Gamers Week Podcast

Episode 2 - Thanks, We Hate It: The Future Of Gaming Is Mobile

January 07, 2022 Gamers Week Podcast
Gamers Week Podcast
Episode 2 - Thanks, We Hate It: The Future Of Gaming Is Mobile
Show Notes Transcript Chapter Markers

To gain clues about the future, it's helpful to look at the past. But if the dominance of mobile, digital, and free-to-play video games in 2021 is anything to go by, the future of video games may be unrecognizable to those of us who grew up blowing into our NES cartridges. But is it all bleak, or can we find some ray of gaming hope in the face of these dark, dystopian days?

We'll also be discussing PlayStation's newly patented system for coaching players who have "fallen below a skill threshold," how Square Enix's president already knows you hate NFTs, Ed Boon's blessing on a petition to remake the original Mortal Kombat trilogy, and the wrestler who owns 2,706 copies of the Burger King game Sneak King.

Finally, class is in session with Professor Ryebread in our Gaming History 101 segment. In this episode, we're looking back at the legacy of the game design giant, Gunpei Yokoi.

Hosts: @retrogamebrews, @donniegretro, @wrytersview
Opening theme: "Gamers Week Theme" by Akseli Takanen
Patron theme: "Chiptune Boss" by @donniegretro
Closing theme: "Neon City" by @donniegretro

Support the show

Ryan:

Coming up on Gamers Week Podcast...

Donnie:

Sneak King is a video game produced by Burger King for the Xbox 360 back in 2006. Alongside kart game, Pocket Bike Racer, and bumper car battler, Big Bumpin, the games were sold-- do I need to reread that over?

Blue:

No, it's good. Let's go with that take. That's the genuine emotion

Ryan:

Hello everyone and welcome to Gamers Week Podcast. Like the name says we analyze the best, worst and weirdest headlines of the past week in video game industry. This is episode two. Today is Tuesday, January 4 2022. My name is Ryan aka RetroGameBrews aka Fruitcake

Blue:

I guess. Go for it. Just yeah, just dive right in.

Ryan:

Right. And I will be your host for today's conversation. And of course I have with me the ever excellent Blue and Donnie G. How are you guys doing today?

Blue:

Excellent.

Ryan:

That's awesome.

Donnie:

Same.

Ryan:

So why don't we go ahead and jump into our Very Important Poll for today. So if you are not familiar every week on Monday, we'll be posting our VIP which stands for Very Important Poll on Twitter. And if you'd like to participate, you can follow us on Twitter at@GamersWeekPC. So the question of the week was what's the best video game where you ride a horse? So our choices were Witcher 3 which got 22.9% of the vote. Breath of the Wild which got 24.8% of the vote. Red Dead Redemption 2, which got 38.8% of the vote. and other got 13.5%. So this survey was even bigger than the one we did yesterday. Which was freaking amazing. So super excited about that. We got over 1300 votes, nearly 150 comments. So let's actually read some of those answers from the other category. So starting off with thebigbridge77 said Legend of horses trail of cold steel

Donnie:

The Legend of horses?

Ryan:

got horses on the brain.

Blue:

Take two, take two

Ryan:

the Legend of Heroes trails of cold steel the music as you ride down the plains of the Nord Highlands. Epic next up is SolidNopeRope which I love that name. Is Metal Gear Solid 5 hands down the best. You can get it to poop on command.

Donnie:

That's true.

Ryan:

It's effective during gameplay. Awesome. Nicely done. Next up is GameTripperUK. Skyrim obviously, as you can walk up mountains Hey, you know what? Next is alexhardy, which had the best video game with a horse is Breath of the Wild, best horse in a video game probably one in the Shadow of Colossus because it's temperamental and doesn't just act like a horse shaped bike.

Donnie:

I like that. horse shaped bike.

Ryan:

And lastly, Mark Parsons says How come nobody has mentioned this masterpiece Barbie Horse Adventure: Wild Horse Rescue. I still have it on my Xbox and it gets trotted out occasionally when young family members are visiting. when people were mentioning that...

Blue:

Ba dum tis. Trotted out.

Ryan:

Very funny on that one.

Blue:

Yeah, yeah, you have to acknowledge it.

Ryan:

Excellent job mark on the pun.

Blue:

Yeah, actually, the Barbie horse adventure got a ton of mentions it was crazy.

Ryan:

And like I said, at first I thought that was a joke. And then everybody was in on it. And then this one came up and I was like, Oh, it actually is a game.

Blue:

Yeah, apparently it's the underrated horse Game of the Century.

Donnie:

You never joke about Barbie Barbie horse adventure.

Blue:

No, never. And also I like that Red Dead Redemption 2 ended up being the winner because isn't that the game where the horse balls shrink in the cold?

Ryan:

I believe it is. Yes.

Blue:

So I mean that that's some serious attention to detail as far as the horses go so like solid No prob said and Metal Gear Solid five that you can make the horse poop. But do his balls shrink? I mean, this is important stuff here.

Donnie:

Blue asking the important questions.

Blue:

That's what I do. This is hard hitting journalism right here.

Donnie:

So if you were to take that horse if you were to walk it into like a cold stream, and though the water gets up above the area, and then it comes out like you could I guess if you're if you're paying attention, like if you look at the balls or Yeah, before it went in, and then it comes out you're like, oh, wow, that's actually smaller.

Blue:

Zoom in with that photo mode. This is for science.

Ryan:

Okay, so Donnie, what did you choose?

Donnie:

Right I did pick another game. But once I saw that SolidNopeRope had selected Metal Gear Solid 5, it immediately took me back to that game I completely forgotten about it. You ride a horse for most of the game to get from destination to destination, or you can take a helicopter, but primarily it's a horse and yes, you can make the horse poop on command. How awesome is that? It doesn't get much better.

Blue:

Is there a limit? I still have so many questions. Is there a limit to how much poop you can make? Or the horse is just like an endless poop machine?

Donnie:

There is a limit because I know like If the horse has that much poop coming out. It's dysentery and eventually it will die like the Oregon Trail. So I think they wanted to make it as realistic as possible, just like within every five minutes or something like that. You could have a horse poop. There's a counter or a timer that resets. It's like okay, you can poop again.

Ryan:

This horse has IBS.

Blue:

I'm reminded of the peeing mechanics in Death Stranding, so you can always count on Kojima for bodily functions. Accuracy in bodily functions, right?

Ryan:

It's his hallmark. Nice. So blue. What about you?

Blue:

So I voted Breath of the Wild. Um, a lot of people in the comments shouted out Assassin's Creed Odyssey and Origins, a lot of people shouted out Ghost of Tsushima. I love all of those games. And so this is kind of a conundrum for me because I have to pick which one is the best one. And that's really difficult. But I will say, a Breath of the Wild. I think I had the most fun with the open world just causing my own trouble on and off the horse. So that had my vote. But I also like in Breath of the Wild that you can ride. Basically anything that you can manage to tame like, I love to see the people riding bears. It's good stuff.

Donnie:

Can I ride a squirrel?

Blue:

Um, I've not seen that. But that you could do so much in that game. I wouldn't put it past it.

Ryan:

Nice. By the way, guys, I have to shut off my AC. So give me two seconds. It's coming across my mic.

Donnie:

I am curious as to the temperature in Georgia and why they need their air conditioning running.

Blue:

Yeah, in January.

Ryan:

What's wrong with that?

Donnie:

What's the temperature there?

Blue:

We just want to know,

Ryan:

got it set at 70

Blue:

No, but what's it outside?

Ryan:

Um, 43. So inside my house, it's spray foam. So the insulation is really really good. It gets really, really hot. Okay.

Blue:

All right. I'm not real good at math, but that doesn't seem to add up to me. So I'm just not gonna think about it.

Ryan:

Alright, that's good. Okay. Okay.

Donnie:

So Ryan, what about you?

Ryan:

So I begged Donnie to change his choice because I couldn't come up with a better one

Donnie:

I got paid under the table.

Ryan:

No, I appreciate that. Donnie, I went with a game that I have fallen in love with. Originally, he had played it in the arcade, and then found out that it had a Super Nintendo release later on in life. And a Sega Genesis release, which I own both. And I absolutely love this game. And of course, it's called Sunset Riders. And so it's not a game, of course, where you spend the entire time riding a horse, right? But there are certain sections in which you do so. And it's one of those games that he takes the Western and just does it right. And I love the style of gameplay similar to Contra, where it's a run-n-gun style game. The great enemies to fight with great power ups great bosses, "bury me with my money."

Donnie:

I was gonna say that man. You're taking everything from me.

Ryan:

Okay, you know, it's it was all part of that payment that I gave you in order to pick this. So it was a package deal, my friend.

Donnie:

Wow. All right,

Ryan:

yeah. But absolutely great game. I ended up doing this for an RGB high score and had a lot of fun watching folks go through it. It's a it's a tough, tough game. Oh, my goodness, it is so fun.

Donnie:

Tough, but if you memorize it, it's it gets a lot easier.

Ryan:

Right? If you're just going in it blind, you probably will make it to the first boss and then not much after that.

Donnie:

Fact.

Ryan:

Alright, so thank you for everybody who did participate in our VI poll. So very important poll. And definitely check us out next Monday in which we will be sending some awesome poll questions your way.

Blue:

We don't know where they are yet, but that'll be awesome.

Ryan:

Oh guaranteed guaranteed

Blue:

And very important.

Donnie:

It's going to go down in history.

Ryan:

Alright, so before we jump into our headlines for today, why don't we go ahead and let our patrons know how much we love them so Blue, you mind taking this one.

Blue:

You got it. You wouldn't think that a brand new podcast would already have patrons and frankly, no one is more surprised than we are. Here are the generous folks supporting

Gamers Week on Patreon:

Fruitcakes #1 Stan, The Wizard of Zardoz, Kleyman71, GreatSaiyaman81, bntzillaguy, Crunchy Kong, ShrfSnax, Frank Grande, ProducerBTW, Ducks in Disguise, Games with Coffee, DavyPGH, Princess Kitty Mew Mew,& Ryebreads #1 Fan. If you like what you hear today, we really hope you do, please consider joining us on Patreon. Your support helps cover the cost of producing the show as well as other cool stuff we'll be doing like prizes and giveaways. Visit patreon.com/gamersweek or follow the link in the show notes to learn more.

Ryan:

Excellent, perfect so why don't we go ahead and jump into our headlines for the week Donnie Do you mind taking the first one

Donnie:

I do not. From VGC a new Playstation patent describes a system for coaching players. A Sony Interactive Entertainment patent for a player coaching system has been published, filed with the United States Patent and Trademark Office last June but only published on December 30. It covers systems and methods for coaching a user for gameplay. The method described identifies when a player has fallen below a skill threshold during a passage of play before providing them with hints to aid their progress. It does so by using a recorded section of gameplay and overlaying images with self coaching content, Sony said the system could be used to reduce frustration of players of various game genres in learning a new game. The platform holder has filed several related patents over the last few years. They include one for an AI voice assistant called PlayStation assist, and a system which would enable players to leave in game text, image and audio tips for other users. Another PlayStation patent described in Uber style, real time helps service which would enable users to call an expert players to guide them through challenging game sequences. Can you say the Nintendo hotline anyone?

Blue:

That's funny.

Donnie:

I'm sorry. But the whole being able to leave a voice message for somebody else in the game. Like can you imagine like you're walking through the games? Like, oh, I'm having so much trouble with this,

Blue:

Your call is very important to us.

Donnie:

Hey, we're trying to contact you about your car's extended warranty.

Blue:

Yeah, it's a little bit weird. It's a little bit of a"What year is it?" vibe, right. But aside from kind of the awkward sounding execution there, I actually really love this idea. The idea of easy modes has been a big deal lately, amongst the gamer sphere. And I know it's it's controversial, and it's an unpopular opinion, I want to take a moment to separate the idea that accessibility for individuals with physical and mental limitations is different than making a game easier. Those two are not necessarily the same things.

Donnie:

No, not at all.

Blue:

I'm all for accessibility. I am 100% against pressuring developers to include easy modes for people who are perfectly capable of putting in the time and learning to play a game and just don't want to, if you don't want to put in the work. There's all kinds of games that are super casual, super chill and don't require you to work. But you shouldn't force or shouldn't pressure developers who are trying to make a challenging game, to give it an easy mode, just so you don't have to do the work.

Donnie:

Right.

Blue:

This I think provides a nice middle ground for those people who are struggling. But it doesn't put the onus on the developers to have to accommodate those people.

Ryan:

I think the sad part is that the immediate gut reaction for some of this, too, was like, oh, new gamers, soft. Somebody, tell them what to do. I remember back in my day, you play the game, the same screen for 43 hours in a row. And that's how you figured out how to play it. And that's that was how it's done.

Donnie:

You got good noob. Right.

Ryan:

And where I get that that's a gut reaction to this because immediately it's like, well, what's what the handholding. That's what I like about the games that I played growing up because you had to work hard for it in order to achieve it. Right. But that that is I think, rose colored glasses look into the past a bit when it comes to that. I think nowadays that if you wanted to learn a hard game, there are plenty of tutorials out there on YouTube that could provide you with some insight if you want to learn that. If you don't, that's your choice, right. You don't have to access this coaching for players or hotline where you call somebody and leave them a voicemail. That's your choice. Back in the day. He wasn't as accessible in order to get tips for a game but there were things like the Nintendo Power magazine that's why probably I was so popular, it was an opportunity to get some tips on those those games. The gamer in me wants to say this is just something good, soft. But realistically, the reason that we play games is to have a great time. So why not be willing to allow people who want to go that route to use it? You know?

Donnie:

Absolutely. And even going back to kind of around the the early days of the Internet, what did we have available to us? Aside from video game magazines, we had game faq.com. YouTube wasn't a thing yet. So if we needed help, we had to scour the internet for walkthroughs that somebody had already done for us. I mean, there are plenty of games that I played that I just like I've hit a wall, I don't know what to do further. I'm trying and trying and trying QuackShot is a perfect example. I've never made it past the first level.

Blue:

I said, I could tell you,

Donnie:

No, I want to figure it out for myself

Blue:

you will 100% Beat that game in one sitting. If you just get past the first level.

Donnie:

I think I'll take your advice.

Ryan:

Next RGB High Score

Donnie:

No because I'll be out and she'll be forbidden from saying anything.

Ryan:

But this also for me as well solves one of those things that happens with gamers. And the example was like Metroid Dread remember when that first came out, and people couldn't figure out how to get past the first section, right? And then they went online, and they gave this game a terrible rating on like Metacritic, and all this other sites, when all they had to do is potentially if this was available to them. Set a button it was like oh, by the way, this is how you're supposed to do it. Here you go. Yeah there are games like that where I have just not... it was I think Darkwing Duck. Darkwing Duck, I did not know that you could actually block stuff with your cape had no clue. So I didn't read the instructions beforehand. I just went into the game blind. Like okay, you shoot you jump, you grab on to things. Oh, I can block stuff that makes a that makes a world.

Blue:

I'm really surprised you're able to play through it without doing that.

Donnie:

It was tough. Really.

Ryan:

Donnie is a master of the platformer.

Blue:

Yeah, apparently.

Ryan:

Now If he would have listened to this guy who was on his Twitch stream to help him defeat one of those bosses, he also wouldn't have been as frustrated. I'm just throwing it out there

Blue:

Hey, no backseating. No backseating.

Donnie:

Why you want to bring that up?

Ryan:

Because it feels good.

Donnie:

It feels good to rub it in, doesn't it?

Ryan:

It does. It definitely does. Alright, so why don't we go ahead then and jump into our next article from Nintendo Life: Square Enix president knows you hate NFTs because you play to have fun,

Blue:

Losers. Playing to have fun.

Ryan:

Square Enix president Yosuke Matsuda is only going to add that or add to the noise. Matsuda's letter touches upon a wide range of topics including cloud gaming, AI and the metaverse, but he devotes a particularly large portion to NFTs and cryptocurrency and how they can impact gaming. He explains, I realized that some people who play to have fun, and who currently formed the majority of players have voiced their reservations toward these new trends. And understandably so, however, I believe that there will be certain number of people whose motivation is to play to contribute, by which I mean to help make the game more exciting. It is a blockchain based tokens that will enable this by designing viable token economies into our games, we will enable self sustaining game growth. It is precisely this sort of ecosystem that lies at the heart of what I refer to as decentralized gaming. And I hope that this becomes a major trend in gaming going forward. Now Square Enix has previously dabbled in the sale of special NFTs and is joined by the likes of Sega, Ubisoft and EA in looking into the concept of blockchain gaming and crypto currencies in a positive light.

Blue:

Hmm

Ryan:

Hmm is right.

Blue:

This seems like there's a catch to this

Ryan:

right

Blue:

Square Enix as all triple A game studios and even smaller game studios, and heck, every for profit business in the world wants, they want to make money, they want to control their product, and they want to make money. So it seems kinda hmm that Matsuda is describing this system of decentralized gaming, where essentially the community takes over the life and the growth of this IP and Square Enix just steps away. That makes zero sense.

Donnie:

So is it a they developed the base system, give it to the players and the players make it whatever they want?

Ryan:

I think so. If you think about blockchain based tokens, so things that you could be able to exchange and maybe create on your own and like in game items, skins or something like that, I don't think it's it would be something where they would change the story of the game or the reason Why you're gaming? But...

Blue:

maybe, maybe,

Donnie:

yeah, I'd have to see it put into play. Because if you think about it, you know, not every gamer is going to have the same idea on what the environment should be or what the gameplay should be, or the experience. So you have this one subset of gamers who think, Oh, it's this, another subset of gamers saying, Nope, it's not that it's this. And now, you've got a competition going on inside that platform for what's the word I'm looking for? Domination?

Blue:

Mm hmm. Yeah. I mean, if you think about a game that I think successfully allows player contributions, it's like a Mario Maker 2

Donnie:

Yeah,

Blue:

anybody can go in and make a level. you can make your level public, everybody can come and play. Most levels are crap, I'm just gonna say it. there's a reason that certain people work in game design in that you can't just jump in, and with no experience and make something that's of the same quality. That's kind of not the point, though. The point is that it's fun to make it, but to say that, everybody's gonna find value in what you make. I mean, that's unrealistic. So the only way that I see this sort of system working as if Square Enix has a hella subscription fee, or hella, you know, use fee associated with using their blockchain.

Ryan:

The other part of me thinks about it, too, if you hand the keys over to the kingdom, to the broader public, it reminds me of games like Grand Theft Auto that have been hacked to kingdom come

Blue:

It's basically the wild west out there, right?

Ryan:

And if it's decentralized, and all of a sudden, you can create elements of the game that make you essentially a god. It definitely will take away from the experience, especially for new players, people who are looking to be late adopters. That's, that's not what I think of when I want to jump into a game and do well with it. But

Donnie:

Because that changes the experience that you're supposed to have.

Ryan:

Yep.

Donnie:

And this whole, I'm sorry, but I have to touch on this for a second. I realized that some people who play to have some people who play to have fun, you're essentially, I think you're siloing people saying like, Oh, there's a small amount of people who play games to have fun. No, there's a ton of people who play games to have fun. And they play games as an escape sometimes to people aren't just looking at that mindset of constantly making money.

Ryan:

And the thing is to what they're positioning themselves as an opportunity to essentially turn this into DLC, right? We're playing these tokens. And I know that we've been talking about that. That is the model that has become extremely popular, the free to play, but pay to win kind of...

Blue:

wait till we get to our main topic.

Ryan:

Oh, spicy juicy.

Blue:

Depressing.

Donnie:

Spicy, juicy and depressing.

Blue:

Yeah, depending on how you look at it. That'll just describe the show. Spicy, juicy and depressing.

Ryan:

But again, one of the things I think we've we've I've at least asserted in the in the past is that this is what the current Gen Z generation wants. That's what they're used to. It's what they like, so it's not surprising to me that Square Enix is making a push to this and then seeing it as a cash cow.

Blue:

How do you do fellow children? That's what this reads like a little bit, but

Ryan:

it is a bit condescending, you know?

Blue:

Yep. Yeah, it's hard to pass down too much judgment because of course, we don't know enough details and this is extremely broad what he's saying but still waiting for somebody to convince me that NFTs are a thing.

Ryan:

They're not they're not real.

Blue:

Alright, let's move on. From next up from Game Informer: studio creates petition to remake original Mortal Kombat Trilogy, reportedly received Ed Boone's blessing back in 2016

Ryan:

posters.

Blue:

Thank you for that. If it was up to Eyeballistic, a game development studio with multiple titles in the works, Mortal Kombat's upcoming 30th anniversary would include a remake of the original Mortal Kombat Trilogy. In fact, the studio has created a Mortal Kombat Trilogy remake petition on change.org. To get this theoretical ball rolling. Any studio could create a petition asking to remake a beloved game like this. But what makes this specific one interesting is that Eyeballistic says it received series creator Ed Boon's support for such a remake back in 2016. However, Warner Brothers which owns the Mortal Kombat IP didn't bite. Although Ed fully supported us Warner Brothers who owns the Mortal Kombat IP was unconvinced that the game would sell over 100,000 units worldwide, and thus they determined it wouldn't be worth the substantial cost of marketing the product for sale. The petition reads, touching on what to expect from this theoretical trilogy. Eyeballistic says they are planning to painstakingly recreate everything detail of every stage and character in glorious 3d. Of course every fatality brutality, friendship and animality will also be there. The characters and stages will get a facelift to 4k resolution and 60 frames per second gameplay action through the power of Unreal Engine 5 we'll even remake all the music by giving it a modern cinematic sound that incorporates real instruments. I ballistics says it would target PS5, Xbox Series X and S, and Switch and PC with a $39.99 price tag. The remake would include everything the original MK trilogy had, plus the standard online matchmaking and worldwide leaderboards. The petition is targeting 25,000 digital signatures. It's at 17,000 at the time of this writing, but the studio would ideally like to hit 100,000 before formally approaching Warner Brothers with the pitch.

Ryan:

So apparently Warner Brothers hasn't paid attention to Nintendo for the last 10 years when they just remake everything and everybody buys it.

Blue:

I think the difference is that Nintendo games never really go on sale. But you can get like the most recent Mortal Kombat games for like, $10.

Ryan:

That's true.

Blue:

That makes a difference.

Ryan:

But nostalgia sells. I mean, I've got two Game & Watches that have games that I already own, that are just sitting. That's all they do. And they cost me think it was more than remembering more than$39.99 to pick up that novelty item.

Donnie:

I don't think this is a good idea personally. No, It doesn't make any sense to me. So the yes, the the graphics for the original Mortal Kombat are a little bit dated. Mortal Kombat 2 to me, they still they still hold weight. Mortal Kombat 3, Ultimate Mortal Kombat 3, they still hold weight. So why are you going to remake the trilogy? Just to bring the graphics into 4k and to allow for online play? When I can really go and pick up one of the more recent Mortal Kombat games and play online that way? I mean, I don't know. It just doesn't seem like it's a good fit. What am I paying for? What am I really paying for?

Ryan:

Nostalgia? I think is what you're reading into. Yeah, is that people want some kind of nostalgic experience. I mean, if you think about it, the classic example would be Link's Awakening. Right? Yeah. Where they updated it to 3d graphics. It's the exact same game and you know, what the the same argument was made? I think for that one, too, is like, why am I paying full price for a game that I can get really cheap? And that I can just play on my Super Nintendo? Super GameBoy? You know, what is it that I'm paying for? But the thing is, often when it comes to that marketplace, is that there are certain people that want to experience that style of gameplay on a modern 4k television. So in a way, it's it's about trying to capture that marketplace now granted, Warner Brothers saying that they didn't think it would sell 100,000 units. They may be right in that regard to the eye, but I don't I think that it will probably do gangbusters. But it to me that says that as far as the target market for that. It may be somebody who wants that experience on their modern TV.

Donnie:

A case in point Final Fantasy 7 Remake.

Ryan:

Well, hopefully they in this one, they said that they would keep all this stuff and change it.

Blue:

I'm not sure that's a good comparison. But a better comparison is the Street Fighter 30th Anniversary Collection out in 2018. According to Capcom's website that sold 2 million units,

Donnie:

but they didn't change anything. They just added the they compiled all of the original games, and made online play available. And that's it.

Blue:

And that's all you all you would need for this one, I think because there is no modern collection of the original Mortal Kombat Trilogy that I'm aware of.

Ryan:

Not nothing modern, right? Yeah, if

Donnie:

if you think about the original Mortal Kombat Trilogy, it was a separate game It wasn't compiled of all three games itself.

Blue:

Right? So if you don't want to have to go search out original hardware, say you don't have it. And you don't want to play a ROM it kind of seems like a no brainer to put out at least a sort of like an anniversary collection. A 30th Anniversary Collection seems like that would seriously be a no brainer. I agree with you guys that I don't think they should mess with it too much. Like especially it says a re recording the soundtrack with real instruments. Nah , I think you need that kinda like old school electronic sound I think with like, nice music? No that doesn't fit

Donnie:

well what if we add an oboe here

Ryan:

as long as it's not the Genesis version let's let's stick with the Super Nintendo version because the Genesis versions are very ting-y

Blue:

there's gonna be a million Genesis stands out there who are now they now hate you

Ryan:

I know, but the when it comes to the actual game itself... the Genesis had the Blood Code, yeah, they got the Blood Code and it's a better game for Genesis than it is Super Nintendo. So It's better but playing it on a three button. Gamepad was horrible back in the day. That's a no for me dog.

Blue:

Yeah. Yeah, exactly.

Ryan:

Alright, so why don't we go ahead and jump into our next topic? Donnie, do you mind taking this one?

Donnie: Sure. From Kotaku:

wrestling man collects 2706 copies of Burger King video game. What drives a man to spend his time and money procuring a couple 1000 copies of Burger King stealth action adver-game Sneak King? I have no idea but wrestler and professional thumbtack enthusiast. Let me say that again. Professional thumbtack enthusiast, Leroy Patterson Leroy seems to be having a great time doing it. Sneak King is a video game produced by Burger King for the Xbox 360 back in 2006. Alongside kart game, Pocket Bike Racer, and bumper car battler, Big Bumpin, the games were sold... do I need to reread that over?

Blue:

No, it's good. Let's go with that take that's the genuine emotion.

Donnie:

The games were sold in late November through December for four bucks with the purchase of a value meal. Sneak King was a stealth action game in which players take on the role of Burger King's creepy plastic headed mascot attempting to deliver value meals to different customers. In what setting in the restaurant itself or like at their homes?

Ryan:

all over the place.

Blue:

It was early DoorDash.

Donnie:

They were innovators. It proved the most popular of the three games and despite smelling of grease and stale fries, more than 2.7 million copies of the trio were sold during the promotion, Leroy Patterson plans to own as many copies of Sneak King as he possibly can. Over the weekend, the pro wrestler who you may have seen diving into piles of thumbtacks or not on national television, posted a photo of his Sneak King collection on Reddit. At 2706 copies he's quite far from catching them all while still possessing far more Sneak King than anyone should. According to Mr. Patterson, his collection began with one copy of each of the three Burger King games. Then he stumbled upon 50 copies of Sneak King at a thrift store. With 51 copies to his name. He started collecting Sneak King in earnest as a joke. At around 200 copies, he started a YouTube channel with friend and fellow wrestler Bobby Ramos dedicated to chronicling the collection process. In the second episode, the pair rendezvous with a private collector in California, where they purchased 1000 copies of the game, which they somehow fit in Leroy's tiny car. So a collector had 1000 of these.

Ryan:

I was gonna make a sofa table out of it.

Blue:

No, he was gonna make a regular table. Pour epoxy over it, it lights up though. So it's okay.

Ryan:

I don't think you would get the same outrage if you poured epoxy over Sneak King

Blue:

probably not.

Ryan:

I love this story. I think it's hilarious. I think that you know, granted, do what you want with your own time and if that's what makes you happy that's awesome. I think that having somebody spend this amount of time investing in finding one thing and like getting a kick out of every time you have it so that you update you're like oh by the way 26 or 27,008 copies thing? Yep. That to me is absolutely hilarious. Now I've seen pictures online of somebody having like an entire fridge full of these SNES Jurassic Park game

Donnie:

Yes. Everybody's got their own kink.

Ryan:

Exactly, but this man takes the cake this is that is nowhere near 2700 copies of Jurassic Park so this man has just upped the game

Donnie:

and I don't know what the thought process is behind this like if you're trying to corner the market so that way One time someone is like hey, whatever happened to that Burger King game back from you know when we were kids called Sneak King we got it with a value meal Hmm I don't know let me go ahead and check man nobody's got any copies whatsoever. Oh, there's one for sale $10,000 All right, I'll buy it

Ryan:

he's definitely got a ways to go though to corner the market.

Donnie:

I don't know I'm sure a lot of those were probably dumped in a landfill a la ET The Extra Terrestrial

Blue:

Yeah, I wonder how many were ever made?

Ryan:

It said there I think there was 22.7 million copies were made.

Blue:

Sold.

Ryan:

That's good point. That's a good point.

Blue:

Yeah, doesn't say how many were made.

Ryan:

And I think that that's probably where you're getting the 1050

Blue:

Somewhere there's a warehouse. A Burger King warehouse.

Ryan:

But of the known copies that were sold his makes up.001% That's that's something that you got to put on your resume.

Donnie:

He's got a long way to go. Wow, okay, can you imagine being a kid and getting one of those games for Christmas?

Ryan:

Oh yeah, cuz I got awful games. A lot of awful games. Not one as creepy as Sneak King though that is a creepy mascot. All right, so why don't we go ahead and jump into our main topic for today. So from Gamesindustry.biz: this year in numbers for 2021 Yes, it's year in number time so scroll down for a selection of graphs, charts and stats that aim to offer a summary of where games industry stands after another eventful year. The article features a series of infographics but we pulled the most interesting stats for discussion here.

Blue:

Alright, so first up, we have global games market value for 2021 was a total of $180.3 billion

Donnie:

That's a lot of scratch

Ryan:

a lot of cheddar

Blue:

that is, so of that $180.3 billion, mobile was over half of it. With 52%, $93.2 billion. 28% went to console, $50.4 billion. and 20% of that was PC, $36.7 billion. Boxed games earned$11.8 billion in revenue versus$168.5 billion for digital games. That's more than 10 times as much. you look at that number and it's like I kind of suddenly feel like we should be grateful we ever get a physical copy of anything anymore

Donnie:

Right, get off your phones your damn kids. So next up the top five games by worldwide downloads: Garena Free Fire 229.8 million, Subway Surfers 180.7 million, PUBG mobile coming in at 170.2 million. Bridge Race 166.3 million and Roblox at 158.7 million. I think I've only heard about three of those games

Ryan:

I've heard of two of them. Yeah, I'm old.

Blue:

And we're all old. I think that's the theme of this year in numbers

Ryan:

Can we get the sound bite from Price is Right where it's like

Blue:

I'll see what I can do

Ryan:

appreciate it.

Donnie:

I'm kind of interested on PUBG mobile and how they took that and made it a mobile game because it's a first person shooter game. And for me with my eyes, I have to have a big monitor a big monitor to be able to see like the small variances in the environments and the people and everything like that. And I just don't think I could do that with a mobile phone.

Ryan:

One of the most popular though mobile games for a while was Fortnite. I mean, it's not exactly the same, but very similar in the sense that you it's a first person shooter, you got to aim you got to build all that crap.

Donnie:

Yeah,

Blue:

yeah. And it's, it's strange to me, because I know that they have professional leagues now for mobile shooters. But then like, you have that opposite end of the spectrum where you have like the PC master race, people who say that you're not even a real gamer, unless you're using a keyboard and mouse

Donnie:

PC master race

Blue:

So from there, you can go all the way to mobile games, playing professionally, first person shooters, and it's like, wow, it's the world's wild place. I'm just gonna say.

Ryan:

So if we take a look at the top games by worldwide revenue, Honor of Kings got $2.8 billion, PUBG mobile also $2.8 billion, Genshin Impact at $1.8 billion, Roblox got $1.3 billion, and Coin Master $1.2 million. Again, I only know two of those.

Blue:

Yeah, it's not top five grossing mobile games. It's just games, right. But you happen to see what's up there mobile and free to play?

Donnie:

And, like, how much of that is kids who are actively spending their parents money without their parents knowledge?

Blue:

Oh. I bet it's not that much.

Ryan:

I think it is

Blue:

No, I think it's not that much. I think it can't happen for very long. Unless like the parents have so much money that

Ryan:

So fair point, they just don't notice it's gone. But if they're going, Hey, where's the power bill money this month? Oh, Johnny spent it in PUBG mobile, you know, then you put a stop to it, and it doesn't happen again.

Donnie:

but I got this cool skin mom.

Ryan:

Well, the this is the first year that my nephew asked for V-Bucks for his birthday and for Christmas.

Donnie:

Oh, don't get me started on that.

Ryan:

So that was an interesting change it's like what, it's like I didn't even know you played.

Donnie:

That is a constant thing in my house where my two boys are asking for V-Bucks because they play Fortnite religiously. And I have to sit there and have this conversation with them and say, I am no longer going to spend my money on V-Box for your game. If you want to spend the money on it. That's fine. You earn your money. You spend it on that. And then in five to 10 years where you're no longer playing Fortnite you look at it, you look back and see all of the money that you spent on this stuff and what you can't do with it. And then we'll talk

Ryan:

hard lessons but exactly.

Donnie:

I like to teach lessons. What can I say?

Blue:

That was a no fun conversation. That's what that sounded like. To be fair, I think about the things that I spent my allowance on when I was 12. And I didn't want them five years later anyway, even though they were physical.

Donnie:

Oh, no. There's gotta be one thing in there, right

Blue:

No, I don't. I don't think so.

Ryan:

Oh, that Bazooka bubblegum. Oh, I've got this mass collection.

Blue:

Yeah, it's all just a big wad stuck on like your bed post. Nice. Okay, and finally, a few final random numbers. The number of days it took PS5 to sell 10 million units. The fastest PlayStation to reach this milestone was 248. Days of the Epic versus Apple court trial that was 16 days. Though it felt like it plagued us all much longer than that. The number of US government agencies that have investigated Activision Blizzard this year totals at three

Donnie:

One too many

Blue:

One too many, or three too many?

Donnie:

three too many, sorry, that's what I meant to say.

Blue:

And finally, the number of CEOs at Riot Games, Ubisoft and Activision Blizzard, who have stepped down as a result of the massive cultural problems let to fester under their tenure. A big fat zero.

Ryan:

Burn.

Blue:

Yeah. So that was 2021 gaming in numbers. What do you think?

Ryan:

I was interested to look up what so you know, the massive success of these games and the revenue that they've generated? Like what? Let's put that into kind of perspective. So if you think about it, horror, or Honor of Kings made $2.8 billion. that is more than the GDP for 2021 for Belize, Bhutan, Cabo Verde, St. Lucia and San Marino. So an entire country

Blue:

combined?

Ryan:

Well not combined, but like, Okay, I mean, if we if we want to do combine,d I can go way down the list.

Blue:

That's fine. I just was clarifying. Just clarifying.

Ryan:

But if you look at the overall revenue that the gaming industry pulled in, and what is it $180.3 billion. We're looking at the GDP of Algeria, Qatar, Kazakhstan, Hungary, Angola, and Kuwait all have less than that

Donnie:

Kazakhstan. I know that one very well.

Ryan:

They're great producers of potassium. So I've heard

Donnie:

great success.

Ryan:

But just think about that, from a perspective of when we were kids. It blows my mind. But now, that's how much revenue gaming pulls in.

Blue:

Right? And it's from titles like Coin Master. What even is that?

Donnie:

Right? Or Honor of Kings? It's all of that downloaded content

Ryan:

Coin Master. I'm gonna look that one up.

Blue:

I mean, that sounds right up there with Candy Crush.

Donnie:

Oh, I played Candy Crush for a little bit. I have to admit that. I did. I did. That was like one of the very few games that I had on my phone that I would play. And honestly, I don't play games on my phone anymore. It I don't play mobile anything.

Ryan:

Alright, so I'm looking at this. It's what is it? It's like a village based game where it looks like you run and own a village,

Blue:

join your Facebook friends and millions of players around the world in attacks, spins, and raids to build your viking village to the top.

Ryan:

Got it

Blue:

In-app products range from 99 cents to $374.99 per item. Kay

Ryan:

Who's spending 300 bucks on a mobile game. Oh my god

Donnie:

Some people.

Blue:

This is nuts. All of these games, like we haven't even heard of a bunch of them. You're looking at these numbers. It's crazy. They're all free to play. Well, they're mostly all mobile, or like Genshin Impact free to play. I think there it's mobile as well. But you look at these insane numbers. And like I said, I'm surprised we ever get a physical release anymore. Now I'm surprised we ever actually get like actual story based games. Now. Why doesn't every single game dev go and do this? You can hardly blame them if they did. It's nuts, this kind of money.

Donnie:

I think the way that we have played games and the way we have loved games is sadly it's it's either over or is coming to an abrupt end.

Blue:

What?

Donnie:

No, just the way we used to appreciate it back in the day, you know, and I don't really know how to articulate this well, because it's just a thought I just I just kind of popped in my head. I don't think the way that we used to experience a game really appreciate it is going to be that way going forth because of all of the DLC and the content and like what we touched on earlier, you get a base package of a game. And now it's all about how much money you spend to make that game The experience that you want, as opposed to a game being released. And that's the experience that was designed. If you like it great. If you don't, oh, well, we got your money.

Ryan:

I mean, that's the business model for a lot of things have turned into streaming elements, right? Where you go on to Netflix, and it's just a whole bunch of movies they decide and curate for your region of the planet. And that's what you watch, right? You're kind of right. That's the the blinders that you have on

Blue:

unless you use a VPN.

Donnie:

Ah, there you go.

Blue:

Don't pretend, don't pretend you're limited by by the licensing agreements that Netflix does.

Ryan:

But nonetheless, I'm paying for that

Blue:

But even then it's not like it's not like all the programs that Netflix is putting out is all reality singing shows.

Ryan:

But there's a lot of them

Blue:

there's a good number of them but we still get titles like you know, Stranger Things we get the Witcher we get that kind of stuff. I hope we continue to get what what I would call from my biased perspective, actual quality content, quality games quality experiences, as opposed to Coin Master, which yes, I'm judging having not played. Sue me. I'm not gonna play something called Coin Master. Give me a break.

Ryan:

It is an objectively crappy name.

Blue:

Yeah, that's the worst name ever.

Donnie:

Good story, good interaction, maybe good competition. That's what I appreciate about a video game, not just a cash grab.

Ryan:

Definitely. But I think that what you're seeing is that a vast majority of people who are playing games, if they're playing mobile games, that's not what they're trying to do. They're not trying to become immersed in a game. It's something that they do. While T the TV's on, while they're sitting, you know, about to go to bed, and they just they want to get to the next level of some kind of puzzle game. Right. Which I think that we can have an overreaction to that based off of these numbers is that oh my god, gaming might be dying. But realistically, that's not our market. That's not the gaming place that we sit in. That's not our niche, right?

Blue:

We want a game that is its own experience, as opposed to a mindless way to pass the time while you're also doing something else. Like you said, if you're waiting in line, if you're you know, waiting for your kid to be done with dance practice, if you have the TV on, but you don't like what you're watching there either. So you're playing some mindless thing on the TV while you're playing some mindless thing on the on your phone. That's not what I want. I want something that's worth paying attention to, that's worth getting invested in and not just a time waster. Agreed.

Donnie:

And it's, it's like we just said, If you don't, if you don't like what's on the TV change the channel, if you don't want to get us Yeah, exactly. Do something different. But I was like, Okay, no, I'll just listen to the TV while I'm scrolling through my phone and playing this game, and yada, yada, yada.

Ryan:

And, again, I still think there's a marketplace for what we're looking for. And I think that that that mono won't necessarily die out next year. Eventually, that might be something where people are interested in being a part of or maybe it transforms into something a little bit more immersive, I don't know, based off of technology, but that that marketplace still exists for us. And we're still spending a lot of money doing it. So

Blue:

yeah, I agree. It's not going anywhere. Next year, and maybe a year. But seriously, you look at these revenue numbers in the billions. And I'm sure you know, obviously, this is just the cream of the crop. For every Honor of Kings. There's probably 100,000 failures. That didn't make it, of course, but you look at these kinds of numbers and game developers are going to take notice they already have and it will change the gaming world. The question is, will we be able to continue to carve out our niche of what we like in the face of this sort of mobile free to play revolution.

Ryan:

Alright, so do we have anything that we want to add to this year in gaming as far as numbers are concerned?

Blue:

Play Hollow Knight

Ryan:

Play Hollow Knight?

Donnie:

And don't play Coin Master

Blue:

Yeah, the gaming of the future is starting to suck. It looks like it might suck. So go play Hollow Knight. There, done.

Ryan:

I love it. That's that's the best moral of the story I've ever heard. They're gonna turn that into a movie.

Blue:

No,

Donnie:

with Rachel McAdams and Ryan Gosling.

Blue:

No, no,

Ryan:

no no.

Donnie:

Oh god no,

Blue:

that's horrible. No.

Donnie:

Play Hollow Knight in theaters this Christmas

Ryan:

Alright everybody, welcome back to another episode of Professor Ryebread's Gaming 101. And today our topic for discussion is not a game. It's not a console but it is a person. We're going to be talking about Gunpei Yokoi So I really wanted to talk about him because I think he is one of the most influential game developers of all time, he developed the Nintendo Gameboy, the Game & Watch the Virtual Boy and even the D-pad itself. So, before I jump into this, how familiar are you guys with Mr. Yokoi?

Blue:

I know that his list of accomplishments basically, like you said, the Virtual Boy, and I'm sure you'll get to this later, the Virtual Boy being unsuccessful. So that caused his split with Nintendo. And then from there, he went on and did a few other things.

Ryan:

Excellent. So we'll go ahead and actually take a look at some of the bigger background for this. So if we, if we take a look at Yokoi, he was actually born in Osaka, Japan, on September 10 1941, which if you kind of think about that, that was actually during World War II. So really, his upbringing was post-Imperial Japan, where traditional Japanese life kind of became or transformed into a strongly capitalist society. So he was in the middle of that a lot of big changes that were happening in that country at that time. And he actually ended up graduating from a university in Kyoto, Japan with a degree in electronics and was hired by Nintendo in 1965, at the age of 24. And his job was to manage the assembly line for hanafuda cards. And a year into his work, he actually caught the eye of the Nintendo president at the time, Hiroshi Yamauchi, Yamaguchi walked by Yokoi's desk and actually saw a toy that he had just created in his spare time. So anyway, any guesses as to what kind of toy this was?

Blue:

I don't remember. I know, because I've seen a documentary, but I don't remember.

Donnie:

Once you say it, I'll know it.

Ryan:

Sure. So I actually this one is one I didn't know. So personally, but it was it's it's basically an extending arm that he made for his own amusement.

Blue:

That's right.

Ryan:

Right. And Yamauchi was so impressed by this little toy that he ordered Yokoi to make a legitimate product for that year's Christmas rush. So it was dubbed the Ultra Hand. Awesome name. And it operates similar to a scissors where you know, extending the handles, when you pinch it together, it'll extend the the the reaching arm, if you pull them apart, it will retract the reaching arm. And on the other end of the Ultra Hand, were two like bowl shaped grips, and they included a bunch of ball like objects with it, as well as like stands for the balls. So not the most, I'll say technically advanced toy, but a lot of fun for kids. And it did extremely well. So they kind of started the legacy for Yokoi as you went on. So after making a couple of really successful toys for Nintendo, because at that time again, remember, they were making mostly hanafuda cards, they were starting to get into bigger toy. Like things in the'70s there was actually an oil shortage when it came to plastics. So there was some decisions made in Nintendo in which they switched over from, you know, making standard toys into more electronic stuff. Yokoi's like big breakthrough when it comes to his legacy really came when one day he was traveling on a bullet train, and he witnessed a businessman who was kind of bored and the guy was playing with his LCD calculator, just randomly pressing buttons, right. So tapping away, I think we've all done that once in our lives, spelling things

Donnie:

Hey look what does this spell?

Ryan:

Exactly. But you probably saw this is kind of an opportunity, right? So he created a portable on the go gaming device. And thus the Game& Watch was born. So Have either of you had any experience either playing or owning a Game & Watch?

Blue:

I have one Game & Watch. We have Mario's Cement Factory.

Ryan:

Nice. That's a good one. Donnie, what about you?

Donnie:

I used to own one when I was a kid. I have since destroyed it, or it got lost or thrown away or what have you. I cannot tell you where that thing ended up.

Ryan:

You know, I never had one. And I actually this was not on my radar until I got into collecting. I was completely unaware that these things existed. But they ended up making like 60 to 80 of them. And basically it was a bunch of different LCD games, but they were much better than what I think we got with the Tiger electronic games, which I was very familiar.

Donnie:

Yeah, much better.

Blue:

Yeah. And I don't know if most of them throughout history have gone the way of the one that Donnie just described. But I never see them

Ryan:

Never. I get the feeling that they were not that popular in the US but maybe globally. They were in Japan of course. But yeah, more than likely them. But there were a lot of really great examples of this. So if you look at the Game & Watch itself for if you're not familiar, it's a two screen LCD portable device the bottom screen is where the game and the top screen is has a clock basically. But Yokoi actually individually designed the controls for the portable system. So he is the one who took a look at how am I going to essentially make this so that it's an intuitive way to play this and took a look at Donkey Kong controls and decided that having that many button inputs would have been cumbersome. So he settled on for the X and Y-axis which of course turned in to the D-pad. So if you have ever touched a controller and saw a cross on there, in any capacity whatsoever, you can thank Gunpei Yokoi. Like I said it was the impetus to him really having a legacy when it came to Nintendo. So he advanced his career quite a bit as a result of that. So during the 80s he was there to supervise the development of Donkey Kong along with a very famous Mr. Miyamoto. He also worked on Mario Brothers with Miyamoto, Kid Icarus, and Metroid. So the guy's got quite a pedigree when it comes to good games for the NES, but he also helped develop Rob the Robot. And then eventually, it turned into him developing the most popular creation ever for him. Which of course, was the Nintendo Gameboy. Have you guys heard of this before?

Donnie:

No, I'm not familiar with that one.

Ryan:

And the thing for me is the reason that I picked Gunpei Yokoi for this as well is that the Gameboy was a constant companion for me as a kid. I absolutely love that thing. It was mine. I had a fanny pack, which I'm sure Donnie is really happy about.

Donnie:

Yes, let's hear more about the fanny pack.

Ryan:

It was black and hot pink. And yeah,

Donnie:

those were some hot colors back in the 90s, man.

Ryan:

Those were the colors. Yeah, only some neon yellow on it. I think we would've been full 90s. So the interesting part about the the Gameboy is it kind of followed along with the philosophy of Gunpei Yokoi. The term that he uses to describe his philosophy is lateral thinking with weathered or seasoned depending on the translation to Japanese technology. And he is he's quoted to say, Nintendo's way of adapting technology is not to look for state of the art, but to utilize mature technology that can be mass produced cheaply, which I think that explains the entire philosophy of Nintendo since their existence.

Blue:

Yes?

Ryan:

in a way.

Blue:

They made some weird things.

Ryan:

Right? The Wii U is a tough one, the Virtual Boy, I don't think actually, if you look at the Virtual Boy isn't an example of doing that. It's actually I think the opposite.

Donnie:

That was innovative. Right? That was 3d technologies. That was I mean, you're talking about that kind of technology. Back in the 90s. There were very few arcade games that were trying to introduce 3d technology. And I think that was on the doorstep. We were there. It was just a little bit too early.

Blue:

It gave people an aneurysm, basically.

Donnie:

Absolutely. Absolutely. The execution wasn't that great. But the idea was,

Ryan:

so unfortunately, that was kind of his last experience with Nintendo was the Virtual Boy. And similar to what we talked about his philosophy with that desire to create products that utilize old school technology to create a great experience. As you're pointing out, Donnie, that wasn't the case. And they kind of took a risk with the Virtual Boy. And as a result of that, it was probably one of the biggest flops that Nintendo's ever had. released less than 25 games. It was discontinued a year later, obviously did not work out.

Blue:

The Power Glove had a longer life than the Virtual Boy. That's great.

Ryan:

Yeah,

Donnie:

sorry. You've done all these other great things for us. But this one colossal flop, we're gonna have to let you go dog.

Ryan:

And the thing is that he's listed as he retired from Nintendo after the Virtual Boy. And Nintendo, of course, does not attribute publicly that poor performance was the reason that he left, you know, right, but the guy was 55 at the time. So he went on to do a lot of other things like helping create the WonderSwan among other myriad of different hardware as well as software for many game developers. But unfortunately, on October 4 1997, Yokoi was riding in a car driven by one of his associates on the expressway in Japan, and their vehicle ended up rear ending a truck. And after the two men had kind of got out to inspect the car and the damage. Unfortunately, Yokoi was hit and fatally injured by a passing car

Donnie:

Oh no

Ryan:

yeah. huge loss for the gaming industry. Of course.

Donnie:

Absolutely.

Ryan:

You know, taking a look at the legacy that he created. His impact on the gaming industry cannot be understated. In 2003, Yokoi was actually post humously received the Lifetime Achievement Award of the International Game Developers Association, and Games Trailers placed him on the list of the top 10 game creators of all time, which I think is well warranted.

Blue:

Very well deserved,

Donnie:

definitely.

Ryan:

So I hope you guys enjoyed kind of this biopic into Gunpei Yokoi maybe got a chance to provide you guys with some additional insight into his life and his legacy.

Donnie:

That ending was going to make me cry, man.

Ryan:

So as a reminder, if you do have any suggestions for future episodes, feel free to reach out to us at gamersweekpodcast@gmail.com. And we might feature your idea, an episode. All right, that takes us to the end of today's podcast so thank you for listening to episode two of the Gamers Week Podcast. This episode is just the second of our big three launch. So if you enjoyed this this show, there's one more episode waiting for you right now. Hit play on the next one and keep on listening. And if you want to connect with us or with Gamers Week, you can follow us on Twitter at @GamersWeekPC, email us at gamersweekpodcast@gmail.com Check us out on Twitch at Twitch.tv/gamersweekpodcast, which we have not actually officially streamed live on yet but that is coming

Blue:

But we will

Ryan:

yes or you can support us on Patreon at patreon.com/gamersweek to get access to our awesome patron only Discord. So finally, since you made it all the way to the end of the episode, please leave us a review to let us know how we did. While you're there consider subscribing on iTunes or your podcast platform of choice. Thank you everyone.

Blue:

Bye

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Main Topic: Gaming by the numbers in 2021
Gaming History 101 with Prof. Ryebread: Gunpei Yokoi