAKER"Hey, this person was helpful."

1:01:49SPEAKEROr, "This person sucked ass."

1:01:50SPEAKERAnd they don't pair the suck asses with the new players.

1:01:55SPEAKER- Fair.

1:01:57SPEAKER- Now, Ubi with Siege goes a step further.

1:02:00SPEAKERAnd they started out a long time ago,

1:02:02SPEAKERwhen you do a harassment report on somebody,

1:02:04SPEAKERthey'll dump the last 30 or 60 seconds of voice chat

1:02:06SPEAKERinto that report.

1:02:08SPEAKERSo if somebody dropped a bunch of slurs

1:02:09SPEAKERor is misogynistic or whatever,

1:02:13SPEAKERthat's against their code of conduct,

1:02:14SPEAKERthen they would just use those people from the game,

1:02:17SPEAKERwhich is like, props to them.

1:02:19SPEAKERThis is good, like it's gotta be expensive to run

1:02:21SPEAKERand expensive to moderate,

1:02:22SPEAKERbut like those games are much more pleasant to play

1:02:25SPEAKERas a result if you're a normal human being.

1:02:26SPEAKER- Yeah, the first thing I envisioned

1:02:28SPEAKERwhen you were describing that process

1:02:29SPEAKERis how many people there must be having to review

1:02:32SPEAKERall that stuff and how much time it must take.

1:02:34SPEAKERSo yeah, I'm sure that is not a cheap proposition.

1:02:36SPEAKERSo yeah, kudos to them for making that investment.

1:02:39SPEAKER- Well, I mean, so no,

1:02:42SPEAKERI'm sure that those all are happening

1:02:43SPEAKERoffshore someplace.

1:02:44SPEAKER- Yeah, that's a whole other issue.

1:02:47SPEAKER- Yeah, but it's also a thing that we're starting to see

1:02:51SPEAKERa lot of accessibility features

1:02:53SPEAKERlike automatic speech to text in games,

1:02:56SPEAKERso that if you're playing say Roblox and have voice on,

1:02:58SPEAKERyou can see the text come through

1:03:00SPEAKERand that lets them filter the text

1:03:01SPEAKERfor the people who don't wanna have voice on.

1:03:03SPEAKERLike, this is gonna get better.

1:03:05SPEAKERWe're gonna hear people complaining about free speech

1:03:08SPEAKERand they're the people that famously in that Wall Street,

1:03:12SPEAKERin that study from 2015 that found that the only people who,

1:03:16SPEAKERmost of the people who harass women in games online

1:03:18SPEAKERare people who are shitty at games.

1:03:20SPEAKER- Right, like legitimate actual losers.

1:03:24SPEAKER- Yeah.

1:03:24SPEAKER- Like that's the most obvious thing in the world.

1:03:27SPEAKERThat's like the last thing you needed to hear

1:03:28SPEAKERconfirmed by data, but it's also so satisfying to see that.

1:03:32SPEAKER- The sociologists came out and were like,

1:03:34SPEAKERyeah, this is typical primate behavior.

1:03:36SPEAKERThe ones that are less desirable tend to be louder

1:03:38SPEAKERbecause it makes them more desirable and blah, blah, blah.

1:03:40SPEAKER- Right. - Anyway.

1:03:41SPEAKER- To be clear, I'm sure that is cold comfort

1:03:42SPEAKERfor people being harassed,

1:03:43SPEAKERbut like there is some amount of satisfaction

1:03:46SPEAKERin knowing that like, hey, these people

1:03:47SPEAKERare actually pathetic.

1:03:48SPEAKER- It still sucks.

1:03:50SPEAKERIt sucks for everybody.

1:03:51SPEAKERIt's awful 'cause if you see somebody harassing somebody,

1:03:55SPEAKERyou should call them out and you should fucking report them

1:03:57SPEAKER'cause it's bad behavior and it makes games smaller, right?

1:04:00SPEAKER- Yeah.

1:04:02SPEAKER- So yeah, but you can match all sorts of stuff.

1:04:04SPEAKERI think Overwatch had this,

1:04:08SPEAKERhad a huge problem matchmaking people with classes

1:04:10SPEAKERbecause people tended to switch classes in the game

1:04:13SPEAKERand that would mess up the balance of the game

1:04:14SPEAKERand it would go from one person having a bad game

1:04:17SPEAKERto having what was six people in Overwatch originally,

1:04:20SPEAKERI think.

1:04:20SPEAKER- I think that's right. - On a side.

1:04:22SPEAKERSo 12 people would have a bad game.

1:04:24SPEAKER- Yeah, I think that's--

1:04:25SPEAKER- If you like made all maze or something like that.

1:04:28SPEAKERSo they rolled out the role queue,

1:04:30SPEAKERwhich let them simplify their matchmaking

1:04:31SPEAKERpretty significantly and give people

1:04:34SPEAKERbetter estimated times on groups.

1:04:36SPEAKER- Yeah, and I like sticking with Blizzard here.

1:04:39SPEAKERLike World of Warcraft is an early example

1:04:40SPEAKERof this kind of thing.

1:04:41SPEAKERLike trying to find a dungeon finder,

1:04:43SPEAKERtrying to find specific classes

1:04:44SPEAKERfor your Scarlet Monastery raid or run.

1:04:47SPEAKER- Yeah.

1:04:48SPEAKER- Like, hey, we need a DPS for this thing

1:04:50SPEAKER'cause we can't find one.

1:04:51SPEAKER- Yeah, it's really, really interesting.

1:04:53SPEAKERThen the newest thing is the more nuanced stuff, right?

1:04:57SPEAKERThe social matchmaking that's more about

1:04:59SPEAKERthe kind of tone that you use in your voice

1:05:01SPEAKERand stuff like that, and, you know,

1:05:05SPEAKERare you playing, like when you play a Dota,

1:05:10SPEAKERare you a jungler?

1:05:12SPEAKERProbably you don't need two junglers on a team.

1:05:14SPEAKER- Yes, that is correct.

1:05:16SPEAKER- Yeah.

1:05:17SPEAKER- You don't need two junglers on a team

1:05:19SPEAKERif I understand Dota, right?

1:05:20SPEAKERYes, that is in fact the case.

1:05:21SPEAKER- Yeah, so like you think about,

1:05:25SPEAKERand I guess it's getting more complicated

1:05:27SPEAKERthan just that is the thing, is you're able to say,

1:05:30SPEAKERokay, this person likes,

1:05:31SPEAKERwhen you're playing Counter-Strike,

1:05:33SPEAKERand this isn't something Valve's doing, I don't think,

1:05:34SPEAKERbut they're able to say,

1:05:36SPEAKERokay, this person likes to watch long A on Dust,

1:05:39SPEAKERand that's the place that they play 99% of the time,

1:05:42SPEAKERso we're gonna put them on a team

1:05:43SPEAKERwith people that like to cover B, right?

1:05:45SPEAKER'Cause then you're not gonna have 14 people

1:05:48SPEAKERon a 20-person team going to long A

1:05:51SPEAKERand all standing there like dumbasses

1:05:52SPEAKERwhile the terrorists just stroll into B.

1:05:57SPEAKER- And then the last part of the social thing

1:06:01SPEAKERis that pre-built party composition comes up here again,

1:06:04SPEAKERbecause there's a million ways to matchmake

1:06:08SPEAKERand mix the skill, and they all have downsides.

1:06:12SPEAKERThere's no right answer here,

1:06:13SPEAKER'cause if you're in a really competitive game,

1:06:15SPEAKERyou don't wanna actually bring lower-level players

1:06:18SPEAKERup to the competitive tier,

1:06:20SPEAKER'cause it's gonna A, cause your higher-tier players to drop,

1:06:24SPEAKERand it's gonna cause your lower-tier players

1:06:26SPEAKERto just get their asses kicked over and over again.

1:06:28SPEAKERIt's not gonna be fun.

1:06:30SPEAKERSo that's why you see limits on like,

1:06:32SPEAKERyou can only play with people within five ladder tiers of you

1:06:36SPEAKERor whatever on some ranked ladder-type games.

1:06:40SPEAKEREven though that isn't the matchmaking tier,

1:06:43SPEAKERthere is also a direct correlation

1:06:45SPEAKERbetween time spent and skill in the game generally,

1:06:47SPEAKERalthough that plateaus after a while.

1:06:48SPEAKER- Sure.

1:06:51SPEAKER- And at the same time, performance in one queue

1:06:54SPEAKERisn't necessarily indicative of performance

1:06:56SPEAKERin a different queue, so if you have a battle royale,

1:06:58SPEAKERI apologize for using battle royales all the time,

1:07:00SPEAKERthat's what I play a lot of,

1:07:02SPEAKERyou have a great solo player who wins 30% of their games,

1:07:08SPEAKERlike an incredible shot, really smart decisions,

1:07:11SPEAKERgood solo instincts.

1:07:12SPEAKERIf they come into a squad game,

1:07:14SPEAKERespecially something like Fortnite,

1:07:15SPEAKERwhere the time to kill is long

1:07:17SPEAKERand you have to concentrate fire

1:07:18SPEAKERfor multiple people to finish off enemies,

1:07:21SPEAKERand that great solo player wanders off,

1:07:23SPEAKERthey're not gonna be able to kill anybody

1:07:25SPEAKERbefore they get killed, because in a 2v1,

1:07:28SPEAKERthe two almost always win, regardless of skill.

1:07:31SPEAKER- Just attrition.

1:07:32SPEAKER- Yeah, yeah, so you have to maintain

1:07:35SPEAKERdifferent skill ratings for different queues.

1:07:37SPEAKERSome games even do party comps,

1:07:40SPEAKERso if you have a regular foursome,

1:07:41SPEAKERa regular fivesome in Counter-Strike,

1:07:43SPEAKERyour fivesome will have a skill rank.

1:07:45SPEAKER- Interesting.

1:07:46SPEAKEROn the back end, they're actually hashing

1:07:49SPEAKERa single rating for that specific combination of players.

1:07:52SPEAKER- And again, I'm spitballing,

1:07:53SPEAKERI don't know that Counter-Strike does this,

1:07:54SPEAKERbut I do know that games do this, yeah.

1:07:57SPEAKER- And again, that's not something

1:07:58SPEAKERthat is exposed to those players at all.

1:08:00SPEAKERYou know, it's not like, hey, you're a squad now,

1:08:03SPEAKERlike you should play together more,

1:08:04SPEAKERlike it's all quietly happening behind the scenes.

1:08:06SPEAKER- Yeah, I mean, I think for what it's worth,

1:08:08SPEAKERI've said, I've mentioned chess did the ELO thing

1:08:12SPEAKERspecifically because they wanted to make it feel

1:08:15SPEAKERlike it was fair and open for everybody.

1:08:17SPEAKERI think there's good reason

1:08:18SPEAKERnot to expose this number to players,

1:08:20SPEAKERjust because if you give the kind of people

1:08:22SPEAKERwho play games access to a number,

1:08:24SPEAKERthey're gonna do things that they can

1:08:26SPEAKERto manipulate that number in a way that makes them happy.

1:08:29SPEAKERAnd what makes an individual player happy probably isn't,

1:08:31SPEAKERlike this is a communal thing.

1:08:33SPEAKERThe overall health of the matchmaking pool

1:08:35SPEAKERis going to, by necessity, make some players unhappy, right?

1:08:41SPEAKERBut if you don't take care of that matchmaking pool,

1:08:44SPEAKEReventually there won't be any players for the game at all,

1:08:46SPEAKERor won't be enough players for the game at all,

1:08:48SPEAKERand then you get into the dead game situation again.

1:08:50SPEAKER- But also, I mean, that's also just the nature

1:08:52SPEAKERof competition, right?

1:08:53SPEAKERLike everybody is going to be unhappy at some point

1:08:56SPEAKERif you were playing something where you might lose,

1:08:58SPEAKERlike it's just part of the experience.

1:09:00SPEAKER- Yeah, if you're in it for a power fantasy,

1:09:02SPEAKERdon't play competitive games.

1:09:06SPEAKER- Like play a bot game, you know?

1:09:08SPEAKER- Or play Fallout, like Bethesda RPGs are really good

1:09:11SPEAKERat scaling up the enemies to be exactly as difficult

1:09:14SPEAKERas you're capable of dealing with, that's a great solution.

1:09:17SPEAKER- Yes, real quick before we wrap up,

1:09:19SPEAKERwe should probably shout out the originator

1:09:21SPEAKERof this entire thing, we've talked about ELO a lot,

1:09:24SPEAKERyou know, it originated in chess, and gosh,

1:09:27SPEAKERI couldn't even tell you, I'm trying to very quickly scan,

1:09:29SPEAKER1950 it looks like.

1:09:31SPEAKERI tried to find out what ELO stood for.

1:09:34SPEAKER- It doesn't.

1:09:34SPEAKER- It's really tough to find anything

1:09:36SPEAKERbut Electric Light Orchestra when you Google it.

1:09:38SPEAKERAlso, it's actually the last name

1:09:40SPEAKERof the guy who came up with it.

1:09:41SPEAKEROur pod, ELO, ELO, is his last name.

1:09:44SPEAKERSo I don't know exactly how you pronounce that, but.

1:09:47SPEAKER- I think we should just call it ELO.

1:09:49SPEAKER- ELO, yes, yes, anyway.

1:09:51SPEAKERInteresting little factoid.

1:09:53SPEAKERThat is not an acronym, it's actually the guy's last name.

1:09:55SPEAKER- Yeah, and the idea is that his main idea was

1:10:00SPEAKERthat the chess performance of each player in a game

1:10:03SPEAKERcould be assigned a normal, a number,

1:10:06SPEAKERbased on their performance with other players

1:10:08SPEAKERin similar games and their numbers

1:10:10SPEAKERand so on and so forth down the line.

1:10:12SPEAKERAnd then everything else, there's a bunch of other things

1:10:15SPEAKERthat have come off of this from like TrueRank,

1:10:18SPEAKERa true skill, which is the Microsoft Xbox 360 era.

1:10:22SPEAKER- Yes, I think that term was in use back then.

1:10:25SPEAKER- I think they still do true skill,

1:10:26SPEAKERbut I don't think they talk about it very much anymore.

1:10:28SPEAKER- Although they did, Microsoft's acquired

1:10:30SPEAKERso many other services that may have been supplanted by now.

1:10:34SPEAKERI'm not sure.

1:10:35SPEAKER- Yeah, so the point is it's a relatively simple math thing

1:10:38SPEAKERand most places start with ELO

1:10:40SPEAKERor something that despawned off of ELO

1:10:42SPEAKERand then go from there.

1:10:45SPEAKERBecause there are, hey, if you don't play for two weeks,

1:10:49SPEAKERshould your skill rank degrade?

1:10:52SPEAKERI don't know, that's a whole conversation to have.

1:10:55SPEAKERI'm probably as good at Fortnite now

1:10:57SPEAKERas I was the last time I played five days ago,

1:10:59SPEAKERbut if I played every day, I'd probably be better.

1:11:02SPEAKERWho knows?

1:11:03SPEAKERIt's a really fascinating, I was surprised.

1:11:07SPEAKERI thought I knew a lot about matchmaking

1:11:08SPEAKERand I started reading about it this week

1:11:10SPEAKERand was pleasantly surprised by how deep the topic was.

1:11:14SPEAKER- Yeah, interesting convergence of technology and sociology.

1:11:19SPEAKER- Yeah, yeah, and again, it's the best kind of thing.

1:11:22SPEAKERIt's the thing that you think about none

1:11:24SPEAKERand turns out to be massively complex underneath

1:11:26SPEAKERto give you a positive user experience,

1:11:28SPEAKERwhich is really nice.

1:11:29SPEAKER- And at the end of the day, honestly benefits everybody.

1:11:31SPEAKERI mean, let's not delude ourselves here.

1:11:35SPEAKERThis work is mostly being done

1:11:36SPEAKERto support the health of these games

1:11:37SPEAKERso they keep making a lot of money,

1:11:39SPEAKERbut it does happen to both foster the health

1:11:41SPEAKERof the overall community and keep the game going

1:11:43SPEAKERand also provide a better experience

1:11:45SPEAKERfor everybody who's not an asshole

1:11:46SPEAKERthat just wants to stomp 12-year-olds all day.

1:11:49SPEAKER- Yeah, I mean, if you want to stomp 12-year-olds,

1:11:51SPEAKERyou should have a 12-year-old

1:11:52SPEAKERand then you play with other 12-year-olds.

1:11:53SPEAKERIt's the perfect solution, kind of expensive.

1:11:56SPEAKERBut should we talk about the alternatives?

1:11:57SPEAKER'Cause there are a couple of alternatives.

1:11:59SPEAKERSome people do server browsers still in 2024.

1:12:01SPEAKER- Are they really?

1:12:02SPEAKERWhat was the newest game that came out that have a server?

1:12:05SPEAKERI would love to know. - I assure you,

1:12:06SPEAKERthey're boomer shooters with server browsers.

1:12:11SPEAKERThat means cross-play is probably out

1:12:12SPEAKERunless the developer does something really clever.

1:12:14SPEAKERBut if you're a small studio

1:12:16SPEAKERand you're rolling out an early access multiplayer thing,

1:12:19SPEAKERI think server browsers is a perfectly viable way to go.

1:12:21SPEAKER- Sure.

1:12:22SPEAKER- I think starting there and then rolling out matchmaking

1:12:24SPEAKERwhen people ask for it.

1:12:26SPEAKER'Cause the thing that happens is when you roll out matchmaking

1:12:27SPEAKERpeople are like, "Man, I wish we had a server browser."

1:12:29SPEAKERIf you roll out a server browser, people are like,

1:12:30SPEAKER"Man, I wish we had matchmaking."

1:12:32SPEAKERThey're never gonna be happy.

1:12:33SPEAKERYou just have to suck it up and pick one.

1:12:36SPEAKER- Yeah, does a server browser necessitate dedicated servers?

1:12:38SPEAKEROr, I mean, I guess there's no reason you can't list

1:12:41SPEAKERpeer-to-peer hosted games.

1:12:43SPEAKERAlthough then somebody just kind of has to sit there

1:12:45SPEAKERwith their matchmaking idling long enough

1:12:47SPEAKERfor it to show up in a browser.

1:12:48SPEAKER- Yep, that's the problem.

1:12:50SPEAKER- Probably most likely you're gonna be using

1:12:52SPEAKERdedicated servers on a browser.

1:12:53SPEAKER- If you have joined in progress.

1:12:56SPEAKER- Sure, that makes more sense.

1:12:57SPEAKER- Like, "Helldivers" arguably has a server browser.

1:13:00SPEAKERIt's a pretty limited scope one 'cause it only shows you

1:13:01SPEAKERthe games that it thinks are gonna be good for you.

1:13:04SPEAKERBut when you open up a map on a planet,

1:13:06SPEAKERit shows you games in progress.

1:13:08SPEAKERBut then you can also hit the button that says,

1:13:09SPEAKER"Hey, just put me in a game that looks good."

1:13:10SPEAKER- Yeah.

1:13:12SPEAKER- I think they handle the, "Do I wanna host,

1:13:15SPEAKERor do I want to, do I wanna..."

1:13:20SPEAKERI mean, okay, first off, they don't have hosts

1:13:22SPEAKERin "Helldivers," they, once you go to the planet,

1:13:24SPEAKERyou're on a dedicated server shard.

1:13:27SPEAKERBut they do a really good job of,

1:13:29SPEAKER"Do I wanna start a new game, or do I wanna join a game

1:13:31SPEAKERin progress with their UI design?"

1:13:33SPEAKERSuper smart.

1:13:34SPEAKERThe other thing is, GTFO launched without matchmaking

1:13:37SPEAKERor a server browser.

1:13:38SPEAKERThey just said, "Hey, man, you can only play

1:13:39SPEAKERwith your friends."

1:13:40SPEAKER- I think I had completely forgotten that,

1:13:41SPEAKERand we did stream some of that when it was new

1:13:43SPEAKERin early access.

1:13:44SPEAKERAnd I remember, I guess, now that I think back on it,

1:13:46SPEAKERI felt that that was incredibly bold.

1:13:49SPEAKER- It was a scary choice.

1:13:51SPEAKERI saw that, I was like, "These people are insane."

1:13:53SPEAKER- Yeah, but I mean, everything about that game,

1:13:55SPEAKERit was and is insane, in a great way, right?

1:13:58SPEAKERThey just, they flat out were just telling people like,

1:14:00SPEAKER"Hey, this is extremely hard.

1:14:02SPEAKERIf you're not down to get people together and coordinate,

1:14:06SPEAKERand then still probably lose, don't play this game."

1:14:08SPEAKERI think they were very upfront about what that game was

1:14:12SPEAKERand whether you should play it or not.

1:14:13SPEAKER- Yeah, 100%, and like, for what it's worth,

1:14:16SPEAKERI think the, "Hey, if you don't have three friends,

1:14:19SPEAKERdon't buy our game," it's kind of bold,

1:14:21SPEAKERbut also it solves a lot of their early problems,

1:14:23SPEAKERbecause like, "Hey, the game is too hard,"

1:14:25SPEAKERis not a thing anybody could say they didn't warn you about

1:14:27SPEAKERbefore you bought the game.

1:14:28SPEAKER- Yeah. - Right?

1:14:30SPEAKER- It feels like one of those cases

1:14:31SPEAKERof defying conventional wisdom

1:14:32SPEAKERin a way that's actually very smart.

1:14:34SPEAKER- Yeah. - Sometimes the conventional

1:14:35SPEAKERwisdom is not as wise as you think.

1:14:37SPEAKER- It solves some of the problems with early access

1:14:38SPEAKERfor multiplayer games too,

1:14:40SPEAKERwhich is a whole, that's a topic for another day.

1:14:42SPEAKER- Yeah, did you play much GTFO?

1:14:43SPEAKERI haven't really played it since it was early

1:14:45SPEAKERin its early access phase,

1:14:46SPEAKERand I always wanted to go back to it.

1:14:48SPEAKER- Oh man, I will play that with you anytime.

1:14:49SPEAKERI like that game a lot, but you need a foursome.

1:14:52SPEAKER- Yes, we should play some GTFO.

1:14:53SPEAKERI really liked what I played of it.

1:14:55SPEAKER- If only one of us had a channel

1:14:58SPEAKERwhere you play video games with each other.

1:14:59SPEAKER- If only. - If only.

1:15:00SPEAKER- Like weekly on Fridays with people

1:15:02SPEAKERin a group setting frequently.

1:15:04SPEAKER- Do people always vote on that?

1:15:05SPEAKERIs this, can we juice the vote here?

1:15:07SPEAKERIs that what you're saying? - Once a month.

1:15:08SPEAKER- Oh, once a month, okay. - Three Fridays

1:15:10SPEAKERout of the month, we can do whatever the hell we want.

1:15:11SPEAKER- Oh, nice. - Play some GTFO.

1:15:13SPEAKER- Well, I'm available often on Fridays, so let me know.

1:15:18SPEAKERI think that's as good a place as any

1:15:19SPEAKERto wrap it up, probably. - Yeah.

1:15:21SPEAKER- Unless you have anything.

1:15:22SPEAKERWe were gonna talk about dead game stuff.

1:15:24SPEAKER- Yeah, yeah, you touched on it earlier.

1:15:25SPEAKERI mean, we do have to shout out

1:15:26SPEAKERthis PAL World community manager,

1:15:28SPEAKERwhich I think this headline just started going around

1:15:30SPEAKERliterally in the last day or two.

1:15:31SPEAKER- Yeah, yeah. - It doesn't serve anyone

1:15:33SPEAKERto push gamers who play the same game day in and day out.

1:15:36SPEAKER- Truer words. - Sounds like something

1:15:37SPEAKERthat somebody with a dead game would say.

1:15:39SPEAKER- Well, but I mean, God, Brad, just.

1:15:43SPEAKER- Joking, being very facetious here,

1:15:45SPEAKERbut I mean, I fully agree with them though.

1:15:47SPEAKERI mean, obviously plenty of people

1:15:49SPEAKERare getting plenty of satisfaction

1:15:50SPEAKERout of playing the same game 24/7, you know?

1:15:53SPEAKERLike obviously those games are very successful for a reason,

1:15:55SPEAKERbut every game doesn't have to be that.

1:15:57SPEAKER- I bought "Final Fantasy III" when I was like 15 years old

1:16:00SPEAKERbecause I knew it was gonna last me 100 hours, right?

1:16:03SPEAKERAnd I had money for one game that year

1:16:05SPEAKERand I was like, I'm gonna, that summer I was like,

1:16:07SPEAKERI'm gonna play some "Final Fantasy III."

1:16:09SPEAKERThe modern era and the volume of games that we get

1:16:13SPEAKERand the number of sales we have

1:16:15SPEAKERare such that everybody has this enormous pile

1:16:17SPEAKERwhere they have like 10-year-old games

1:16:19SPEAKERthat they never touched probably.

1:16:20SPEAKERIt's okay to go back and play those sometimes.

1:16:22SPEAKERYou know, like playing these games,

1:16:24SPEAKERI feel like if you're playing a game

1:16:25SPEAKERthat doesn't feel like work, it's fine.

1:16:27SPEAKERPlay as much as you want.

1:16:29SPEAKER- And like, I played 5,000 hours of PUBG

1:16:31SPEAKERbetween 2017 and 2022 because I enjoyed,

1:16:36SPEAKERlike I really, really enjoyed PUBG.

1:16:38SPEAKERIt was spectacularly fun.

1:16:39SPEAKERIt was a game that like, it took me 150-some hours

1:16:42SPEAKERto get the first win in, I think.

1:16:44SPEAKERLike think about that, it's never gonna happen again.

1:16:47SPEAKERBut like this point is really good.

1:16:50SPEAKERAnd like, just to be clear, when people are saying

1:16:52SPEAKERthat this power of game is a dead game,

1:16:54SPEAKERit still has tens of thousands of people playing

1:16:56SPEAKERat any given moment 24 hours a day.

1:16:58SPEAKER- You've seen a lot of the same sentiment

1:17:00SPEAKERaround Helldivers in the last month or two.

1:17:01SPEAKERAnd some of that I think is residual angst

1:17:04SPEAKERor resentment over the account creation kerfuffle.

1:17:08SPEAKERAnd people just looking to stick a knife in a game

1:17:10SPEAKERthat they now feel bitter toward.

1:17:12SPEAKER- Look, did they mismanage that?

1:17:13SPEAKERAbsolutely.

1:17:14SPEAKERCould they have done it better?

1:17:15SPEAKERProbably not, 'cause it seems like that was

1:17:17SPEAKERa platform/publisher decision and not a developer position.

1:17:21SPEAKERSo it sucks to be them.

1:17:23SPEAKERBut if you are, Helldivers is a game you need four people,

1:17:27SPEAKERthree other people to play.

1:17:28SPEAKERSo if you don't have three friends,

1:17:30SPEAKERthen yeah, Helldivers is probably a dead game.

1:17:33SPEAKERBut if you have three friends who have $30,

1:17:34SPEAKERyou can play Helldivers anytime you want

1:17:36SPEAKERand can wrangle up your three friends.

1:17:38SPEAKERWhich it turns out, is the progression in Helldivers

1:17:42SPEAKERa little grindy?

1:17:43SPEAKERYeah, absolutely.

1:17:44SPEAKERSo are you gonna get all the guns and stuff if you do that?

1:17:47SPEAKERMaybe not.

1:17:47SPEAKERBut are you gonna have fun playing with your three friends?

1:17:49SPEAKERYeah, absolutely.

1:17:51SPEAKERAnd I continue to shout out the people

1:17:54SPEAKERthat were posting Dead Game on, what do you call it?

1:18:00SPEAKEROh, Starfield.

1:18:01SPEAKERBethesda RPG, the space one.

1:18:02SPEAKERStarfield, yeah.

1:18:03SPEAKERIt's a single-player game, man, it doesn't matter.

1:18:05SPEAKERYes, yes, we have really lost the plot here.

1:18:08SPEAKERI mean, it seems like there was a,

1:18:11SPEAKERI feel like this Call of Duty white paper happened

1:18:14SPEAKERbecause there was a limited amount of audience

1:18:16SPEAKERthat was complaining about skill-based matchmaking,

1:18:19SPEAKERand then they did the science to back up their hypothesis,

1:18:23SPEAKERwhich was, this is gonna be bad for the game.

1:18:26SPEAKERFound out it was bad for the game.

1:18:27SPEAKERI think that this is the same situation.

1:18:29SPEAKERLike, the people yelling "Dead Game,"

1:18:30SPEAKERthey're just hurting the game.

1:18:32SPEAKERLike, there's no upside to that,

1:18:33SPEAKER'cause all people do is come in and see the reviews,

1:18:35SPEAKERand the reviews are like, "Dead Game,"

1:18:36SPEAKERlike, well, shit, I'm not gonna buy that.

1:18:37SPEAKERI want a game that's alive.

1:18:39SPEAKERYeah, and the point that the community manager

1:18:41SPEAKERfor PAL World, John Buckley is his name,

1:18:43SPEAKERwas making is that not every game is in a position

1:18:46SPEAKERto pump endless content out to keep people coming back

1:18:49SPEAKERday after day for years on end.

1:18:50SPEAKERPAL World is an example of that, you know?

1:18:52SPEAKERAnd like, it's fine and natural and healthy

1:18:54SPEAKERfor games to ebb and flow when they have new stuff

1:18:57SPEAKERto offer their players, and it's fine for people

1:18:59SPEAKERto go play other games and then come back later.

1:19:01SPEAKERThat's exactly right.

1:19:02SPEAKERLike, the Arrowhead folks almost killed themselves

1:19:04SPEAKERdumping out four mission packs in the first four months

1:19:07SPEAKERof that game of Helldivers.

1:19:09SPEAKERLike, looking at what a content pipeline has to look like

1:19:12SPEAKERto keep players engaged, even Epic, who has Fortnite

1:19:16SPEAKERand is making bazillions of dollars every year,

1:19:19SPEAKERdoes, I think, three big updates or four big updates

1:19:22SPEAKERa year to the map.

1:19:23SPEAKERThey do a bunch of content in between that's, like,

1:19:25SPEAKERcosmetic and stuff you unlock by doing battle passes,

1:19:30SPEAKERand they do a bunch of side quests and stuff like that.

1:19:32SPEAKERBut for the most part, it's four big updates a year,

1:19:34SPEAKERand they have thousands of people working on that game.

1:19:37SPEAKERSo it is something that a normal person can play every day

1:19:43SPEAKERor a streamer can play for 10 hours a day

1:19:45SPEAKERis just an incredible amount of content

1:19:47SPEAKERto expect a team of developers to make.

1:19:49SPEAKER- Yeah, it's just another unrealistic expectation

1:19:52SPEAKERto keep on the pile of unrealistic expectations

1:19:54SPEAKERthat is dragging down the game's business right now.

1:19:56SPEAKER- Yeah, thanks, Unreal.

1:19:58SPEAKERAnd on that note, I guess it's time for us to wrap it up.

1:20:01SPEAKERAs always, "Bradwell Metatek Pod"

1:20:03SPEAKERis a listener-supported show.

1:20:05SPEAKER- It's true.

1:20:06SPEAKER- That means we wouldn't be here without you, the listeners.

1:20:08SPEAKER- Yeah, I can attest to that.

1:20:10SPEAKER- As always, if you wanna find out about the Patreon

1:20:13SPEAKERand you wanna find out how to support the show,

1:20:14SPEAKERyou can go to patreon.com/techpod.

1:20:16SPEAKERAgain, that's patreon.com/techpod,

1:20:19SPEAKERwhere for $5 a month, five big ones,

1:20:21SPEAKERfive smackers, five dollary-dos, five dollarinos, five bucks.

1:20:27SPEAKER- Simoleons?

1:20:28SPEAKER- Simoleons, that was a good one.

1:20:30SPEAKERYou too can get access to the fabulous Tech Pod Discord,

1:20:34SPEAKERwhich is full of nerds who, if you like this podcast,

1:20:38SPEAKERthey like this podcast.

1:20:39SPEAKERYou already have one thing in common.

1:20:40SPEAKER- That's right, that's right.

1:20:41SPEAKERI'm sure you could find a lot more.

1:20:42SPEAKER- Yeah, there's a lot more in there.

1:20:44SPEAKERThere are people playing, probably people playing

1:20:47SPEAKERa bunch of dead games, it's nighttime,

1:20:49SPEAKERso they're probably playing dead games

1:20:50SPEAKERin the voice channels right now.

1:20:53SPEAKERAnd yeah, and you get access to the Patreon exclusive episode

1:20:55SPEAKERwhere we talk about stuff and things.

1:20:57SPEAKERThis month, we had a real wide-ranging conversation

1:21:00SPEAKERearlier this week, so I think it was a banger.

1:21:04SPEAKER- Yes, yes we did.

1:21:06SPEAKERI had my first Costco hot dog.

1:21:07SPEAKER- I'm just flummoxed by the idea

1:21:10SPEAKERthat you'd never had a Costco hot dog

1:21:12SPEAKERand you've lived here for this long.

1:21:13SPEAKER- I mean, we've even been to Costco a bunch of times

1:21:15SPEAKERand we always just kind of got our stuff and left.

1:21:17SPEAKER- The original, the founder and original CEO of the company

1:21:21SPEAKERtold the new CEO that if he changed the price

1:21:24SPEAKERof the hot dog and soda, he would literally murder him.

1:21:27SPEAKER- Yes, yes.

1:21:28SPEAKER- He threatened death.

1:21:28SPEAKER- It's a hell of a hot dog, too.

1:21:29SPEAKERI respect his position.

1:21:30SPEAKERI mean, it's like $1.50 for a hot dog

1:21:33SPEAKERand it's a good-sized hot dog, you know?

1:21:35SPEAKERThey're practically giving those things away.

1:21:37SPEAKER- The thing that I learned from the Discord, actually,

1:21:39SPEAKERis that they sell those hot dogs in the store uncooked

1:21:42SPEAKERso you can take them home and cook them yourself.

1:21:44SPEAKER- Really?

1:21:44SPEAKER- But they don't sell the buns, so it's a problem

1:21:48SPEAKER'cause it's such a big hot dog,

1:21:49SPEAKERit's gonna be dangling off the side of your bun

1:21:51SPEAKERin a kind of sad and weird way, so.

1:21:53SPEAKER- Yes, I mean, I found the proportion of dog to bun

1:21:56SPEAKERto be quite pleasing.

1:21:58SPEAKER- It is literally the best deal in hot dogs

1:22:01SPEAKERas far as I can tell.

1:22:03SPEAKER- The $1.50 hot dog is one of the last remaining pillars

1:22:05SPEAKERholding up our society.

1:22:06SPEAKER- Look, if I could change one thing about it,

1:22:07SPEAKERI'd put a little more snap on it,

1:22:09SPEAKERbut other than that, it's perfect.

1:22:11SPEAKERBut yeah, as always, we always thank

1:22:13SPEAKERour executive producer tier patrons,

1:22:15SPEAKERgive them an extra special thank you.

1:22:17SPEAKERSo, thank you to Andrew Slosky, Jordan Lippett,

1:22:20SPEAKERBunnyfiend, Paddle Creek Games, makers of Fractured Veil,

1:22:24SPEAKERTwinkle Twinkie, David Allen, James Kamik,

1:22:26SPEAKERand Pantheon, makers of the HS3 high-speed 3D printer.

1:22:30SPEAKERThank you all so much.

1:22:31SPEAKER- Yeah, thank you.

1:22:32SPEAKER- And that will do it for us this week.

1:22:34SPEAKERJust assume that I had a pithy rejoinder

1:22:37SPEAKERfor the end of the podcast here,

1:22:39SPEAKERand we will see you all next week.

1:22:41SPEAKER- Bye, everybody.

1:22:42SPEAKER(upbeat music)