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16. Charlotte's Web3
Episode 1622nd March 2022 • Seeking Alpha • Seeking Alpha Pod
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Special episode alert! Joining me this week are my first male guests, Max and Jack Wink. Max and Jack are Web3 game developers who are building a special mechanism to root out toxicity in gaming by rewarding positive behavior and establishing role models. Max and Jack give me a primer of what Web3 means and how it should be a "boring transition" into Web3 experiences, we then discuss the game they're building, and we round out with how the game development process can change to better serve everyone.

Transcripts

Unknown:

Welcome to the meta woman podcast we address the

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issues, opportunities and challenges facing women in the

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development of the metaverse the biggest revolution since the

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internet itself. Every week, we bring you conversations with top

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female talent and business executives operating in the

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gaming and crypto industries. Here's your host Lindsey, the

Unknown:

boss pass, the metal woman podcast starts now.

Lindsay Poss:

Hello, and welcome to the metal woman podcast part

Lindsay Poss:

of the holodeck media Podcast Network. I'm your host, Lindsay

Lindsay Poss:

The Boss Boss, from struggle to success recovering it all. To

Lindsay Poss:

our returning listeners. Thank you so much for supporting the

Lindsay Poss:

show. And for our new listeners. Welcome, I hope you enjoy

Lindsay Poss:

joining me this week, our max and Jack wait from lunchbox

Lindsay Poss:

entertainment. longtime listeners may recognize that

Lindsay Poss:

Jack and Max are our first mail. Yep. And also take a bet for how

Lindsay Poss:

fast I say Jackson Mac or combine your names. I just know

Lindsay Poss:

that's going to happen early on. And the goal of met a woman is

Lindsay Poss:

not only to highlight what so many of the awesome women that

Lindsay Poss:

I've had on are doing in this space, but also to highlight

Lindsay Poss:

work that's relevant or building a more inclusive space for

Lindsay Poss:

everyone. And we want the future of gaming to to be better and

Lindsay Poss:

look better than it might be today. And so I want to bring on

Lindsay Poss:

people who are committed to that as Mac than Jack are so excited

Lindsay Poss:

to share with you all what they do and get into some of the

Lindsay Poss:

issues that they're taking on Mac than Jack, Mac and Jack.

Lindsay Poss:

Thanks, Mr. Welcome to the show. It's

Unknown:

not your fault. Thank you. Glad to be here.

Lindsay Poss:

Yeah, it's great. Great to have you to start I

Lindsay Poss:

would love for you to introduce yourself and give the audience a

Lindsay Poss:

bit of background about you and your story and what you do.

Unknown:

Sure, I guess I can go first, my backgrounds actually

Unknown:

been in gaming pretty much my whole career. But mostly on the

Unknown:

content side. It was started at working at a discovery

Unknown:

subsidiary called rabbit three. At the time revision three, was

Unknown:

a video producer there for quite some time and worked with Adam

Unknown:

Sessler, who is came from g4, then made my way over to twitch,

Unknown:

where that's when I learned about, you know, Internet

Unknown:

communities and how communities form around content creators.

Unknown:

And then were to the management company that repped those, those

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streamers, those gamers on on Twitch, and then decided that I

Unknown:

should join jack in in making a video game for the first time.

Unknown:

Yeah, and I come from more of a crypto background, early

Unknown:

investor in theory, I'm big in those guys. Especially some of

Unknown:

the stuff that's going on with like consensus spokes, that type

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of thing. And then also big gamer Max grew up with games,

Unknown:

playing a lot of different competitive ones, a lot of the

Unknown:

different like, my communities that existed. So it kind of

Unknown:

always made a lot of sense, when crypto got introduced to more of

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the mainstream that like, Okay, this is definitely gonna be

Unknown:

applicable to gaming. And it was until about this last year we're

Unknown:

like, or it's it's in a pretty good stage where it could really

Unknown:

create like a seamless experience for new players and

Unknown:

be really better for gamers generally.

Lindsay Poss:

Yeah, so I want to just start in digging with that,

Lindsay Poss:

because I know that you all are working a lot on web three,

Lindsay Poss:

aiming in forms for web three. So that's a term that's gotten

Lindsay Poss:

thrown around a lot in the past the past couple of years or so

Lindsay Poss:

there's a lot of interest in it. But there's also a lot of, you

Lindsay Poss:

know, it's early people don't know exactly what that means

Lindsay Poss:

what it is. And so can you all talk about what free gaming

Lindsay Poss:

means to you? What is it? How do you think about it? And how are

Lindsay Poss:

you incorporating it in?

Unknown:

So in your game, a really good way of understanding

Unknown:

what three is kind of understand web two first, right? So you

Unknown:

know, you can even look at web one, which is kind of a giant

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Wikipedia 1991 2004 a situation where pretty much everyone just

Unknown:

looking at web browsers, you know, different web pages that

Unknown:

people were making themselves. And it was pretty much all just

Unknown:

consumer, right? Then you kind of had this phase of web two

Unknown:

where you had like flash and you know, JavaScript come out. And

Unknown:

that really created a lot of different interactivity for

Unknown:

different people in the internet generally, that's kind of like

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what we think of it now. Right? We're still in that web two

Unknown:

phase. And really in like a gaming context, I think that's

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really important where you then have situations where, you know,

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Liga, legends, Flash games, all that kind of different stuff of

Unknown:

our now players interacting with games online. And basically

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having a circumstance where, what kind of content they're

Unknown:

paying for. I'm really like with web three, in general, it's all

Unknown:

about giving more ownership over to everyone, ownership over all

Unknown:

uses of the internet. And when web three really comes around,

Unknown:

it's usually about how can we give players more ownership over

Unknown:

their digital goods over there. Different items that they're

Unknown:

purchasing as well as receiving from being really committed to a

Unknown:

community or a game

Lindsay Poss:

can you go on a little bit about why you chose

Lindsay Poss:

to develop a web application?

Unknown:

So pretty much for me, at least, I was a big gamer in

Unknown:

like, CS GO Dota, two, evenly a League of Legends. And I think,

Unknown:

you know, being Maxim to this crazy experience where we both

Unknown:

are playing Cisco once and you know, you get these boxes that

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you can unlock to get skins, and Cisco. And one of the really,

Unknown:

really rare skins to unlock was a butterfly knife, right. And

Unknown:

butterfly knives are cool, because when you play, you can

Unknown:

spin them around and look at them. And everyone's always

Unknown:

like, Oh, wow, where'd you get that night, so awesome. And in

Unknown:

like the course of two hours, both me and Max got one of these

Unknown:

butterfly knives, which is just absurd rarity, like, you know,

Unknown:

the random chance of that is just nuts. We're all really

Unknown:

excited. It was super cool. And it was worth a lot of money.

Unknown:

Like, after the next couple of days, we've like looked it up on

Unknown:

Steam Marketplace, and it was like worth 200 or $300. But it

Unknown:

was kind of strange, because it was worth that much. But we

Unknown:

couldn't actually take any of that money out if even if we did

Unknown:

sell it to like, have it for ourselves. Or you know, even if

Unknown:

we were to trade it, we'd have to like pay a lot of fees to

Unknown:

steam. Which was like not necessarily a problem for us.

Unknown:

But it was kind of this weird, strange feeling where it's like

Unknown:

you have this community that was really like valuing something

Unknown:

that we had, that felt really cool. But it was very controlled

Unknown:

and was very, like, I guess quote, unquote, centralized. You

Unknown:

could think of it as where it's like this game studio really

Unknown:

kind of controlling something that we felt like, was something

Unknown:

that we had a lot of emotional attachment to that the community

Unknown:

felt like it valued a lot. So that was like a big inspiring

Unknown:

moment for like, looking back and being like, Oh, wow, like

Unknown:

what if we actually had players where they had ownership of the

Unknown:

different digital goods that they think are really important

Unknown:

for them as gamers?

Lindsay Poss:

Okay, so it sounds like for you that cutting out

Lindsay Poss:

kind of the middlemen in the game to play a relationship was

Lindsay Poss:

a really important aspect of blockchain technology of Weber

Lindsay Poss:

definitely of crypto.

Unknown:

But I think it goes even further, right. So I would

Unknown:

say like once a player able to not have such a centralized

Unknown:

authority, declaring what's valuable and what's not, right.

Unknown:

So once you're giving over a little more control over to the

Unknown:

player, a little more ownership to them, then you actually can

Unknown:

start creating systems that are incentivizing different

Unknown:

behaviors and valuing different parts of how players interact

Unknown:

with games on a larger scale. Right. So I think that's what's

Unknown:

really excited about what we're trying to do is once you kind of

Unknown:

allow players to take different, like maybe digital content that

Unknown:

a game is giving them, and they're able to transact it with

Unknown:

other people and find value it in different marketplaces, then

Unknown:

you can actually start valuing things like players skill and

Unknown:

even leaders community behavior and commitment to contributing

Unknown:

to that community. So that's really was like a huge reason

Unknown:

why we got inspired to make our game Sirocco, which is how can

Unknown:

we look at cryptocurrency in a way that we can value players

Unknown:

avamar their skill level, the quality of either playing or

Unknown:

game, as well as like how they're contributing to it.

Lindsay Poss:

I absolutely want to get into kind of the the very

Lindsay Poss:

unique mechanisms you all are putting into your game. But I

Lindsay Poss:

also just want to make sure that there's an understanding of how

Lindsay Poss:

this, this how the entire online marketplace kind of changes,

Lindsay Poss:

because what it sounding like to me is not only are you cutting

Lindsay Poss:

out the middleman as in players and people who play the game,

Lindsay Poss:

and then own the rewards or skills or behaviors or whatever

Lindsay Poss:

that reward might be, but also that that community is

Lindsay Poss:

determining what those rewards are. So you're kind of changing

Lindsay Poss:

the economies in a sense in these games from I don't know, I

Lindsay Poss:

a one sided interaction to a two is the best way I can I can

Lindsay Poss:

think about it is before it was one sided it was it was games,

Lindsay Poss:

determining what was valuable, and then going through game

Lindsay Poss:

mechanisms to sell that. And now not only are players allowed to

Lindsay Poss:

determine what's valuable, but they're also able to create

Lindsay Poss:

their own mechanisms to buy, sell and trade those those goods

Lindsay Poss:

or behaviors worth value.

Unknown:

Oh, absolutely. No, I think that's 100% what it's

Unknown:

about I'm like, really? You know, it's kind of sad because

Unknown:

there's a lot of negativity on web three. Right now,

Unknown:

particularly because, you know, there's going to talk about this

Unknown:

later. But there's a lot of issues with scams and NF T's and

Unknown:

all that kind of dynamic that's going on in the world right now.

Unknown:

But really, if you look at what web two gaming is right now,

Unknown:

which is kind of the free to play business model is it's it's

Unknown:

very exploitative. And it's actually, you can kind of think

Unknown:

of it, I almost personally think of it as it's, it's, it feels

Unknown:

even a little bit dirtier than what's going on in NF T's. Now,

Unknown:

not all games are like this. But if you look at a lot of like how

Unknown:

mobile games look at getting players to make purchasable

Unknown:

content, right purchase digital items, it's really trying to

Unknown:

exploit people's sociology to get them ultimately, just to

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purchase as many different digital goods as possible. But

Unknown:

the player never has any of those introverts who have no

Unknown:

ownership of it. They have not a lot of agency over how they can

Unknown:

use those things. So yeah, it I think, for what three, really

Unknown:

what we're looking at is like, how can we empower players to

Unknown:

really have more agency over how they're relating to games as a

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whole? You know, I think the dream ultimately is like,

Unknown:

players feel like they have more ownership over their time, their

Unknown:

attention, and every game that they're playing. So it's not

Unknown:

just one particular thing. But it's more of an equitable

Unknown:

relationship between the two.

Lindsay Poss:

That makes sense. And as someone who previously

Lindsay Poss:

worked in tech policy, I can tell you that the loot box less

Lindsay Poss:

slot machine style games are definitely some of the most of

Lindsay Poss:

interest to regulators at the moment. So there might be some

Lindsay Poss:

dis incentivization there to also move away from that from a

Lindsay Poss:

development perspective, or hopefully there will be I'm Max,

Lindsay Poss:

I want to ask you a little bit about this, because you are

Lindsay Poss:

someone who has worked on kind of the partnership side, the

Lindsay Poss:

community building side. So how do you and and Jack is over this

Lindsay Poss:

a lot. But how do you perceive this? Having changing kind of

Lindsay Poss:

the way we think about gaming? Like how does this fit into the

Lindsay Poss:

idea of the metaverse? How do you think companies and players

Lindsay Poss:

themselves will, will adapt and progress as we move more into

Lindsay Poss:

web freestyle gameplay?

Unknown:

Yeah, I think it's actually gonna have a pretty

Unknown:

profound impact that we really won't probably see, you know,

Unknown:

really come to fruition for quite a few years. I just kind

Unknown:

of like on a high level, we kind of talked about like the

Unknown:

transition between web two to web three. One of the things

Unknown:

that web three really brings to the internet isn't ability to

Unknown:

monetize things built on the internet without advertising.

Unknown:

You know, like, the big problem of web two is like, how do you

Unknown:

how do we monetize followers and people using these websites,

Unknown:

whatever you can put a paywall up. But most people don't like

Unknown:

that it doesn't work really well. So like How does anyone

Unknown:

make money? And advertising was kind of the not the ideal

Unknown:

solution that we've kind of just grown used to over time. Web

Unknown:

three makes it possible that you can actually monetize

Unknown:

experiences. And you know, what will eventually be the

Unknown:

metaverse. Without advertising, that will probably always be

Unknown:

advertising for sure. But it won't be the sole way or method

Unknown:

that a platform makes money. So I think that's a really big

Unknown:

deal. I think that actually, you know, to Jack's point really

Unknown:

empowers the community in a significant way. But I think it

Unknown:

also means that the the metaverse is a something that is

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more complicated than just one company making this massive

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platform where everyone exists and kind of like the 3d world. I

Unknown:

think that it's I think that's actually less likely to be the

Unknown:

future we see because of Technology Prize.

Lindsay Poss:

Gotcha. Can you expand a little bit of how you

Lindsay Poss:

see companies monetizing experiences, what's that look

Lindsay Poss:

like? Yeah, I

Unknown:

think it's, it's going to be really interesting. I

Unknown:

think it's not clear like what model will be the dominant one,

Unknown:

you know, I'd say that like axes infinity is a model for a

Unknown:

metaverse. You know, I think it is really strong argument that

Unknown:

it already has its own metaverse. I think the the

Unknown:

metadata of it is not just a the 3d world that I think a lot of

Unknown:

Facebook and data kind of, you know, you know, after I sold the

Unknown:

world and so they're, they're the monetization structures that

Unknown:

are, you know, similar like any name economy and the economy,

Unknown:

you know, takes fees, all transactions and the players get

Unknown:

to make money in some ways. But I could also see it being

Unknown:

something we may be way more traditional and you know, and

Unknown:

you know, more in your life. where, you know, you're just

Unknown:

buying products. And that's just a form. And then and, you know,

Unknown:

buy the things you're interested in. And that's about it. And you

Unknown:

don't have to worry about the description or or advertising.

Lindsay Poss:

So the trains or the fees on Oh, my gosh, I just

Lindsay Poss:

totally lost the word. But the Oh, transaction fees, there we

Lindsay Poss:

go. transaction fees are something though that, Jack,

Lindsay Poss:

you've already mentioned as kind of a downside to what web two is

Lindsay Poss:

doing. I'm just Yeah, I'm just trying to understand kind of

Lindsay Poss:

what the, what the difference will be in terms of protecting

Lindsay Poss:

people who are playing? Yeah, similar monetization structures

Lindsay Poss:

that leaked?

Unknown:

Yeah, so I guess that's a really good point, I think the

Unknown:

the, what the Yes, percent, it'll be a huge difference, then

Unknown:

from maybe their apple and seeing a lot of 30% each

Unknown:

transaction that is likely to I think bra dramatically closer to

Unknown:

like, single digit percentages, because I think what's gonna

Unknown:

happen, my personal story, completely wrong here, that

Unknown:

everyone has a very, very high volume of transactions, because

Unknown:

it will be just fine, you know, down just a little game, I think

Unknown:

the transaction will be at a very, very deep every, every

Unknown:

time you interact, or Asian products, I think there'll be a

Unknown:

lot of fraud at that point, 5011 range, and, and really all, you

Unknown:

know, you know, the network level.

Unknown:

And I think the larger issue is, studios right now that we're

Unknown:

running into is that they have these downloadable content that

Unknown:

they're selling to players, and then players are buying it. And

Unknown:

then if a player wants to maybe in a certain case, they have a

Unknown:

skin they want to trade it is taking another 30% off of off of

Unknown:

that. And then you even have situations like Roblox where

Unknown:

players are actually making games themselves, and then you

Unknown:

have the company taking 80% or more. And that's kind of I

Unknown:

think, the unacceptable relationship, it's not that you

Unknown:

shouldn't be able to support the company that's creating the

Unknown:

product. And, you know, games in the future should always be

Unknown:

valued, right. They should be bringing in resources from

Unknown:

players when they're building things on those platforms. But

Unknown:

at the same time, how can we have platforms feel mean players

Unknown:

feel like they have their data, their time, their commitment to

Unknown:

a game is being valued as well. And so it's really about

Unknown:

creating a more equitable relationship.

Lindsay Poss:

Okay, that makes more sense. There's almost I

Lindsay Poss:

mean, I hesitate to use this exact framing, but it's almost

Lindsay Poss:

like a tax rather than a percentage cut. Like, it's the

Lindsay Poss:

way I see robots and other platforms is almost like they're

Lindsay Poss:

taking ownership. Yeah, this is I guess, exactly what you're

Lindsay Poss:

saying they're taking somewhat ownership of your digital goods

Lindsay Poss:

and your digital property, whereas this is more so a, I

Lindsay Poss:

don't know, sort of, yes, it's a tax,

Unknown:

I think, exactly. I think that's the right way of

Unknown:

thinking about it. And then the thing that I think Jack just

Unknown:

brought up that's really important is that it's not all

Unknown:

going to be, you know, money last, because I think the future

Unknown:

is where you're actually rewarded and compensated for

Unknown:

your own contribution to the platform or to the content

Unknown:

that's being made, you know, platforms like Twitch, you know,

Unknown:

they, they have to pay streamers, you know, money for,

Unknown:

for running ads, they have to give them a cut of the

Unknown:

subscriptions, because if they, if they don't, the streamers

Unknown:

won't be there making content. But I think there's going to be

Unknown:

even a more equitable model where the content creators are

Unknown:

actually maybe getting the majority of the of that, of that

Unknown:

revenue of the sum of those fees. And the platform itself

Unknown:

actually takes the minority I could definitely see that being

Unknown:

the ones

Lindsay Poss:

that makes a lot of sense. But the other thing

Lindsay Poss:

about this is that definitely incentivizes the growth of

Lindsay Poss:

really large platforms then because if you're talking about

Lindsay Poss:

minor fees, then you you do have to accrue a lot of them in order

Lindsay Poss:

to be profitable and to continue. I don't know making

Lindsay Poss:

money. So one of the I mean, everything that's been happening

Lindsay Poss:

in January the massive amounts of mergers and we're seeing a

Lindsay Poss:

little bit more concentration in in studios, companies, we're

Lindsay Poss:

seeing companies get bigger, that's not necessarily a bad

Lindsay Poss:

thing at all. Um, but when you're thinking about this are

Lindsay Poss:

are you envisioning a future where there's a lot of larger

Lindsay Poss:

companies collecting? Smaller percentages? Are you thinking of

Lindsay Poss:

a lot of smaller companies? I think how would those smaller

Lindsay Poss:

companies survive? So

Unknown:

just to start, like, especially with games, I think

Unknown:

it's really important that you have content that players can

Unknown:

purchase that they think is valuable, that supports the game

Unknown:

studio. And that doesn't just have to be high volume, where

Unknown:

you want it to be high volume. And something like you have

Unknown:

these kind of fees associated with it, that are more

Unknown:

equitable, is when you have players transacting content that

Unknown:

they value themselves, whether that's like a skin that the

Unknown:

community creates, or even a skin that a game studio sells to

Unknown:

a player, that should be more of an equitable transaction for the

Unknown:

player to another player, I think that's the big

Unknown:

distinguishing factor is that you like there has to be ways

Unknown:

for small companies to make money and players want that,

Unknown:

right. That's how we that's we look at like crowdfunding. And

Unknown:

what was amazing about Kickstarter in the early teens,

Unknown:

right, is a lot of players want to fund the projects that they

Unknown:

think are really exciting, and the games that they really love.

Unknown:

So it's like that shouldn't go away. We just want to have a

Unknown:

better system in place, or when they're valuing each other's

Unknown:

content and the content that they're creating a community.

Lindsay Poss:

Okay, that makes a lot more sense. So yeah, that's

Lindsay Poss:

exactly how small businesses would survive is by selling

Lindsay Poss:

their goods to people for Yeah, and not having an enormous cut

Lindsay Poss:

taken out of it. Okay, yeah, that makes sense. Okay, well, we

Lindsay Poss:

have discussed the economies of web three at length, but what I

Lindsay Poss:

really, really wanted to bring you all on for was to talk about

Lindsay Poss:

the mechanism that we talked about when I first met you all.

Lindsay Poss:

So this is, this is the big thing that drew me and that that

Lindsay Poss:

made me want to bring you on this podcast was, you all talked

Lindsay Poss:

a lot about incentivizing good behavior as a way to kind of

Lindsay Poss:

root out toxicity from the jump. And so I just would love to hear

Lindsay Poss:

that the whole spiel again, because I think that's this is

Lindsay Poss:

really cool, it's a really great thing to share. So tell me about

Lindsay Poss:

that mechanism that you've built within your game, or that you're

Lindsay Poss:

working on.

Unknown:

So we're really excited about not only just what happens

Unknown:

with transacting, you know, different community graded

Unknown:

skins, and things like that, which we think web three will

Unknown:

empower really well. But there's also this other element where

Unknown:

once you have communities that are able to value each other's

Unknown:

goods, how can we as a game studio, then promote good

Unknown:

behavior in our community, with some of those different

Unknown:

currencies that we're creating, right. So in our game, we

Unknown:

essentially have these rewards that you get for both being a

Unknown:

really good player, but also for being a really well ranked and

Unknown:

just generally a positive contributor to the community. So

Unknown:

let's say after a match in our game, you're ranked for being

Unknown:

helpful for teaching new players, or just for not being

Unknown:

toxic, those players will actually increase their, quote

Unknown:

unquote, honor rating in our game, and get more rewards for

Unknown:

it. So you know, in our whole system, not only do you just

Unknown:

have to be a skilled player, to get the best rewards, you also

Unknown:

have to be a positive member of your community. And someone who

Unknown:

teaches young new players how to play, as well as maybe

Unknown:

contributes well to the forums or the discourse outside of it.

Unknown:

All these things contribute to how us as a game studio values

Unknown:

them in our community.

Unknown:

And to add to that, the, what we've really observed is that

Unknown:

just banning people, or, or removing ways for people to

Unknown:

communicate is not a great solution to having a better

Unknown:

richer community, you throw a lot of good out with that. When

Unknown:

you do those things. Obviously, there's some behavior that you

Unknown:

want to get rid of and removed. And banning will always be a

Unknown:

thing that exists but adding a positive incentive for person,

Unknown:

for anyone, any player to be a little bit kinder, or really

Unknown:

meaningfully helpful to other players. And there's a real

Unknown:

upside to treating people well around you. We think it'd be a

Unknown:

really great and powerful incentive, but it still won't

Unknown:

solve all the problems are still going to have some toxicity. And

Unknown:

one of the things that I observed when I was at Twitch,

Unknown:

because this has always been a huge problem. We've been really,

Unknown:

really making sure that our chat on their platform is as fun and

Unknown:

attractive as possible. And one of the things that I learned

Unknown:

watching communities on Twitch was that a role model is

Unknown:

critical to having a really healthy community, a positive

Unknown:

community. And so, if you have the positive incentive that

Unknown:

encourages more people to be Do a role model for the rest of the

Unknown:

community, and to show that this behavior is the one that's

Unknown:

rewarded. This is the behavior that we want to see here in this

Unknown:

community that does more than any type of banning or threats

Unknown:

against the community to actually do this be positive and

Unknown:

having a good time and enjoy the conversation. And so, though

Unknown:

we're talking about incentives, the problem is more complicated.

Unknown:

There's just I think the solution is really kind of evil.

Unknown:

And usually the incentives really worthwhile. But it's

Unknown:

really it will always come down to this evening working with

Unknown:

community members.

Lindsay Poss:

There's two things that I want to just point out

Lindsay Poss:

again, for everyone who's listening. The first is that I

Lindsay Poss:

think it's really good that you're offering reward for

Lindsay Poss:

helping new players, I am someone who is not into hardcore

Lindsay Poss:

gaming. But one of the biggest reasons why is because I'm

Lindsay Poss:

terrified to start that that barrier to entry can be really

Lindsay Poss:

high, especially if you don't grow up with it. And I did not

Lindsay Poss:

grow up with gaming in my household. And as an adult, and

Lindsay Poss:

even as a teenager, I was not, I never felt competent enough to

Lindsay Poss:

pick up a controller at a friend's house and give it a go.

Lindsay Poss:

So I think that that is a huge kind of barrier to entry that

Lindsay Poss:

you're directly addressing. The second thing is I like the

Lindsay Poss:

approach that you take the banning, because I also think

Lindsay Poss:

that the more you ban people, the further corners and the

Lindsay Poss:

further dark places you're forcing them into. So allowing

Lindsay Poss:

people the space to learn and grow and not just automatically

Lindsay Poss:

assuming that everyone who does something that's poor behavior

Lindsay Poss:

is a bad person. Is that good? I mean, I think that could be a

Lindsay Poss:

lesson way outside of the gaming community. But that's, that's

Lindsay Poss:

it? Yeah, I

Unknown:

mean, it's really good way. League of Legends or Dota,

Unknown:

or, which is the same genre for us, it's the biggest problem new

Unknown:

players have is just an incredible amount of knowledge

Unknown:

that they have to accumulate in a relatively short amount of

Unknown:

time just to play on the same level as the opponents are going

Unknown:

to be up against, right? That's kind of the bane of all

Unknown:

competitive games at its core. So really, what the whole system

Unknown:

we're trying to design is, how do we deal with this core

Unknown:

problem of new players, having an easier time of dealing with

Unknown:

that cognitive load that just so great, and leads to a lot of

Unknown:

negative behavior, because no one wants to have someone on

Unknown:

their team that doesn't know what they're doing? Right?

Unknown:

Everyone wants the player who's able to play the best and able

Unknown:

to help them win the game. But really, we really want to look

Unknown:

at it as like, how can we make those new players valuable to

Unknown:

all players? Right? So that there's an opportunity, or even

Unknown:

an experienced player to teach someone and to be rewarded for

Unknown:

that? Because that's something us as a company value.

Lindsay Poss:

Yeah. Yeah, I really do just think that that's

Lindsay Poss:

a revolutionary approach. I mean, I, I live with, I live

Lindsay Poss:

with a gamer, and I've seen him quit several times when he, he's

Lindsay Poss:

working with really young people, or really inexperienced

Lindsay Poss:

people just giving up on it super quick, and not thinking

Lindsay Poss:

that time. And part of it is understandable, right? Like you

Lindsay Poss:

want to log on and you want to play. It's like, you know, I

Lindsay Poss:

play real, I play a lot of basketball, and it's hard

Lindsay Poss:

playing with seven year olds. It's sort of similar in that

Lindsay Poss:

regard. But it's also in your right, it can be totally

Lindsay Poss:

rewarding and valuable to actually take time out of your

Lindsay Poss:

day to do that for someone else, and then your only may be

Lindsay Poss:

better. So I think that's a really mean, I'm basically

Lindsay Poss:

repeating everything you said. But I think that that's a

Lindsay Poss:

really, really revolutionary approach to the way that a lot

Lindsay Poss:

of things are done. Yeah. And that's

Unknown:

just really like that, is that you give players

Unknown:

options, right? So whether your partner is someone who, okay,

Unknown:

maybe he only wants to play as competitive players, and that's

Unknown:

fine, we can give them the option to do that. But maybe if

Unknown:

they're more open to playing with new players, or even in the

Unknown:

case of like women who deal with a disproportionate amount of

Unknown:

harassment and toxicity when they're gaming, like maybe we

Unknown:

could have a pool for players that are really prioritizing,

Unknown:

having a positive environment for them to learn and or for

Unknown:

them to play. And so I think that's a huge important part.

Unknown:

It's like how do we create spaces for people that are

Unknown:

looking for certain experiences?

Lindsay Poss:

Well, that is one benefit to the approach that

Lindsay Poss:

you're taking is that you're able to differentiate those

Lindsay Poss:

people within exactly experience and actually provide them with

Lindsay Poss:

what they want. Which I think the whole I mean, the whole here

Lindsay Poss:

on the whole, it seems like what you all are doing is trying

Lindsay Poss:

really hard to listen to audience feedback. Without

Lindsay Poss:

letting this is the problem with game development, right? There's

Lindsay Poss:

always a lot of audience feedback. Nobody ever knows

Lindsay Poss:

really what to do with it because audience, audience, the

Lindsay Poss:

audience is not always the game developer either. So it can be

Lindsay Poss:

hard to give everyone exactly what they want. But I feel like

Lindsay Poss:

what you're doing is breaking it down into smaller chunks, and

Lindsay Poss:

then allowing people to kind of choose their own experience and

Lindsay Poss:

saying, If this isn't what you want, try over here. And if if

Lindsay Poss:

someone can't find exactly what they want on your platform,

Lindsay Poss:

that's, that's, you know, you're going to have those people. But

Lindsay Poss:

on the whole, you're allowing everyone to have a more

Lindsay Poss:

differentiated experience than just one simple, straightforward

Lindsay Poss:

game.

Unknown:

Yeah, absolutely. And I'd say in addition to that,

Unknown:

it's really important that we make some meaningful progress in

Unknown:

this direction out of the gate, because older forms quickly and

Unknown:

bold, all norms around the game in the space are going to

Unknown:

perform relatively quickly. It'll be really more normal or

Unknown:

positive ones. With mobile games that come out, you know, if you

Unknown:

look at the community around, versus the media around there,

Unknown:

they're worlds apart. But you could argue either almost same

Unknown:

day, or rock competitors out there. Until like, why, how is

Unknown:

that possible? Why are those nice cultures? And I think it

Unknown:

really comes down to like the norms of communication. And then

Unknown:

how to sample? Or are eating, eating being with your team?

Unknown:

This is the law, female gamers playing. Counter Strike.

Lindsay Poss:

Yeah, getting into that. Getting into that deeper.

Lindsay Poss:

How do you think that the environment in CS GO? We'll

Lindsay Poss:

limit it eventually. I mean, CS GO has been around for a long

Lindsay Poss:

time, it does have an absolutely thriving scene. So I'm not

Lindsay Poss:

trying to suggest that one day CS GO is going to disappear,

Lindsay Poss:

because there's toxic communication on the platform.

Lindsay Poss:

But what are the downsides to it teams that have been around a

Lindsay Poss:

while that have this as a root problem? Versus

Unknown:

ultimately, yeah, I mean, ultimately, I think

Unknown:

they're limiting their own future growth. The number of

Unknown:

people that they can potentially attract to play their game is

Unknown:

hugely diminished. If you're, if the community folder on your

Unknown:

game is not appealing to an entire vendor. Like that's a

Unknown:

that's a huge problem. And I think it's something that, you

Unknown:

know, I've seen a lot of, you know, game developers say they

Unknown:

really care about, and I believe that I really give them the

Unknown:

benefit of the doubt. But they do want to limit pain, I think

Unknown:

it is very difficult. And when we have a culture, you know, the

Unknown:

former pain for very long time, maybe they didn't know what

Unknown:

mattered, and until recently, it's really hard to change it.

Unknown:

It's very becomes very entrenched.

Lindsay Poss:

Do you all feel as if this is a function of web two

Lindsay Poss:

versus web three gaming? Or do you think that web two can

Lindsay Poss:

adapt? And is it possible to incorporate some of the elements

Lindsay Poss:

that you're working on incorporating to build

Lindsay Poss:

communities in a different way? Or do you really see this more

Lindsay Poss:

as a web three is unique you're in in our ability to go this

Lindsay Poss:

far? It's obviously something because

Unknown:

we've seen it. It's a tree where I would say as a

Unknown:

great example, you've seen it Final Fantasy already, where

Unknown:

it's really positive, very worried example, like streaming

Unknown:

Final Fantasy team. Very well, no. But I think there's

Unknown:

different really well, that is because I think the difference

Unknown:

is that the value this is the game the game push the metrics

Unknown:

of the game, also, but three correction tools, I think

Unknown:

whatever you find that is from the ground up, maybe more

Unknown:

deliberately hoping that that's the way the ground up. And

Unknown:

I think one thing that you see, that's the way and the problem

Unknown:

with online gaming, to anything, any game deals with this to a

Unknown:

certain degree, but competitive games struggle with it the most.

Unknown:

And the problem, I think, for a lot of web two games is that a

Unknown:

lot of their monetization strategy, a lot of the systems

Unknown:

they have in place are kind of structured around this one, one

Unknown:

to one relationship with a player where the player is

Unknown:

unable to value you know, their own contributions and different

Unknown:

aspects of like, their skill and, and different currencies

Unknown:

that they're accumulating in game, right? There's just not

Unknown:

that structure in place. So I think web two games could do it.

Unknown:

It would just take a lot of rebuilding and rethinking our

Unknown:

spelling,

Lindsay Poss:

so yeah, go ahead. Okay, Okay, I just wanted to

Lindsay Poss:

make sure that I got that. So I just want to put a fine point on

Lindsay Poss:

this. But what what you're saying is that there's a better

Lindsay Poss:

opportunity to bake Inclusion, Diversity Equity in from day one

Lindsay Poss:

on web three, because there's more of a two way marketplace

Lindsay Poss:

than it is to adapt those tools into into current web to game,

Unknown:

I think there's there are some things definitely have

Unknown:

at their disposal. Like, you could look at different ways of

Unknown:

using skins in order to reward players, I think those things

Unknown:

could fit in web to the promises, what really gives you

Unknown:

this ability to, I think incentivize good behavior, is

Unknown:

having that gradient of positivity, or, you know, you

Unknown:

know, that ranking system where you can kind of show, like what

Unknown:

level players at and for that player to feel like they have a

Unknown:

direct way of seeing that value that they're contributing.

Unknown:

Right. So I just think that takes a lot of work. And, and

Unknown:

what's so exciting about cryptocurrency is that you can

Unknown:

really implement that pretty easily, it's much easier than

Unknown:

just trying to have a giant centralized server that you're,

Unknown:

you know, creating, creating this new kind of profile system

Unknown:

for players on.

Lindsay Poss:

Okay, okay, that makes more sense. Oh, my gosh,

Lindsay Poss:

this has been so interesting. Okay, so I want to broaden the

Lindsay Poss:

scope a little bit, um, with crypto who have three, all these

Lindsay Poss:

other things. And you brought it up earlier, Jack, that NF T's

Lindsay Poss:

have been a big part of this, and a lot of what we've been

Lindsay Poss:

talking about with trading digital assets, that obviously,

Lindsay Poss:

is essentially what it is, you know, singular tokens that are

Lindsay Poss:

of value in some way. So there's been a lot of backlash to a lot

Lindsay Poss:

of these concepts. And you all, as web developers are, have this

Lindsay Poss:

risk of imposing similar backlash on yourself, just

Lindsay Poss:

because there's been a lot of negativity in Internet

Lindsay Poss:

communities about this kind of development. And I some of it

Lindsay Poss:

maybe rightfully, put out there just there's been a lot of crazy

Lindsay Poss:

stories, there's been a lot of scam stories. I think that

Lindsay Poss:

there's a lot that also gets overlooked because it's not as

Lindsay Poss:

exciting and scandalous to cover in the news. But how are you all

Lindsay Poss:

thinking about your messaging around this what the current

Lindsay Poss:

environment looks like? or NF T's for web three? Just what are

Lindsay Poss:

you doing to try to build your own community that feels safe

Lindsay Poss:

and comfortable with what you're doing? I'll jump in. Not

Lindsay Poss:

everyone at once, please.

Unknown:

Yeah, I mean, I think we're, there's a lot of this

Unknown:

basic tools that we want to be building into our game that

Unknown:

protect people as much as possible so that they're not

Unknown:

victims to scams in the general like space and ecosystem. I

Unknown:

think, you know, in general, in games, there are a lot of scams,

Unknown:

I would say that I myself be been a victim of numerous scams

Unknown:

and video games more more, or maybe the older ones like Diablo

Unknown:

two where someone told me they could duplicate my item. And

Unknown:

then they took it from me they stole it. So I think there's a

Unknown:

bit of a This has always existed in video games. But now we're

Unknown:

all hearing about it, because it's now something that can

Unknown:

happen at a larger scale. And it's far more visible. But that

Unknown:

doesn't necessarily, I see no way excuses it, I just think

Unknown:

that's a bit of a factor at play. And in terms of like

Unknown:

convincing, like cameras that this is maybe actually good for

Unknown:

them and the games they play, it's going to be tough, because

Unknown:

there's been so many instances where game publishers and

Unknown:

developers have really taken advantage of gamers and their

Unknown:

passion for a game and either put up massive paywalls for

Unknown:

content, or microtransactions that are very predatory. So

Unknown:

they're, they're concerned, the fear, and the backlash is very

Unknown:

warranted. So I completely sympathize. Like I'm one of

Unknown:

those gamers who is also not a fan of those predatory, you

Unknown:

know, practices. And I think what I hope at least that web

Unknown:

three has to offer it because there's always going to be a

Unknown:

dark side to it. There's always going to be NF T's that are

Unknown:

scams, there are going to be people that are using NF t's

Unknown:

just to capitalize on the hype, and just trying to extract more

Unknown:

money from people. But there's also a version where, you know,

Unknown:

like we've talked about already, where the player gets to really

Unknown:

have ownership over the things that they're buying. It's

Unknown:

totally true. One of the critiques is like, Well, if the

Unknown:

game goes to down, then that item is still doesn't have

Unknown:

value. That's absolutely true. It doesn't it's not a perfect

Unknown:

solve. It's not like you can take your skin and stick it into

Unknown:

another game, the other developer has to allow that to

Unknown:

happen. But at least that when we make our game, we can create

Unknown:

skins, that people can go sell. Just like the story Jack told

Unknown:

about the the skin, the NF, the the knife we got from Cisco, we

Unknown:

were only able to sell that, which is really cool. But we're

Unknown:

only able to do that because there's an entire marketplace

Unknown:

that's already built. And we're you know, in a walled garden,

Unknown:

you could say, but it was basically a good thing that

Unknown:

there was a marketplace. But for us, we can't build that whole

Unknown:

marketplace on our own. But they do exist out there. And so I

Unknown:

think that's the it's more of the freedom of choice that NF

Unknown:

T's have to offer people it's not, you know, I think there is

Unknown:

too much hype around it, there is too much over emphasis of

Unknown:

like, this is the new cool thing, when it's actually just a

Unknown:

kind of boring addition of technology, that just gives you

Unknown:

more choice, which is actually a really incredible thing. But the

Unknown:

technology itself isn't really anything that don't you get

Unknown:

excited over, it's when they get the skin that they can then take

Unknown:

to another platform to trade to sell or to buy. That's that's

Unknown:

when it's exciting. It's because that's, you know, expanding your

Unknown:

experience of the game.

Unknown:

Yeah, I think that's a, it's such a great point that it's,

Unknown:

it's really a tool for games going forward. And it basically

Unknown:

is just making what already exists with downloadable

Unknown:

content. More useful for both the developers and the player,

Unknown:

right? What's really cool about us as developers too, is we can

Unknown:

make these skins if they're NF T's have data associated with

Unknown:

them. So they can track different stats, they can change

Unknown:

if they have, you know, certain stats associated with them

Unknown:

unlocked. You know, there's a lot of really cool options for

Unknown:

us developers, once we make them. So it's less so much about

Unknown:

just having the idea of NF T's and selling them somehow makes

Unknown:

your game good. That's not what it is at all. And I think part

Unknown:

of the issue so much is that a lot of the critiques you hear

Unknown:

about NF T's are good ones, right? But to me, they're less

Unknown:

about NF T's or crypto itself. And they're more about like

Unknown:

culture, or even like how capitalism wants to value

Unknown:

certain things, right? Like, art is such a weird circumstance to

Unknown:

value, right? Like, this is a classic issue that we've dealt

Unknown:

with as a society for hundreds of years, right? Like how can

Unknown:

Picasso is put a line on a piece of page and sell for millions of

Unknown:

dollars, right? It's kind of like Pokemon cards. Let's look

Unknown:

at like chars art selling for hundreds of 1000s of dollars.

Unknown:

Right? So I think those things are always going to exist and

Unknown:

and be a question that we're asking ourselves, but I don't

Unknown:

think NF T's are the issue. It's, it's how we relate to

Unknown:

them?

Lindsay Poss:

Yeah, I think that's a extremely fair

Lindsay Poss:

characterization. There has been a lot of hype and a lot of

Lindsay Poss:

negative stories that doesn't Yeah, I actually like the

Lindsay Poss:

qualifier that the underlying tech is fairly boring. I think

Lindsay Poss:

that that's a really actually good way of thinking about it.

Lindsay Poss:

Because you don't really have to understand the centralization

Lindsay Poss:

versus decentralization in in the web space and in

Lindsay Poss:

connectivity and networks to under to just log on to a game

Lindsay Poss:

and play it and realize that that's a different a completely

Lindsay Poss:

different experience than the one we've had. And I don't think

Lindsay Poss:

anyone, when when one turned into web two, I don't think a

Lindsay Poss:

lot of people jumped up and said, Oh, now we're in what do

Lindsay Poss:

um, or at least, they have not lasted the test of time. So I

Lindsay Poss:

don't think I mean, I certainly didn't know that when one or web

Lindsay Poss:

two existed before web three started becoming a term that

Lindsay Poss:

everyone threw around. So I like this idea of a more boring

Lindsay Poss:

transition. I think that that the almost, it's a good way of

Lindsay Poss:

looking at it because the average consumer doesn't need to

Lindsay Poss:

know, the underlying tech and all of the the technology that

Lindsay Poss:

it's built upon in order to just log on it, joy it the same way

Lindsay Poss:

that we have so far.

Unknown:

Yep, I wish it was more boring than it is. But here we

Unknown:

are. Yeah, exactly. It's all Twitter's fault.

Lindsay Poss:

I say that as someone who loves Twitter, by

Lindsay Poss:

the way, that's totally qualified to critique it. Um,

Lindsay Poss:

okay, so I do one last segment at the end of the show. But

Lindsay Poss:

before we get into that, I want to do a quick summary of what we

Lindsay Poss:

talked about. So we started with a long or not long, but we

Lindsay Poss:

started with a good history and a good understanding of what web

Lindsay Poss:

three actually means. So web one static pages to web two, more

Lindsay Poss:

flash and interactivity to web three, which is with its

Lindsay Poss:

decentralized platform allows ownership for you users all over

Lindsay Poss:

the internet, and gives people better ownership their digital

Lindsay Poss:

goods also means a two sided marketplace. So players are able

Lindsay Poss:

to own their own items and decide what is valuable when

Lindsay Poss:

trading those items. When it comes to companies moving on to

Lindsay Poss:

more web platforms, we talked about how there's going to be a

Lindsay Poss:

different monetization structure, transaction fees will

Lindsay Poss:

drop. So companies, there'll be more b2b, b2c, and C to C

Lindsay Poss:

transactions, what I really got out of that is that it's

Lindsay Poss:

actually a chance for all kinds of different transactions to

Lindsay Poss:

take place. Rather than logging on to a platform and having to

Lindsay Poss:

go through that platforms. transaction system, which can be

Lindsay Poss:

quite I don't know if predatory is the right word, but quite

Lindsay Poss:

quite harsh, I suppose is a better way of thinking on its

Lindsay Poss:

users. And so companies will be able to make money all kinds of

Lindsay Poss:

different ways, whether it's a small company directly taking

Lindsay Poss:

ownership and selling goods, or a large company collecting a

Lindsay Poss:

small digital tax or kind of sales tax on the sale of a great

Lindsay Poss:

net of goods, or transactions. And we talked a lot about thing

Lindsay Poss:

that I was most excited to talk about, which was the way that

Lindsay Poss:

you are developing your game to reward good behavior both. And

Lindsay Poss:

to kind of address some of the root problems that we see in

Lindsay Poss:

gaming, one being the entry of new players, and that huge

Lindsay Poss:

barrier to entry on creating a space for that, while also

Lindsay Poss:

maintaining a space for competitive players. So allowing

Lindsay Poss:

different audiences to have different experiences depending

Lindsay Poss:

on what they want, talked a lot about having role models. And as

Lindsay Poss:

an alternative to banning allowing people to actually see

Lindsay Poss:

what behaviors are, are rewarded to help grow the community and

Lindsay Poss:

build it in a positive way. We apply that a little bit to what

Lindsay Poss:

web two games are doing. But largely, it's, at these days,

Lindsay Poss:

just kind of easier to build something new, where it's not a

Lindsay Poss:

problem in the first place. That doesn't mean that there's not

Lindsay Poss:

things that web two games, and especially legacy games that

Lindsay Poss:

have been around for 10 or 20 years, good implement. And I

Lindsay Poss:

think you all have great ideas on what they could implement, or

Lindsay Poss:

at least a framework what they could implement, but it is

Lindsay Poss:

obviously harder to do that on legacy system. We also talked

Lindsay Poss:

about how it's harder because they can't create profiles in

Lindsay Poss:

several places. It's one centralized system where people

Lindsay Poss:

are constantly acting in transacting makes a little bit

Lindsay Poss:

harder to incorporate some of the elements. And when it comes

Lindsay Poss:

to the metaverse, crypto kind of as a whole, gamers have to be

Lindsay Poss:

shown what's good for them, and also shown that they don't need

Lindsay Poss:

to have an opinion on the underlying tech that it can be a

Lindsay Poss:

seamless and boring transition for them. And how Twitter has so

Lindsay Poss:

far ruined all that. But for the last little bit, I like to ask

Lindsay Poss:

all of my guests to do a moment of reflection. So this is a

Lindsay Poss:

chance just for you to think back on, on what you've done.

Lindsay Poss:

What you're happy with what you're maybe unhappy with. I'm

Lindsay Poss:

looking at you Maxim, the Diablo scam. And just to I would love

Lindsay Poss:

for you to answer this question. What is one thing you would like

Lindsay Poss:

to tell your younger self about getting into the gaming industry

Lindsay Poss:

and being successful?

Unknown:

I mean, I guess I'll I'll say related to the Diablo

Unknown:

scam? I really can't agree. Yeah, yeah. The I'm really

Unknown:

grateful for all those experiences in gaming. You know,

Unknown:

at the moment, in the moment, I was pretty bummed out. But

Unknown:

ultimately, all of gaming has taught me more about the future

Unknown:

of the internet than I ever could have imagined. It really

Unknown:

has, for me been a microcosm for communities, our culture forums,

Unknown:

and what I see as being kind of this next really big chapter on

Unknown:

the internet. So I think that's something I'm really grateful

Unknown:

for all the positive and negative experiences. Yeah,

Unknown:

that's such a good point. I think similarly to is trusting

Unknown:

that what you believe is good, particularly from like a

Unknown:

mechanic's point of view, going into the future is going to be

Unknown:

recognized by the communities of the internet. Like, if you have

Unknown:

a great game that you think is really fun, and your team and

Unknown:

your friends really believe it's great as well, the world's gonna

Unknown:

recognize it. And I think that's something that's really exciting

Unknown:

about nowadays, where it's not going to be so much of you

Unknown:

having to convince VCs or going to a publisher and being like,

Unknown:

Hey guys, make sure you like our game like this is this is gonna

Unknown:

be the next Call of Duty right like it's it's it's a different

Unknown:

place where you can actually be recognized for the design work

Unknown:

you're doing it doesn't need to be always pretty, but it can

Unknown:

still be a really excellent game and and that's something I just

Unknown:

think people should really know and, and understanding in the

Unknown:

industry.

Lindsay Poss:

This has been such a great episode. When I was

Lindsay Poss:

preparing for this I kept thinking about have you all seen

Lindsay Poss:

little rascals that movie from our childhood? He Oh, yeah. The

Lindsay Poss:

end portion the he man was and haters club now accepts women. I

Lindsay Poss:

kept thinking about that when I was writing that and having you

Lindsay Poss:

on as the the first male guest. One of the things that we talked

Lindsay Poss:

about in our little, our chat the other day was that there's

Lindsay Poss:

been a lot of women who have been in male dominated spaces.

Lindsay Poss:

And that's been a really difficult experience. And I just

Lindsay Poss:

appreciate that you have come into this space, which

Lindsay Poss:

presumably is female dominated, and shared what you're working

Lindsay Poss:

on. And I think that I really think that things that you're

Lindsay Poss:

doing are extremely unique, and hopefully have an impact on some

Lindsay Poss:

of the other issues that some of the other guests have brought

Lindsay Poss:

up. So thank you for doing that. Really appreciate it. And thank

Lindsay Poss:

you for your time. Where can people find or follow you if you

Lindsay Poss:

want to be found or followed?

Unknown:

I guess if since our game is still a little bit in

Unknown:

stealth mode and hasn't fully been announced. Maybe a decent

Unknown:

place is to you can follow myself on on Twitter. I'm at

Unknown:

Maxwell wink. And any relevant announcements to our game will

Unknown:

also be retweeted there.

Unknown:

Perfect. Yeah. And it's such an honor to be here. I mean, it's

Unknown:

really cool. Being your initial males on the podcast, I think

Unknown:

it's been a really blast talking about this stuff.

Lindsay Poss:

Perfect. Well, thank you guys so much for all

Lindsay Poss:

of our listeners. Leave five star ratings and reviews you

Lindsay Poss:

know the deal. Check out other holodeck media podcasts,

Lindsay Poss:

including men of business for all the metaverse finance

Lindsay Poss:

stories you could ever want. Business of esports for

Lindsay Poss:

interviews with industry leaders. I'm on Twitter,

Lindsay Poss:

Instagram and LinkedIn and Lindsey path and you can catch

Lindsay Poss:

me once a night on the business of esports live after show. You

Lindsay Poss:

can catch this podcast in your feed every Tuesday, sometimes

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