[0:00] There are many important aspects that  make video games feel like video games,   [0:04] but one that I find especially interesting due  to our complex relationship with it is failure. [0:10] Without some sort of setback, or at the  very least the potential of a setback,   [0:15] games run the risk of losing meaning. The best  way to make success feel good is by earning it,   [0:21] and so space for failure is a key  part of almost any game’s design.   [0:25] This can take all sorts of forms, both big and  small, harsh and forgiving. Frankly, there are   [0:32] tons of ways to incorporate it—it all comes  down to what a game is aiming to make you feel [0:38] What makes failure tricky is that it is a  thing we instinctively want to avoid. Like,   [0:43] when I come across a new boss in a game, a part of  me always hopes that I will clear it on that first   [0:48] attempt. Of course, if I did first try every fight  I came across, the feeling I would inevitably walk   [0:52] away with is that the game was too easy for me.  It only actually feels good when it is rare.   [0:58] Despite our aversion to it, we need failure.  The threat of it is what gives games stakes,   [1:05] it's what makes your inputs matter. And for  it to really work, the threat can’t just be   [1:09] a threat—the consequences have to be carried  out because if you never experience friction,   [1:14] the threat will no longer feel threatening,  causing it to feel more like a ride than a game. [1:20] On the other hand though, there is only so much  failure most players will be willing to endure,   [1:25] creating this push and pull for developers where  they have to consider how to implement failure   [1:29] in a way that will feel meaningful and be  in line with the type of experience they   [1:33] are trying to create without driving away  their core player base out of frustration. [1:37] Over the past couple months, there has been  a lot of discussion around Hollow Knight:   [1:41] Silksong for this reason. The game is incredibly  difficult; the various gauntlets and boss fights   [1:47] will have you dying over and over again, and what  has been one of the more controversial aspects is   [1:52] that in most cases, instead of respawning in a  spot close to whatever fight you were just in,   [1:57] you most likely will be sent far, far away and  need to engage in a dreaded runback. Runbacks   [2:03] have long been a part of metroidvanias and other  genres that take heavy inspiration from them,   [2:08] but there has been a somewhat recent push  away from them. A comparison I’ve seen a lot   [2:15] is with how Elden Ring does it, that being always  providing some kind of checkpoint right by a boss,   [2:20] allowing players to immediately retry after  a loss. The challenge is not the level as a   [2:25] whole but instead the boss, and this format  pairs logically with the immense difficulty   [2:30] of some of these fights. They are balanced  around the assumption that players will   [2:33] come in at full strength and therefore they  pull very few punches. The friction comes   [2:38] from how difficult they are, not from  how much they will punish the player. [2:42] In Silksong, bosses also seem balanced around the  assumption that players will be coming in at full   [2:47] strength despite having to travel so far to get  to them. In fairness, with Silksong, players are   [2:52] never that far away from being at full strength,  as the primary resource they will deplete, Silk,   [2:57] can be recovered without any sort of item,  unlike Elden Ring where the player can only   [3:01] restore their primary resource, flasks, by  resting or dying. Also, after every death,   [3:07] Hornet leaves a cocoon behind, and breaking it  fully restores her silk, creating the opportunity   [3:12] for the player to start every fight with a  good amount of health. Regardless of that,   [3:16] there is still far more friction here. Every death  has the weight of two failures, and instead of   [3:22] getting to keep practicing the part that caused  them to fail, players have to work through a   [3:25] section that calls for a different skillset  that they already feel like they overcame. [3:29] Now, despite what people who hate them will  say, it should be noted that there are plenty   [3:33] of folks out there who do like runbacks, and  particularly the ones in Silksong. They like   [3:39] that the challenge comes from mastering an  area on a wider scale instead of in tiny   [3:43] segments. They like having space between  attempts that push them to approach every   [3:47] fight with consideration instead of casually  throwing themselves into a meatgrinder. They   [3:52] like finding the optimal path back and perfecting  their movement through it. They may even like   [3:57] the temptation it creates to go somewhere else  for a little while that they may have missed. [4:02] Sickos like this do exist. And, yes, I am  sickos. I like Bilewater; I refuse to apologize. [4:08] Admittedly, while I have started to find runbacks  to be a bit tiring in many soullikes I play,   [4:13] I didn’t have that same feeling in Silksong,  largely due to it being a platformer. Where   [4:18] awkwardly weaving between enemies in Dark  Souls kind of goes against what the game   [4:22] wants you to do, speeding through areas in  Silksong feels natural and fun. There are a   [4:27] bunch of moves specifically designed to help you  traverse areas and bypass enemies, so instead   [4:32] of it feeling like cheesing the intended  design, it feels like the intended design. [4:37] Now, even as someone who found value in them, it  is undeniable that this type of failure is grating   [4:43] for tons of people, and this largely comes down  to how often any given player has to do it. Like,   [4:48] obviously runbacks will feel different to those  who only end up doing 2 to 3 attempts per boss   [4:52] compared to those who come closer to 30 or 40.  Doing more runs not only takes up more time,   [4:58] but also will lead to diminishing  returns in terms of your improvement   [5:01] at the actual runback. For many, there is a  good chance that after a bunch of attempts,   [5:06] getting back to the part they’re stuck on will  become near mindless; leaving it feeling less   [5:10] like part of the challenge and more like  a minute or two they’ll never get back. [5:14] Unsurprisingly, the more punishing failure is, the  less patience players will have for it. Discourse   [5:20] around Silksong often gets boiled down to it  being too hard, but as plenty of other people have   [5:25] started to point out, it has more to do with how  punishing the game is than how difficult it is.   [5:29] They are obviously intertwined, but it's not  as if the hardest parts of Silksong are so far   [5:34] beyond anything a game has ever done before;  it's that failing at them means replaying   [5:38] a different hard part where dying on the way  back could mean losing all of your hard earned   [5:42] money. It is a tension that is hard to hold and  based on the discussions surrounding the game,   [5:47] it seems like for a good amount of people than  tension shifted into frustration. Failure in   [5:52] Silksong can so easily beget more failure, and  that kind of spiral downwards is hard to stomach. [5:58] Honestly, I think part of why roguelites  have gained so much popularity is because   [6:02] a lot of them do the opposite of this. They  are designed around small chunks of gameplay,   [6:07] where, yes, you most likely will fail time and  time again before having anything that comes   [6:12] close to even looking like a successful run;  but, due to various forms of metaprogression,   [6:16] every failure is a chance to improve your  character whether it be increasing their stats or   [6:20] unlocking new moves or anything else that may give  you an edge. Failure in a roguelite is expected,   [6:27] and the consolation is often that the playable  character will be more effective. Even in games   [6:31] with horizontal progression where its more  about increasing gameplay options over stats,   [6:35] having a wider pool of upgrades and  abilities to choose from gives players   [6:39] more opportunities to craft powerful builds.  The improvement is impossible to avoid,   [6:44] giving players a sort of permission structure  in a way other types of games don’t. [6:49] For instance, a pretty common phenomenon with  games like Silksong or Elden Ring is that players   [6:53] will come across a boss, be underpowered in  some way, but still bash their head against   [6:58] it until they beat it. Typically, bosses like  this aren’t designed to be brute forced. They are   [7:03] meant to be barriers that push players to explore  elsewhere so they get more powerful and come back   [7:07] better equipped, you’ve heard all this before.  However, doing that can feel like giving up,   [7:12] which isn’t easy for a lot of players to do.  Exploring elsewhere is choosing to progress   [7:17] the character's ability over the player's  ability, leading to the fight being inherently   [7:22] different when they do come back. If they get too  powerful, the fight may not be challenging at all,   [7:27] and so beating the boss won’t feel nearly  as satisfying because of a choice they   [7:32] made. However, in a roguelite, due to the  structure, instead of coming back to a boss   [7:36] with a massive increase in the character’s power,  it will almost certainly be a more gradual one,   [7:41] making it unlikely that the fight will be  trivialized due to the increase and also causing   [7:45] it to be harder to deem what deserves more credit  in the success: the character or the player. [7:50] Also, more and more roguelites have started  to offer a number of ways to increase the   [7:54] challenge once the player has started  to figure things out and substantially   [7:57] upgraded their character’s abilities. The Heat  and Fear systems in the Hades series are solid   [8:02] examples of this. Before each run, players can  select modifiers ranging from simple stuff like   [8:07] damage and health increases for enemies to more  interesting obstacles like new versions of bosses,   [8:12] time limits—changes that have a significant  effect on what a run feels like. It is a   [8:17] challenge players opt-into, customize to their  liking and maybe most importantly can gradually   [8:23] implement. It lets them increase the challenge  to make it clear that their own skill is what   [8:27] deserves the credit while making it rare to  get the feeling of running into a brick wall. [8:32] All of this creates a system that offers a  smooth, challenging and varied experience that,   [8:37] regardless of skill level, never  feels like the player is doing the   [8:40] exact same thing over and over again. It  softens failure in every conceivable way. [8:42] To be clear, I am not trying to say that  this sort of implementation of failure is   [8:45] better than other types—it is just that it's  a type of failure that broadly is easier for   [8:50] players to accept because it doesn't leave  them feeling as if they've wasted their time. [8:55] A person's tolerance for failure depends  on so many different factors, but one that   [9:00] looms larger than most is how much time they  have to play games at all. If you only have   [9:05] an hour every few nights to play something,  do you really want to spend that whole time   [9:09] dying to fucking Groal again? Most players  want to feel as if they are making progress   [9:14] within any given gaming session, and even if  they are getting a tiny bit better each fight,   [9:18] that isn't necessarily going to be felt  in the way or at the speed they may want. [9:23] The right amount of failure is a hard thing  to measure. It is so dependent on the goals   [9:27] of a game and the state of mind of the  player, and frankly what I'd argue is   [9:31] generally the ideal amount sort of exists on  a razor's edge. I’d say the best time to beat   [9:36] a boss is when you are on the brink, when  one more loss will push you over the edge,   [9:41] and so, especially with games that aim to be more  punishing with their failure, where the number of   [9:46] times you are willing to fail is relatively low,  it is all too easy to get pushed past that point. [9:51] Of course, failure isn’t always tied to having  to replay a section multiple times. It can also   [9:57] be used to shape what happens next whether  that be narratively or gameplay-wise. While   [10:02] this type of failure may seem like it'd be  more appealing to those worried about having   [10:05] their time wasted as it doesn't force them  to do the same thing over and over again,   [10:09] many seem averse to this approach as well.  This is probably most true when it is tied   [10:14] to gameplay. If you get thrown into a high  pressure situation that could lead to the   [10:18] permanent death of an NPC or something,  the stakes may create valuable tension,   [10:22] but failing will be a hard thing to accept. Not  only can it fundamentally change the narrative   [10:26] experience but also there is a decent chance that  the failure may come from you simply not realizing   [10:31] what you were supposed to do, making it feel less  like your character was unable to save someone,   [10:35] and more like a miscommunication  between the player and the game. [10:38] Even though plenty of people like to be  tested on their mastery of mechanics,   [10:42] they don't necessarily want the  result of those kinds of tests   [10:44] to have a lasting impact. They want to be  able to have the space to figure things out,   [10:49] and the fear of dealing with longterm  punishment can be a massive deterrent. [10:54] This fear is a big part of why  people hate time limits in games,   [10:57] especially ones that span the entire play  through. While I do think there are ways   [11:01] to balance titles to protect against this, a  lot of people fear the idea of early failures   [11:06] putting them so far behind that by the time  they figure the game out, it will be too late. [11:10] A fairly common critique I received on my recent  video where I defended time limits and discussed   [11:15] some games that I think would have been better  if they had one is that I didn't fully address   [11:19] the ways this fear can play out; what happens  when you actually run out of time? In hindsight   [11:25] I wish I would have because I think there are  both a lot of good and interesting alternatives   [11:29] to being forced to start the game over; and that  it would have better supported the thesis of that   [11:34] video which is that no matter how interesting  the inclusion of a timer can make a game,   [11:39] the discomfort they create will still  never appeal to the majority of players. [11:43] For instance, instead of getting a game over,  running out of time or running low on time   [11:48] could simply lead to some other consequence. In  Unsighted, which yes is always my go-to example   [11:53] when talking about titles that use time limits  well, unsurprisingly has a great approach to this.   [11:59] Every character, including your own, only has a  certain amount of in-game hours to live, and their   [12:04] life can be extended through the use of a resource  that can be found throughout the world. This gives   [12:08] a good reason to explore despite the time limit  and also creates a personal goal to keep as many   [12:13] characters alive as possible. However, if the  playable character gets low enough on time,   [12:18] they are presented with the option to sacrifice  other characters to get time back. There are   [12:23] certainly less brutal ways a game could go about  this, but doing something along these lines that   [12:28] fundamentally change character relationships or  places you can visit without drawing the ire of   [12:33] those who live there or anything else that brings  a change to your relationship with world can be   [12:38] effective ways of providing near unlimited time  while not cheapening the impact of running out of   [12:42] it. Another approach that could work with a system  like this or even just stand on its own is to let   [12:48] the player continue playing even after running  out of time, but have that impact the ending   [12:52] they get. Depending on the complexity of the game  this could mean all sorts of different things,   [12:56] but it would ensure that the player doesn't miss  out on the core beats of the game and story. [13:03] Now, the problem with these approaches is that  they make you feel bad. Even if it isn't as   [13:08] drastic as sacrificing other characters, doing  something that severs a relationship with those   [13:13] you've come to care about, while narratively  intriguing, is a lot, and if the alternative is   [13:18] a game over, you will pretty much have to do it or  quit, and this could takeaway your favorite part   [13:23] of game simply because you weren't quick enough.  Even in a set up where it could just lead to a   [13:28] bad ending for your character, this also can feel  frustrating as people generally want to get what   [13:32] is considered the good ending, the true ending,  and so anything else feels like time wasted. And   [13:38] as most people are probably only gonna play a  game one time, the potential for a bad outcome   [13:43] doesn't feel worth it for most. This increases the  chances that a likely player behavior will be to   [13:49] look up the most efficient path or over powered  builds as to avoid the negative consequences. [13:54] Honestly, this sentiment often exists even when  skill is not part of the equation. This can be   [13:59] seen with games that have meaningful  choices within them. While on paper,   [14:02] most players would say that they want to  play a game where their choices matter,   [14:06] I don’t know that that is what they actually  want. More than there being a lot of choices   [14:12] that matter, I think what the majority of folks  want is for the story to play out in the way they   [14:17] want it to play out. Obviously this doesn’t  apply to everyone—some people love making a   [14:25] choice and living with the consequence of that  choice. However, a lot of players want to feel   [14:30] in control. They want to know that the choice  they are making is the right one. The one that   [14:35] will get them the best ending or atleast the  ending they will be happiest with. Especially if   [14:39] you’re only going to play a game once, you  don’t want everything to go wrong because   [14:43] you gave the wrong fatherly advice or because you  interpreted the words of a character incorrectly. [14:48] What’s weird is that I imagine the majority  of folks would agree that the most interesting   [14:52] and engaging kinds of choices tend to  be ones where what the outcome will   [14:56] be is not clear. The kind that gets the  player to stop and think about what could   [15:00] happen. What could go right, what could go wrong,  and then try to make the best choice they can,   [15:03] whether that be based on the things  they personally value or the things   [15:06] the character they are playing as values.  However, based on conversations I’ve had,   [15:10] posts I’ve read, playthroughs I’ve watched,  most people struggle with not actually knowing.   [15:19] There is a reason why major gaming publications  post guides for endings and romances for every   [15:24] major release that includes choices surrounding  them—people rely on them to avoid losing out. [15:29] This gets even more complicated when luck is added  to the mix. Back when it released there was a ton   [15:34] of discourse around Baldur’s Gate 3 in regards  to reloading saves, less kindly known as save   [15:40] scumming. Whether it was to undo the consequences  of any given choice or an unfortunate roll, it   [15:46] became a wildly popular way to approach the game.  In some ways this seems to be the antithesis of   [15:50] what players should do when playing a title like  Baldur’s Gate 3, one that is based on Dungeons   [15:55] and Dragons, the ultimate example of a game where  players have to live with their failures. However,   [16:00] the mindset someone approaches a tabletop rpg  with is not the same that they approach a video   [16:05] game with. While there is a whole cottage industry  examining Game Master horror stories, if you have   [16:10] a halfway decent group to play with, chances are  you will have some level of trust in your GM to   [16:15] craft an experience that feels satisfying, that  twists failures to be as interesting as successes,   [16:21] that has payoffs for everything. But that  is a lot harder to do with a video game. [16:27] They can’t be as accommodating or nuanced as a  person can be; they can’t pull you aside and ask   [16:32] how you felt about how something played out  and adjust accordingly, so outcomes can feel   [16:37] more harsh because of that. For instance, if you  fail the strength checks to pull Gale out of the   [16:42] portal at the start of the game, you just don’t  get Gale in your playthrough. Admittedly you’d   [16:47] have to be pretty unlucky to miss in this way, but  it could happen. Not to mention there is also a   [16:52] chance that the player misreads the situation.  They see a hand out of a portal and worry that   [16:57] it is going to try to pull them in and miss him  for that reason. Even though this kind of result   [17:00] would allow players to focus more on the other  brilliant characters in the game and ultimately   [17:04] have to navigate situations later on in much  different ways, it is hard for many to accept that   [17:08] a character as beloved as Gale, one who is vital  to the experience of most other players literally   [17:14] will never be a part of theirs. This might work  in a vacuum, but as information about characters   [17:20] and games is often thrust upon us, it is near  impossible to not have some fear of missing out. [17:25] Obviously this is one of the more extreme  examples of a potential outcome in Baldur’s   [17:30] Gate 3, but even with choices that have a  smaller impact, the fear of missing out on   [17:34] characters or events is hard for players  to shake. And so these kinds of failures   [17:39] that make choices more interesting also  make it more likely that players will   [17:43] avoid falling into them whether that is through  reloading a checkpoint or looking up a guide. [17:48] What it always seems to come back to in one way  or another is that players don't want to feel as   [17:53] if their time is being wasted. They don’t want  to put hours and hours into something and not   [17:58] get back whatever it is they hope to get out  of the experience. While many of us do waste   [18:02] tons of time on things we barely even think about,  there's something about playing a game that feels   [18:07] different. It's more of an investment; it’s an  active choice, and a part of their appeal is the   [18:11] promise of control. Of being able to progress  and overcome obstacles, of being able to have   [18:16] a desired outcome. Failure is what makes this  control matter, but it is also what interrupts it,   [18:22] what in some cases puts it in jeopardy. It is a  thing that players need, but don't often want. [18:28] And one of the most unfortunate things about it  is that, with most games, the players who are   [18:32] the least interested in experiencing failure,  are often the ones experiencing it the most.   [18:38] Obviously there are many things that go into  any given player's taste, but there does seem   [18:42] to be a correlation between being more skilled at  a game and wanting a higher level of challenge and   [18:48] punishment. It is the search for the sweet spot,  the balance that will get you in the flow state;   [18:54] but so often, especially in titles with a single  static difficulty, those players aren’t dealing   [18:59] with the consequences of failure. They aren’t  doing 40 runbacks to a boss, running out of   [19:06] time after dozens and dozens of hours in a game,  losing resources from dying. Instead, they are the   [19:12] ones getting through with far less friction and in  some games are rewarded for that by getting more   [19:18] experience or access to weapons sooner, creating  a snowball effect that makes things easier for   [19:23] them. Meanwhile, those a bit less skilled get  hit with negative feedback loops that get them   [19:27] stuck for far longer. To be clear, being less  skilled at games doesn't necessarily mean not   [19:32] wanting to deal with failure at all; I'd imagine  there are some who do just want smooth sailing   [19:37] all the way through, but, I’d imagine many want  to be in their own sweet spot, however, getting   [19:42] punished this often and this severely pushes them  outside of it. In some ways, it makes it so those   [19:47] failing the most and those failing the least, wish  they could have an experience more like the other. [19:52] While difficulty discourse has long been at  the forefront of gaming discussions, over   [19:56] the past couple years it has started to feel a bit  different. There seems to be a fatigue setting in,   [20:02] and it's not just that a new group of people who  have never liked more punishing desing are joining   [20:07] the conversation; it's that a lot of people who  used to be more onboard with this kind of design,   [20:12] have started to sour on it. There are a lot  of things that could explain this shift, from   [20:17] the general mental exhaustion of being a human in  our current digital and cultural age to gamers as   [20:23] a whole getting older and older thus having less  time and patience for punishing forms of failure;   [20:27] as far as things directly related to the industry  though, I think it is important to acknowledge the   [20:32] Dark Souls of it all. Obviously, Dark Souls  did not invent being hard, but it’s approach   [20:37] to difficulty has been massively influential.  Not only has FromSoft launched themselves from   [20:43] being a niche studio to one of the most popular  ones out there, but countless other developers,   [20:49] indie, AAA, and everything in between, have  taken cues from the Souls series. And it's   [20:54] not even that there are too many soulslikes now,  although I know plenty would argue that there are;   [21:00] it's that more and more games in all types of  genres have adopted aspects from the Souls series,   [21:05] leading to the average game now being more  punishing than the average game 15 years ago.   [21:11] After an era of streamlined titles, the pendulum  has swung back, certainly not anywhere close   [21:17] to where it was in the 80s and early 90s, but  games, as a whole have moved in that direction.   [21:23] I don't think this is exactly a bad thing, and I  am sure many of you have welcomed games becoming   [21:28] a bit more punishing, but it feels like we're  starting to hit the edges of what a broader   [21:33] audience is interested in engaging with. As  the average game has increased in difficulty   [21:38] and harder ones have continuously tried to top  themselves to present a new level of challenge,   [21:44] failure feels heavier than it has in a long  time. And when mixed with how most things   [21:49] in life feel heavier now than they have in a  long time, it is no real surprise that there   [21:53] has started to be more pushback; that general  audiences have grown tired of the heaviness they   [21:58] experience within the hobby they turn to in order  to escape all the other stuff for a little while. [22:04] Failure makes games better. In some ways it is  what makes them games at all, but submitting to   [22:10] it is no easy feat as there is no guarantee that  the reward will feel worth it. That your time will   [22:16] be respected. And part of this is because what any  given person views as their time being respected   [22:22] will vary greatly depending on countless factors  that developers can’t realistically control for.  [22:27] Not to mention, at the end of the day games  are not designed expressly with you, or,   [22:31] more tragically, with me in mind; they  instead are designed for the nebulous us,   [22:37] more specifically for subsections of the nebulous  us, and as that us gets bigger and bigger,   [22:42] and those subsections become more varied, more  and more people will fall outside of the target. [22:48] All of this amplifies the frustration that  comes with failure, and I don't blame anyone   [22:53] for feeling this way. I do think there is value in  submitting to failure. I also think sometimes we   [22:59] are so averse to it that we don't even allow it to  be an option, which is a shame. Due to our natural   [23:05] inclination to avoid it, I think it can be hard  to identify what amount of failure and what kind   [23:10] of failure we will be okay dealing with. We write  something off a bit too quickly. With that said,   [23:19] it is quite easy to get pushed too far. This is a  big part of what makes it so hard for developers   [23:25] to balance. They are trying to find a line that  is so circumstantial, a line that is frankly hard   [23:31] to hit even in games that offer players plenty  of ways to augment the difficulty, a line the   [23:36] players are instinctively trying to push against,  so it makes sense that it often feels off one   [23:39] way or another. I expect to see games shift  in the other direction as a response to the   [23:44] current state of things. Truthfully, I wouldn't be  surprised to see more and more games move toward   [23:49] structures more reminiscent of roguelites, and I  think this is kind of supported by the fact that   [23:53] tons of major studios have experimented with them.  Whatever happens, I do hope you continue to fail,   [24:04] and I hope it is just the right amount of  failure to leave you feeling accomplished. [24:15] Now, one way I don't want you to be a failure is  with giving gifts this holiday season. Whether   [24:20] you've been struggling to find the perfect gift  for someone in your life or just forgot, its time   [24:26] to make a move and this video’s sponsor, Displate,  has tons of incredible options for you. They   [24:31] have a massive catalogue of high quality metallic  posters, that are wildly easy to hang, and switch   [24:36] out, and they are far more durable than any paper  poster ever could be. To get them on the wall, you   [24:42] put the protective leaf and magnet on your wall,  and then are good to go. They have partnerships   [24:47] with a lot of great properties ranging from The  Witcher to Avatar: The Last Airbender and tons of   [24:53] work from independent artists. Regardless  of if its for a friend, a family member,   [24:58] or even yourself because you deserve nice stuff  to, there are so many great pieces to choose   [25:04] from for fans of all sorts of things. Not to  mention you can also create a custom displate,   [25:09] which could be anything from a beautiful photo  you took to this drawing of myself that I made   [25:15] in 10 seconds. Either or. Displate offers fast  delivery, and if you order using my link in the   [25:20] description you can get 33% off for 1-2 displates,  38% off if you order 3, and 40% off if you get 4   [25:27] or more. All in all, Displates look great and are  easy to manage, and now is the best time to grab   [25:33] one for those you love as well as yourself.  Thanks to Displate for sponsoring this video. [25:43] For all of you still here, hello. I'd like  to thank my patrons for making this channel   [25:48] possible. I've been doing this for a while now.  It's pretty cool. And anyone who's watching to   [25:52] this point in the video, you're responsible for  that. So, thank you. And if you're doing it out of   [25:58] hate…respect. I hope you have a great day and/or  night, and I'll see you in the next one. Bye.