Posts tagged Game Design

azrael_headcon

A quick update on Emerald Kingdom & StoryTeller

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We have props…

Props in storyteller. The RGB lines delineate the iso boundaries.

We have animations…

StoryTeller's animation importer and editor

We have our item editor…

StoryTeller's Item Editor. It's pretty straightforward.

Finally, we also now have areas…

Areas let us define custom events, sounds and ..... other surprises!

But, wait…there’s more. Two tabs in StoryTeller have yet to make an appearance. (Can you guess what they are?) While those are being worked on…the main focus right now is the alpha client, which is in full swing. Additionally, Xaphan and Uriel are burning the midnight oil on the actual beta artwork painting. What you see in this is not even the final artwork…we consider this rough work. We’ve been using what you see for internal test work.

If you have not already done so, now is the time to head over to the Emerald Kingdom website to sign up for Alpha testing. It’s rapidly approaching. While we have been collecting names for some time…we have not selected the initial tester list.

azrael_headcon

How stuff is designed here…

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One of the things we have been trying to do in producing Emerald Kingdom: being open about some or most of our process. Sure, we have done things like Open Source our server, and we have talked in the past about features and things planned for Emerald Kingdom.

Today I want to talk to you a bit about how things get designed for Emerald Kingdom. I am going to focus today on Code and Art.

You can learn how “industry standards” work, or how workflow happens in most offices. But one of the things we try to do is keep the process open to change up until the very last moments before something becomes “final”. This gives us a very specific advantage in some ways…our stuff is almost always in a “revision state” until we stick it in Storyteller, or on our game wiki. Despite this method, we manage to avoid things like feature creep in code, ridiculous changes to artwork, and having to redo animation processes. Why? Because we have some really professional and smart folks here who take quality very seriously. Another big one? Double Cluepon is a close knit group. Very close. While we like to have fun, we’re also highly disciplined in our various core competencies. We all have a deep respect for each others area of expertise. It’s why an artist can tell a producer “no”. It’s why a writer can pan on a story idea. It’s why a floater can suggest new methods of producing props.

We also do this without boring the hell out of each other with constant daily meetings.

But, on to the show. I’ll start with code:

Believe it or not, on some levels…designing what happens is more about question and answer sessions, to flesh out a specification. In the spec for Emerald Kingdom, Server, StoryTeller and Client….we obviously have “items” on there. We even flesh it out with English; “Characters can hold items in a bank or inventory”. To a person actually writing the code…this is about as useful as bucket with a hole in it. The developers need to know what an item is, and even just as importantly…what an item is not. You might think your +10 sword of pastrami slicing is badass. You have no idea how many attributes it has behind the scenes. Developers need to know things like:

  • What are the initial properties? (which also in and of themselves need to be defined!): Are they Wooden? Do they have Edge? Fire, Ice, Stone? Sharp, Dull, Rusty?
  • Are they used in creating some other thing?
  • Does this existence of this change something else?
  • Is the item defensive or offensive?
  • Is the item usable?
  • What is the base cost of the item?
  • Is the item equippable? (just because something is usable, does not mean you can necessarily equip it)

Once they have all the information they need for something most players consider trivial, or standard…like items, they go off, and start working on the code. They add some tables/rows to the db to accommodate this new piece of functionality. Then, it has to be tested, and tweaked. Etc. But, even while we test or play with the functions…we either get clarification on what we feel does not work, or we suggest something and play around with it in discussion to make sure it’s elegant. The number one rule: elegant solutions are the prime mover. We never care who’s idea it is, as long as it solves the problem neatly, and with some innovative or novel thinking. There’s even a balance equation there as well, just because something seems slick does not always mean it’s the best way to do something.

Code at Double Cluepon is really all about group specification writing. As a producer, it’s my job to translate between the various native dialects. I explain to the artists what the programmers are trying to say, I act as a go between for the writers and the developers on the story system. It’s actually a great deal of work, but it’s also a great deal of fun too.

With the Art Department, it’s another kettle of fish entirely.

Designing Thrynity was all about finding references.

With the Art Department, there are two very distinct stages. There is the concept, and design stage. This is where we get to dream up how the world will look. How it will feel. Then there is the production stage: turning the pretty concepts into assets, animations, and pretty in game things. I’m going to focus today on the first stage, and touch on the second.

When something needs to be designed, or conceptualized….I don’t leave it to chance. I, or the person requesting studio work try to work very closely with Uriel. Literally. The first step in this, is learning how not to waste hers, or any other artists’ time. You can do this very simply: research what you want! A talented and trained artist can take references and pictures…even something torn out of a magazine with a circle around the desired feature…and transform it into a whole from the parts you bring them.

How did I want Thrynity (or for that matter, any of the Sprites…) designed? I’ll tell you: I went looking for references. I found a picture of a girl with a beret on. I found a girl with hair I liked/wanted for the character. I found several pictures of girls with the facial features I felt would work for the character I envisioned in my minds eye.

I then took these references, and my own ideas I could not get from references and sat down with Uriel. She then started a very rough sketch of Thrynity. I nixed some things, and told her to run with others. With the references in hand, I told Uriel I wanted something of a more stylish looking skater girl, who exuded a great deal of attitude…and you could tell by looking at her.

I got exactly what I asked for. But I think one of the things that’s important to point out here is, during the design process, Uriel has the right to come out and tell me “no”. When she does, she always has a reason for doing so. She’s a professional artist, and it would make no sense whatsoever to not listen to a person trained in the profession. If you are not going to listen to people who are trained for their core competency, and you just want to bark out orders…you’re not going to be an effective manager, producer or game designer.

Not all of the concepts are designed this way, a good example of this are the Gremmies. Believe it or not, the Gremmies were designed from doodles, and an extreme case of Uriel being over-tired.

When we get concepts done for things like clothes, or body models…the base parts of it are drawn out, handed to Caelum for pathing in Illustrator, and then handed to Sandalphon for animating. For things like buildings and props…Caelum takes a flat drawing, runs them through Maya, does a render…and then we take both the isometric angles we need from the render. Uriel then paints these.

But, even the artists get to contribute to things like code too. The animation editor in StoryTeller? Sandalphon has had a hand in how it looks and how it works. She had to work with Raguel on things like, whether or not we would use sprite sheets, animation timing, offsets, etc.

In closing, 75% of the stuff we do here is centered around design. We take it very seriously. We love cool stuff as much as you do. We could have settled for shiny stuff you see in facebook or flash games…but, it was not going to cut it. Not for us. Not for you. We have even delayed decisions in some cases, in order to ask the public what they think. We honestly just care that much. It’s why we try to encourage people to poke us, ask questions, point things out.

azrael_headcon

Happenings, stuffs and things…

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Another late night for me at the office. Problem is, Gremmie's are not conducive to work. Also, keeping them away from markers = crucial.

It’s been awhile since you’ve heard from good old Azrael. Needless to say, I have just been a busy Gremmie stomping fool. A lot of great things have been happening here at Double Cluepon, and a great many hours have been put in as of late.

At the end of the day though, things are moving right along. Meetings and schedules are being tightened on a weekly basis now. It’s going to get a lot crazier still too. The good news is, the ball keeps moving forward.

One of the things I am seriously contemplating is doing “In Bed with the Producer” every couple weeks. I would be doing this via a live stream from this very blog. I would probably do this Saturdays, in the Afternoon. If you’re keen to see such a thing, where you can hang out, ask me questions about Emerald Kingdom, make suggestions…be sure to leave a comment on this post.-

But, let me tell you about a few of the cool, and not so cool things happening as of late:

Our blog was down part of Sunday due to a conflagration of update stupidity. We use the Mystique theme for WordPress. Mystique is a pretty rad theme, very configurable and very robust. Over the weekend Digital Nature released an update. For various reasons, some WordPress.org related, some Digital Nature related….upgrading broke the hell out of the blog. We wound up having to downgrade back to 2.4.7 from 3.0. It’s pretty unfortunate. We’re still deciding what we should do about this situation, as theme’s can get to be notoriously unstable as WordPress’ version increments. Right now, I am weighing forking the theme and rolling it into something custom for our use only. Alternatively, I could also set up a one off WordPress install with the new theme, and use it as a starting point to migrate changes to the production blog. One of the things I like about our blog is, how nice it looks, and how easy it has been (for the most part) to maintain. I really cast a dim view on disruption of any kind.

Castiel: Why no Mister Bond, I expect you to file these TPS reports!

Castiel, our new writer is trucking right along. She has been applying pen to paper furiously. Between her and I, the back story rewrite for Emerald Kingdom is flat out moving at a very acceptable speed. While some changes have been made, they have been for the better. I certainly didn’t think it was possible to add more intrigue to things, she has upped the ante on a few fronts. One of the things she specializes in is keeping a great balance between showing and telling. She is also pretty awesome when it comes to pacing. While the back story for Emerald Kingdom may get published at some point, in the context of our development the back story is more of our “Reference Tome” so to speak: in order to be able to write the In Game story, and keep the story moving at the frequency we want, we have to know how things got there. On this note, Castiel is astounding us with her ideas, and her plans. Her work in this regard is so incredibly crucial. Unlike a great many others, we do plan on episodic content. To do that, and do it well…you really need to keep a close eye on where you’ve been, where you are, and where you are going. We have a ways to go yet, but we have a better picture in our mind now.

Caelum: Yo dawg, we heard you like beards...

Another prime mover in the last month is Caelum. He’s currently on a triple workload. He has laid out a solid foundation for our sound effects library. By itself, that is quite a feat. But he has not stopped there. He and Uriel have also streamlined our process for prop creation, (buildings, accoutrements, etc) as well as trucking right along with getting the starter clothing pathed out for Sandalphon to add to game sprite animation. Sound wise, he’s been crisscrossing states in some cases to do field recording of sounds, cleaning them up, and then working with them to create a variety of sound effects for use in Emerald Kingdom. Prop wise? He gets a flat drawing from the Art Department which he then runs through Maya in order to give us plan renders…the advantage being we get every isometric view we need, without needing the art department to draw every view by hand. All in all, Caelum is really showing how much he cares, his attention to the little details results in more quality for the players. Quality for the players is paramount for us.

Because we’re also players.

Other things in the mix: the other things happening as of late is that we are making a number of changes currently, as well as planning for more changes in the next month or two. It’s all in preparation for Emerald Kingdom going to live testing. Here are some of the other things bring churned:

Elphie awaits!

We have recently put WireWorks up on its own page here at Double Cluepon. You can now play WireWorks anytime you want, at wireworks.doublecluepon.com. While we are not tracking the high scores, and we know there are some bugs that escaped notice…it should be noted that this version of WireWorks is the classic version. There’s a new version in pre-production. It will have many new features such as new parts to assemble boards with (capacitors, transistors, etc). It will also be the main labor puzzle for the Junkworks in Emerald Kingdom. While there will be new tiles/pieces bits and bobs to use one thing that will not be changing: the basics. You should practice now while you can!

Also, Elphie does not mind. She could use some company!

The Emerald Kingdom page has been updated! We have converted it to something more akin to a “Landing Page”. You can now sign up for early access to Emerald Kingdom, including Alpha/Beta testing. Please note that if you signed up for our mailing list updates you are already on the list for early access! You don’t need to sign up again. But, we definitely encourage you to tell your friends and spread the word! The more sign ups the better.

The Emerald Kingdom forums have actually had a minor address change. The forums are now available at their own (and now non re-directed) URL: http://forums.emeraldkingdom.com/ . You should make a note of this. Also, don’t be shy. If you have questions, we have answers! Be sure to bop on by and keep us on our toes!

Been to the conventions, such as Otakon? Do you have one of the new “Bitsy’s Bullets” shirts? How about a “Twin Perennial” shirt? Show us your pride! Send me (Azrael) a good picture(s) of you wearing the shirt. If you catch me on a good day, maybe I’ll send you something! I think we even have a coffee mug or two around. Sending me a picture is easy: kick me a link on Twitter (@ArchAzrael) or email me at: azrael AT doublecluepon DOT com.

That about wraps things up for now. As usual, from all of us here…we hope your summer thus far has been safe and fun.

Allow me to infuriate you: Playing is what games are about.

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One of the sticking points from Tuesday’s post has rung a bit harder than most, and as I have thought about it the past few days…I feel it warrants it’s own post.

The original quote was from ApochPiQ’s gamedev.net post. I’ve linked to it in the previous post. The relevant snippet is this though:

Graphics are amazingly critical. If you don’t have a great looking game, don’t expect to attract too many players. The MMO space more than any other genre is dominated by players who are into aesthetics and first impressions. A great game with bad graphics might still get some hardcore fans, but it’ll never compete with a great game with great graphics.

In this one statement, more than anything, is a solid definition of what is wrong with parts of the game industry. Let’s review a game franchise that tragically (In my opinion) went down the “improve the graphics at all costs” road.

Final Fantasy

Let’s face it… Square, whether it was their intention or not turned themselves into less of a game company in favor of becoming more of an interactive movie company. The very RPG elements that made Final Fantasy so highly regarded were, over time, discarded in favor of cut scenes and pretty. This process accelerated with the purchase of their main competitor Enix. Without any serious competition…the games became less than mediocre. Gone are the games which required strategy, planning and thinking. It has recently culminated into people succeeding in FFXIII by doing nothing more than simply pressing X.

Final Fantasy looks very nice. But, I don’t want to play something that amounts to an interactive movie 100% of the time. Call me old school, but I happened to like having to plan out attacks. I can look back and honestly say: I enjoyed a system where I could fail. But those days are mostly gone in the Final Fantasy franchise. I expect them to be completely eradicated with the acquisition by Disney.

Aside from Final Fantasy VII..the first in the modern console era… know what the runner up usually is when it comes to favorite Final Fantasy?  4, 5 or 6. Many people consider Final Fantasy six to be one of the best ever.

The lesson of Final Fantasy is one that should be obvious to every single person who refers to themselves as a game developer or designer…

Just because you can do a thing, does not necessarily mean you should.

The most dangerous and wooly thinking comes into play when you start believing that gameplay in a game takes a backseat to graphics. Yes, to some degree you have to design visuals that can give you a suspension of belief. Yes, sometimes that design has to go an extra step and create immersion. But the moment you start to tell yourself graphics are the bigger priority…you’re already in trouble.

We here at Double Cluepon deliberately selected static camera isometric for Emerald Kingdom. We did this for many reasons, but I can tell you right now the primary reason was this: We had game play ideas that precluded the need for bouncy breasts or photorealism. Static camera isometric has been in the spec from day one.

Could we have created an MMO using full 3d? Sure. But the temptation to attain the unattainable when it comes to looks is not something we ever wanted to contend with. We wanted a better, more satisfying challenge. We wanted to challenge ourselves with game play, mechanics, and fun. Graphics can add to the fun, certainly. They should not be discounted. But they should never be at the apex in terms of design and function.

A lot of game companies, especially the AAA title publishers will keep foisting mediocre shovelware games on the public, as long as the public keeps buying them. Sure, Final Fantasy can still sell. But you know what everyone talks about? How cool Super Meat Boy was. What is notch up to with Minecraft? Popcap might get purchased for 1 Billion. Nobody is talking about the cool new battle system in Final Fantasy games. Most of the stuff in Final Fantasy as of late is regurgitated  (yet nerfed) elements of titles long past. Nobody talks about the must have innovation in the latest Dead or Alive.

When you start thinking that graphics trump all, you run the risk of ignoring game play. Playing is what games are all about. If you have forgotten this, you need to take a step back and ask yourself some hard questions.

Make no little plans: Why you should explore the improbable & impossible

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“Make no little plans. They have no magic to stir men’s blood and probably will not themselves be realized.”

Daniel Burnham

As many of our readers know, Double Cluepon is based here in Chicago, home to the late Daniel Burnham. We tend to take the spirit of the above quote quite seriously. What’s the point of doing the insignificant or the mundane?

Yet, for all our technological advances, for all the wonder and “what if?” that brought us here there is but one thing in the game industry that is really truly unsettling. The people who find reasons, fair or foul to say “can’t” instead of “can”. We have personally encountered this behavior from the very people who we think should know better. We have encountered teachers and professors who cast a disdainful eye at us when looking at StoryTeller, because we feel that an artist, or a writer should not be *required* to always seek out a programmer to create. We have encountered so called peers who look at us with skepticism and outright scorn when we enthusiastically talk about some of the things we are attempting, and would like to attempt.

There are naysayers in any business. But nowhere can they be so heartbreaking and frustrating as in the game industry. What shocks us more is that these people show a scornful eye at anyone who is enthusiastic about this business’ stock in trade: the ability to imagine a “what if?”. They disdain the very core element of the trait without which they wouldn’t even be here.

Recently, a fellow over on gamedev.net posted this rather silly and contrived article. One of the folks we follow, Over00 made a post on his blog commenting about it. But, I wanted to really address it a bit more point by point. Because this kind of behavior among developers needs to stop. It’s truly bad for business. Game developers, and especially the ones who have a title or two under their belt and thus represent a kind of ambassador for this industry need to shape up or shut up. They need to learn to stop saying “can’t” when “can” will work just as well.

One of the things my dad used to tell me was, when someone begins a debate using semantics, he’s already lost the argument. No place is this truer than with ApochPiQ opening:

MMOs are expected to host dozens of servers running thousands of players apiece. Successful games may be played by over a million people; some notable ones are played by far more than that. Even a low-grade MMO serves a few hundred thousand players.

[..]

This is the root of the problem, here, this “massively” multiplayer business. Because going from just “online” and “multiplayer” all the way up to “massive” is a huge deal.

For one thing, I never realized MMO was an industry standardized term based on actual hard numbers. (READ: It’s not) Massively is a pretty subjective term in and of itself. But, let’s just get down to brass tacks here. A term in many ways is defined by it’s usage. By this definition, only WoW or Everquest (or similar titles) qualify for that supreme monkier “MMO”. But the facts just don’t bear that out. MMO is a generic term, and not a specific one. At it’s peak, the most I ever saw Sage Ocean on Puzzle Pirates hold was about 1100 users. I would also say, Three Rings is an established boutique/niche MMO developer. I mean, the ARPU metrics alone say so. So, I would say that Puzzle Pirates from Three Rings is an MMO, after all…it would seem Google, that barometer of what is and aint seems to think so. As a game designer, one would think you would understand a bit about Dunbar’s Number. I would say as a human being who can keep track of about 148 people…1000 is pretty massive.

So really, the MMORPG moniker is nothing more than a bit of semantics. “Massively” and “scalability” in this sense are not in any way the same thing. In reality, the scalability of any online game is something every aspiring developer should be thinking about in the early stages regardless of the genre he is heading into.

But, let’s get into a few of the other “you can’t do this” arguments…

I will bet you a beer (or suitable beverage of your choice) that you can’t find an MMO with over a million players with a development team of less than 100 people.

See how this fell into the scalability argument…again? In this case, it’s “You can’t do this because you have no scalable staff”. This renders the argument moot, really. Because not every MMO needs to be WoW. Sacred Seasons, Puzzle Pirates, Fairyland..the list goes on. This again is a semantic argument about scale.

I will bet you a second tasty beverage that the average developer working on an MMO has shipped at least 2 games prior to shipping a successful MMO. Many successful MMO titles are even the results of collaborative efforts from dozens of people with prior MMO experience.

Ahh, here we go. We here have seen this one before, many times. You can’t do this because you haven’t paid your dues. That’s what it boils down to. This kind of garbage argument does not belong anywhere in our industry. Not with the technology we have available these days. I can even name an MMO designed by a person who seems to have no prior games: Sacred Seasons, it’s even a flash based MMO.

As incredible as it seems, the semantics, along with the argument get more ridiculous…

Running an MMO is immensely expensive. Internet hosting and server costs alone can be in the tens of thousands of dollars a month range. Buying all the hardware you need to run the game up-front can be well into the millions. You need a dedicated datacenter for the endeavor, with redundant power, fire safety systems, industrial cooling, and hundreds of miles of both copper cabling and fiber optics. A single network switch capable of running an MMO backbone can cost ten grand by itself. And if you want a global reach, you’d better roll out a datacenter on every major continent, at the very least. Three or four per continent is more like it.

Let’s break this down by rejecting his straw man argument of “An MMO is only for millions of users”. Once we get that fallacy out of the way, the rest of this is a great deal of scare tactics. Further diminishing the credibility of the argument being presented. It makes you consider the source. Double Cluepon has created a Flash Socket server that runs and scales pretty well in FreeBSD machines hosted on Xen. Anyone not dealing with virtualization now is already behind the curve. Our server costs right now? About $500 a year. It will go up. We know this, and have planned for it. Not just in the code either. In the budget. Indeed, in our chosen technology, there are even folks who will do a lot of the hosting for you. Sites like Kongregate. The rest of this is just silly. Blizzard may need to run an “MMO Backbone”, but I can tell you right now, there are plenty of boutique and niche MMO’s that don’t need an “MMO Backbone”.

But, let’s go on…

Graphics are amazingly critical. If you don’t have a great looking game, don’t expect to attract too many players. The MMO space more than any other genre is dominated by players who are into aesthetics and first impressions. A great game with bad graphics might still get some hardcore fans, but it’ll never compete with a great game with great graphics.

With this statement, he loses any credibility he may have had left. As he seems to be of the mind that “I work for ArenaNet, makers of Guildwars” so you have to listen to me, let me just deflate that a bit…First off, in my opinion, calling him a game designer might be a stretch. He may write code, but my best guess is, it’s probably in a cube farm. That’s all well and good. But to see the complete fallacy of the above…replace “Graphics” with “Gameplay”….and any real designer will tell you right now the above is a bunch of malarkey. It’s also one of the biggest problems facing the game industry today: shiny vs gameplay. When I look at successful, money making MMO’s…sure, WoW is there. But WoW is a roll up of a lot of other games that came before it. Let’s look at Minecraft, let’s look at Puzzle Pirates, let’s look at the sheer number of isometric MMO’s still rolling out of Asia. I’m still seeing a lot of MMO’s that don’t require serious graphic cards. Many of them which don’t even come close to photo realism. This incessant need for picture perfect graphics is a fallacious argument. It is about, what it’s always been about: the game play. Double Cluepon chose isometric because we could still produce quality looking stuff, but focus more on the game play.

But, it’s par for the course. Just like saying “can’t” where “can” will do nicely.

And we haven’t gotten to the networking side of things yet.

The client side is pretty easy; it just has to connect to a server and spam some packets back and forth. But the server itself is a place of truly dark voodoo.

…and again with the scale argument. It’s really the central idea of his whole post.

At this level, everything becomes important.

…more technical talk, which really is just about establishing his “authority” than actually saying anything useful.

Every single “You can’t make an MMO” article, post, tweet, blog, I have ever seen…seems to come from disillusioned cube farm residents. I am not discounting that an MMO like Guild Wars has millions of lines of code. But just because it does, does not exclude the possible success of others. In other words, just because you did it that way, does not automatically mean someone else CAN’T. Want to play a sharp MMO in 15 seconds? Try Sherwood. (Shockwave based If I recall…perhaps we should ask them about their MMO Backbone?)

This attitude among developers needs to stop. The article by ApochPiQ could have been much more constructive, and still conveyed a bit of the same message. Had he called it “Planning for Scale in online games”, perhaps he would have gotten a bit farther. At the end of the day, the MMORPG, the Persistent World, the MMORTS…they are becoming tangible targets for underground and indie game developers. The numbers (read: facts on the ground) seem to bear out that small MMO’s are collectively bigger than any of the AAA’s. But addressing the game development community as a whole in this way, as if they were a bunch of 16 year old kids on a basement computer with a warez’d copy of RPG Maker is insulting at best. It’s a black eye to our industry at worst.

It needs to stop. This continual attitude of “you cant”, or outright derision toward the dreamers in this industry needs to stop.

Perhaps instead, we should be trying to feed each others dreams. Perhaps instead we should be honestly trying to help each other realize new things, and new ways to play and have fun. Perhaps we all need to do our part to help creative people channel their creativity into works that are fun, works that inspire. You do that not by telling someone you cant, but by telling them how they can.

When it comes to an MMORPG, it does take a lot of hard work. It does take a great deal of creativity. Not always from one person, but certainly a strong and fiercely creative mind. It takes scale, and organization. But it does not need to require 200+ people.

You can make a smaller game, or an MMO, or an RTS. Create! Fill the world with content! But if you want to shout anyone down…shout down the ones telling you something can’t be done. Those people are not patriots of our chosen profession. The designers I admire most are the ones who use “can”, the ones who plug away every day in the trenches of their own code and dog food. The ones who keep trying, and learning, and refining.

If you’re one of these people who feel that it’s your job to do nothing but deride, cop an attitude, and subtly discourage people, do us all a favor: get the hell out of this business, and please don’t look back. You don’t belong here. Your attitude is the antithesis of what brought us all here today: the ability to ask “what if?”, dream of new ideas, and trying like hell to make those ideas come to fruition. People worthy of praise make no little plans, because they don’t stir the blood.

Don’t worry, we will be just fine without you.

 

 

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