Hello everyone! My name is Eric Musco and I, along with Brooks Guthrie are happy to bring you episode one of the official Star Wars™: The Old Republic™ podcast, “Rocket Boots”. You can listen by using the embedded player, by downloading and listening on your preferred MP3 player, or check it out on our YouTube channel.
In this episode, we sit down with Daniel Erickson and Damion Schubert to talk about what we saw in Game Update 1.2 and what we can expect as we look forward to Game Update 1.3. Also, David Bass stops by to tell us about how things went at PAX East and share some of our convention plans for the rest of the year. If you have any questions or comments about the show, feel free to let us know in this forum thread.
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Thanks for listening!
Transcript:
Brooks: Hello everyone. Welcome to the official Star
Wars™: the Old Republic™ Podcast. I'm Brooks Guthrie
Eric: And I am Eric Musco and on today's episode we
sit down with Damion Schubert and Daniel Erickson to talk about Game Update 1.2
and some of the exciting things coming Game Update 1.3 and we also talked to
David Bass about PAX East and all the exciting conventions we are going to be
going to later this year.
All right and we are joined today by two awesome gentlemen
right here at BioWare, Austin. I am just going to let you guys introduce
yourself and what your title is and if you could tell us a little bit about
what you do here at the studio
.
Damion: I'm Damion Schubert a Dark Warlord Systems
Design.
Daniel: This is Daniel Erickson coming at you at Lead
Designer and I'm dedicated to doing radio voice for the whole interview
Brooks: Excellent.
Eric: I am going to be really impressed if you pull
that off
Daniel: I will be too
Eric: Because I have no radio voice. We often talk
about this. I just speak normally and Brooks goes into his radio voice and it
is really impressive and I am just like I can talk into a microphone.
Daniel: I was actually told numerous times when I was
doing theatre in the university that I had a great voice for cartoons or radio
and I believe the implication was a face for radio as well.
Brooks: And that remains today.
Eric: Yeah, so as you know 1.2 came out a little bit
ago. Why don't you guys talk about some of the big changes that came in 1.2?
What is some of your philosophies were going into making some of those big
changes?
Damion: Well the cool thing about how we did this
particular patch 1.2 is that we really experimented more with letting the teams
own the features a lot more and not being as top down and like for example the
GUI customization team take that ball and run with it and I think there you see
an excellent example how that philosophy came to life and they did way more
than we expected. They thought of lots of things that weren't in the original
design document. I think the quality of that feature really speaks for itself
and you know that is a philosophy we really want to sort of spread out through
all of the teams in the future so all of the features are just taken to the
hilt and are as good as they possibly can be.
Daniel: One of the things about 1.2 sorry no, I
probably can't hold that up for 15 minutes. The Legacy was obviously the big
piece for 1.2 that we are excited about and Legacy had been in the works
forever. I went back and looked at original design docs, you know, when we had
8 pages with the entire really high level design pitch and it has got my
really, really bad little family tree. One of the things that was already hard
for us was that it involved so many of our systems coming together and working
together and playing nicely that it took a lot more work we thought in the very
last minute to pull it all together but it was beautiful to see it actually
come out.
Eric: So one of the things you actually said Damion I
think is really interesting is that you know in 1.2 you ended up with some
maybe additions to features but maybe new features but additions to features
that weren't originally planned. Can you give me an example of what that might
have looked like?
Damion: A good example is the guild banks where we
started with a fairly cut and dry implementation of guild banks going to the
system and when we looked at it, for example, we looked at it and realized,
"Hey, you know what logging all of the cash events at separate log entries
just really sucks for a lot of reasons." It pushes out all of the events
of somebody looting your guild bank because we can restore so many messages.
Eric: Right.
Damion: It is also impossible for you to tell how
much people are actually contributing because you can't get every possible log
message and so the team took it upon themselves to add the guild ledger, which
is a simple idea but also you know one of the small ideas that just makes the
whole system so much easier and so much better to use and it is so much easier
for guild masters to observe what is going on inside of the guild and to figure
out who the dead beats are and so, you know, it is little things like that that
you see-
Daniel: Some good things to know, yeah.
Damion: It is little things like that that you see
throughout the systems that were implementing in 1.2, where they got a lot of
love.
Daniel: Yeah I think the one that I got the whole
time was so we had a Legacy strike team and we are working really hard on that
stuff and they just added a bunch of stuff that basically if you heard giggling
from over there, especially if you heard some very distinctly William Wallace
giggling then you know you would go over there and you go, "Hey what have
you got going on?” “Look, look, rocket boots!"
Damion: Ah, the rocket boots.
Daniel: I am like, "What are you doing with
rocket boots?" "We’re going to put in rocket boots!" and I am
like, "I don't remember anything in the design-” and they’re like,
"Rocket boots!" And I’m like, “Alright, alright.”
Brooks: Oh my god.
Eric: That was a William Wallace special?
Daniel: Yeah the rocket boots.
Eric: We would like to personally thank William
Wallace then for the rocket boots because they are awesome.
Daniel: Well I am not sure, hold on - that is the
great thing about strike teams. I m not sure where that originated on that
team, but that definitely came out of Will's team as did the unarmed brawling
game, which was another one that I showed up one day and they said, "Look
what we can do?" and I am like, "Okay, are we doing it?" And
they’re like, "Yeah!" Alright, we are going to brawl.
And once I actually sat down and played with it I was like,
"Okay, this is pretty fun." And then the role playing stuff literally
I'd asked, "Just go through the whole game and just try to find everything
that you could find for emotes that we don't have access to." And yeah,
just watching stuff develop there, where it's really people's passion going out
and saying, "Hey, this is what I'd like to add to this feature."
Damion: Design is most fun when people are building
stuff that they like and people are building features that they could love and
put a bit of themselves into and so we started to design documents that are
very level and have a charter but again you know really what we want to do is
most of our team plays the game, most of our team loves the game, and they have
ideas of how to make the game better and some extent being me and Daniel our
job is to keep them in between the lines. Make sure they don't go off reservation.
Eric: Rocket boots, rocket boots.
Daniel: Damion and I having different lines.
Damion: Well, you know, I personally liked the Scooby
Doo Mystery Machine Speeder Bike but-
Daniel: I didn't like it. I know, I know.
There will be no Scooby Doo Mystery Machine Speeder Bike.
Brooks: So obviously 1.2 is out and, you know,
people are enjoying at this point, but we still have a lot of stuff coming up
next. One of the things that we pulled from 1.2 was ranked warzones and expect
those to be coming in soon again. Can you guys talk a little bit about that
decision and, you know, what the process is going to be for getting that back
in to players?
Damion: That is pretty easy I mean we have very
high standards for how good the feature needs to be and it was clear that this
feature in that implementation wasn't good enough to be in a BioWare game.
Right? And it is important to people because it’s how people interact with each
other. We want to be sure that people weren't doing cheesy things that made
other people feel like the system wasn't capturing it properly. It needs a
little bit more time to cook and so we put the feature and we would do it
again. We have a pretty high commitment to making sure you guys get the best as
soon as possible.
Daniel: Yeah and one of the things about PTS,
the public test server that is incredibly important to understand is we put
stuff up there because we want fan feedback. We want the players to get in
there and play with it and they did get to play the ranked warzones and they
looked at the way stuff worked especially some of the stuff, the queuing system
and they are very subtly and in a very polite way said, "You're dumb. This
is dumb." And at that point, deciding that it is more important to have a
date, deciding that you are going to put stuff up, tell the communities to test
it and then ignore their feedback and push it out anyway. It is just not doing
good service. All it lets you to do is check a box and say, "Hey, we have
this feature." But it is not something that we can be proud off.
Ranked Warzones are coming back and they are coming back
soon and they are coming back in a design that has been vetted and tested and
that we feel really good about it.
Damion: One of the things about systems like ranked
warzones, there is a certain category of systems that is really hard for us to
test internally and we could test the mechanics of how they work, but, you
know, we really need to get them in front of a lot of people playing naturally
to be able to see whether or not they are actually good, fair, balanced and all
that stuff. All of the operations testing we can sort of test how good an
operation is internally, but it is not until people get in to their real
characters and what not they get genuine feedback in terms of-
Daniel: Well a lot of that testing, a lot of that
playing naturally is playing in ways that there is no way to predict because
you have got some crazy idea of what are you going to try to accomplish, right?
It is very had to put a tester in front of something and say, "Try to
really cheat." "Well what, cheat how?" "I don't know be
creative and just try to break all of this."
Damion: Especially when a system like ranked warzones
requires dozens or hundreds of people to test and an operation takes 8 or 16
people in order to do one iteration of fight. I mean really the PTS is there
and it is where we get most of our valuable qualitative feedback about systems
like that and it is really valuable for us to get people on to that server so
we can get that feedback.
Daniel: Right our primary job when you are talking
about really big systems like that is to make sure that it gets to PTS without
bugs.
Damion: Yeah.
Daniel: Right so it gets in there without big obvious
things that are breaking in there. That it is working as designed, but now we
actually have to vet the design. One of those things that I know sometimes
designers don't like to admit is-
Damion: We’re full of it about half the time?
Daniel: I was going to say it’s a very iterative
process. There’s a lot of times-
Eric: You can see where those lines are drawn right
now.
Brooks: That would be a very nice way of saying it.
Daniel: There is a lot of times that you have got a
great theory especially if you are trying to do anything new, if you trying to
do anything that is not exactly pulled from somewhere else then you are just
doing guess work until humans take a look at what you have built and say,
"Hah, you have developed something well" or "Hmmm."
Damion: I think, if you look at the long view this
project over the entire time we’ve developed it, I think that there are
certainly some things in the background or the history of this project that
people would be astonished that we tried to get in and we looked at - said,
"Yeah, that is not going to fly." There are a lot of ideas that are
good in your head or good on paper then you put it in and it is like, "Oh
wait this is too simple, this is too complicated, this is not a right fit for
the systems in the game.” It actually happens an awful lot and one of the
things that we have tried to focus on doing is try to get the systems to a
point where we can iterate on them as fast as possible.
Eric: Speaking of systems that we are going to be
able to iterate on, why don’t we talk a little about 1.3? 1.3 is our next
content patch that is coming out, why don’t you guys talk a little bit about
what players can expect to see in 1.3?
Damion: 1.3 is, well, it is the group finder patch.
That’s not the official name, but really that is our top priority. We have some
other features that we are going to go and put inside of it but really this is
us really getting a group finder to you guys as fast as humanly possible.
Brooks: I am super excited about group finder because
that is one of the biggest things that I have run into in lower game is finding
groups and actually being able to run those flashpoints that I get. For players
who have maybe never used a group finder before, and I know we have plenty of
those, what is that actually going to look like in the game?
Damion: It is fairly simple and basically what we
want to do is to give you a really simple front end that you can use as well as
those give you the ability to fine tune your choices a little more so the
really simple approach is you open a group finder you choose what role - tank,
heal or DPS - that you are willing to fulfill and you can choose multiple if
your class can fill multiple and then you choose what kind of content that you
want to do and that content is going to be flashpoints, heroic flashpoints, operations
although story mode operations only for now and then world content, the
planetary content where you basically say I want a quest on Belsavis.
Then if you hit select from there, then it will try to find
people who want to do that stuff. Now if there is a particular dungeon or
particular planet that you want to do by default what it does it gets you to
the level of appropriate flashpoints for you. If you really want to the quest
in the Mandalorian Raiders flashpoint for example you can go and unselect
everything else and just say, "Hey, I just want to sign up for that."
And the group finder will try to find other people who are looking for that
content as well so that is a great way for you to target certain quests that
you want to accomplish. We felt that was important in our game because of where
the game is right now where people are trying to clear out their quest logs and
accomplish certain goals in certain places.
However, if you play the random game, especially for
flashpoints and heroic flashpoints, and you just set yourself purely random
then like yeah we are going to throw a cookie at you. We are going to give you,
I forgot what the itemization guys ended up offering, but you are going to want
to try to do a random dungeon day I believe. The patch is also mostly going to
be a features patch. It’s going to have a slightly shorter development time
than the last patch and it is going to be content light, but it is going to
have a heavy focus on a couple of key features that we felt were really important
to be giving to you guys.
Daniel: You are also getting the next part of Legacy,
which we had a little in-game advert going for that beforehand, which are your
character perks, which is that is all about the uniqueness of your character
how you want to play each individual character. Hey, you know what I want to
actually get my speeder early. I want to get more XP from PvP. I want to really
sort of shape how I am going to play this guy. I have already played another
character maybe I want to see different content but I want to be able to just
mostly do that content and still get my character up at the same rate which
brings a lot of exciting stuff and although Legacy will keep going after that
and we will continue to expand it, those are really the two biggest thematic
concepts that will be there for the players.
Damion: And then we have two key itemization features
that are coming to you guys that I think will be really good for the end game
players in particular. The first is augment tables and what this is going to
allow you to do is to allow you to add an augment slot which is the slot that
crafters get for free whenever they get a critical hit crafting item. It will
allow you to use item modification table anywhere in the game to add an augment
slot to any piece of wearable gear armor and get that augment slot so that will
pretty much allow all of our gear at the end game to be equivalent to each
other, which will solve a lot of the itemization problems that we have had in
the past.
The other thing that personally I am excited about is
adaptive gear. Adaptive gear is the ability for some gear, in particular social
gear, to morph its armor rating based on the skill of the wearer the short form
is that, yes, you can now tank in a bikini. I know that is important to some
people. It also means that things like the - was it the pilot outfit - the sand
trooper, the sand person outfit all of those things in particular on the social
vendors as well as the armor on the collector's edition vendors and the security
vendors all that stuff will be able to be worn at end game, especially when you
combine it with the augment table technology.
Brooks: So how does one exactly role play a body type
four Sith Warrior Juggernaut tanking in explosive content? Anyone know how that
goes?
Eric: I think he just explained it.
Daniel: Did you just refer to the bikini as explosive
content?
Brooks: I may have! And I think that I how he
explained it.
Eric: I think it is self explanatory.
Brooks: Yeah.
Eric: So basically it seems like you are making the
changes towards basically allowing a player to look however they want to
accomplish any goal they want to, I mean, if someone wants to tank in a bikini.
You know, some people want to tank and look like they are Darth Vader fantasy
have just being in tons of armor and being able to take a lot of hits. Whereas
other people, for some reason, want to tank in bikini.
Daniel: Well a lot of it is about giving people goals
and a lot of those goals tend to be being able to make yourself an individual.
Being able to do something that is a little above and beyond so it is never
going to be as easy as it is to just go get your end game gear cause you are
still going to need your mods, you are going to have to do that stuff, right,
but if you want to take the extra step to say, "Hey, I am not just going
to be the guy who got this stuff. I am going to be the guy who is going to go
in and show off in the raid" or "I am going to be the guy who is
going to go in and punk you in the warzone wearing this ridiculous
outfit." There is definitely a player base that is a great goal to set up
for.
Damion: And it has always been the goal of the
itemization team that the mod system eventually become the ability for you to
preserve and keep whatever appearance you wanted really and these two pieces of
technology are really the two largest remaining steps that we needed to get to
that place or I think there are still a couple of more things they want to do
but I think with this piece of technology they are are pretty much almost
there.
Eric: So if you are that guy who has an entire bank
bay filled with orange gear… like me. 1.3 is made for you?
Damion: Correct.
Eric: Awesome, awesome, well do you guys have
anything else to add before we wrap it up.
Damion: Not yet, not yet. 1.4 is shaping up to be
quite an impressive patch as well. I can't wait to talk about it, but that is
not this particular podcast so…
Daniel: No, I would say I had a ton and ton of fun
playing with all of you as Rakghouls and I can't wait for more of that.
Eric: That was a really, really awesome event, for
sure. Damion, Daniel, thanks for joining us on today's podcast.
Daniel: Thank you.
Eric: And then we are going to take a quick break and
then we will be back to talk with David Bass about Star Wars: the
Old Republic's presence at PAX East.
Eric: And we are back and joined by Senior Tauntaun
Manager David Bass. I am kidding. That is the title he wanted, so David
introduce yourself.
David: We had a Junior Tauntaun Manager, but
unfortunately we ran into some complications on Hoth.
Eric: So why don’t you tell everybody a little bit
about what you actually do?
David: I’m one of the senior community coordinators
here mostly I focus on what we call external community so fan sites, guilds,
any websites that really cover our stuff is mostly where you will find me
typically and then I also run a lot of the events that we do around the world
each year.
Eric: And that is a perfect transition as to why you
are here today. Tell us a little bit about what we brought to PAX East this
year?
David: PAX East was actually a lot of fun. This was
our first show post-launch. What was our last show? New York Comic Con last
year right? So it has been a long time since we did a show. This was our first
convention since we launched and there is a big, big difference between a
launched event at a convention versus a pre-launch event. I think you both are
at PAX East last year before you worked for us right?
Brooks: That is correct.
David: And PAX East last year was absolutely insane.
Brooks: Nuts.
Eric: That was what? 9 hours lines to play the game?
Brooks: Yeah.
David: Yeah, last year within the first 30 seconds of
the show…
Brooks: Exactly, yeah it was crazy.
David: We were showing off Taral V so we had like a
nice, long 40 minute demo with like tutorial before that and everything. Big,
big epic experience lots of people excited. Now that the game is launched it
calms down a little bit more. We still get a lot of foot traffic at the booth,
we still get a ton of people coming, but now these guys are actually players.
They are not people who are like, "Oh man I am so excited I can't wait
till this game comes out." It is like, "Oh man the game is out I am
having a great time here I got tons of questions. I got like a lot of things to
say about the game and I want to come and hang out." So the booth kind of
shifted this year for more of like a presentation crazy like, "Oh man we
are awesome epic thing" to like, "Hey let's have a community style
booth. Let's have everyone come hangout. Let's have everyone just chill out
with us."
We basically had a part of the booth that was showing off
game update 1.2 because it was about a week before the update came out so
people could just walk up and play, but the other half of the booth we call the
community lounge, which was basically a bunch of chairs and sofas where anyone
could just come and hang out, plop down, drop their stuff, sit and talk. And
then we had a lot of developers just hanging out there the whole weekend. So at
any one point you can just come on the booth and Damion Schubert will be
sitting there and just go talk to him or Cameron, one of our combat designers,
people will just approach and be like, "Yo, you nerf my class" and
then he would be happy to explain that why exactly, why he nerfed your class or
why in fact that nerf was actually a buff.
Eric: Right and so one of the big appeals of course,
Senior Tauntaun Manager, this year was our Taun Fawn Pet we were giving out at
the booth. Why don't you tell everybody about the Taun Fawn and if they’ll be
able to get it anywhere else this year?
David: A Taun Fawn is a event exclusive item. It is a
special baby Tauntaun. There is a couple other baby Tauntauns in the game right
now that you can get through a variety of different methods, but he is a little
black and white speckled Tauntaun.
Eric: Who is adorable.
Brooks: He is adorable.
David: And we gave out a bunch of codes at PAX for
anyone who stops by the booth to grab one, but we will also have that Taun Fawn
with us at all the other events this year so you can just any show anywhere
check our events page.
Brooks: I mean speaking of events. Go to the website,
but obviously David I am sure you know exactly where we are going to be this
year. What is coming up next in terms of big events for Star Wars™?
David: We announced a couple of the events for the
year so far. I don't know if that is all of them for the year but we will be at
E3 in June. We will have more details on that when the time comes. After that
our next public show is going to be San Diego Comic Con which is in San Diego
if you weren't aware. But we will be there like we were like last year and then
after that is GamesCom which is in Cologne, Germany and then after that is Star
Wars Celebration, which I am so excited about.
Brooks: Star Wars Celebration is
going to be awesome, for sure.
David: I have never been. Most of us haven't been I
don't think. It is a convention that happens once every 2 years and it is just
all things Star Wars. It is an actual Lucas Film convention and
just Star Wars fans from around the world come together in
Orlando to just hang out and talk about their love of Star Wars for
a couple of days so we are really excited and we are planning to do some really
cool stuff there.
Brooks: I am actually looking at a board of ideas
right now. It is pretty awesome.
David: Oh yeah. I forgot to erase that. Yeah, but we
got a lot of cool ideas in mind for things we want to do at Celebration. I know
they still have tickets left so if anyone wants to go you should definitely
drop by the Celebration website and pick up some tickets because we are going
to be really doing some real fun stuff there.
Eric: Sure. And I know a lot of people have had a ton
of questions about the Taun Fawn post PAX East about it there is there any
other ways to get it. Now you know, just stop by any of our shows we will be
all over the country in various places and make sure to stop by the booth and
we will happily hand you your very own Taun Fawn.
David: Yeah we got codes and just find a BioWare
employee and we will have codes for you.
Brooks: Now I heard a rumor at PAX East that there
was some kind of dance contest that occurred.
David: Okay that was true. Well once you kind of run
on a very little sleep after a couple of days you start trying to entertain
yourselves by making people do silly things for rewards. I think Alyson Bridge…
was it the first day or the second day?
Eric: Every day, actually.
David: It was every day?
Eric: Yeah.
David: She just decided we were going to do a baby
Tauntaun dance off party so we scheduled it a couple of times a day and we had
people get up on stage and show us their best Tauntaun dance and then we give
them prizes based on who won each time and it was amazing.
Brooks: I think that should be a tradition this year.
Eric: But by far the best was I think there was a 7
year old… I think his name was Zack if I remember. But it was like a 7-year-old
that did it on the last day and he just tore it up the whole crowd just went
crazy.
David: And as soon as a 7 year old walks up on stage,
you are like well I know who is going to win this one.
Eric: Right.
David: Yeah, but he just went all out crazy with the
Tuantaun dance.
Brooks: So moral of the story if you are planning on
coming to an event for us this year make sure to practice your Tauntaun dance.
David: Don't be surprised if we make you do things
for a code.
Brooks: Yeah.
David: Yes.
Eric: All right David thank you for joining us. Do
you have anything else you would like to add?
David: We are just really excited to see all the
players in all these events this year so come on out to any of the cities like
I said check the events page and we will be happy to meet up with you and chat
and buy you a drink.
Eric: And hand you a Tauntuan.
David: And hand you a Tauntaun or three.
Eric: All right thank you David.
David: Thank you.
Brooks: All right so big thanks to Damion, Daniel
and David for taking time out for the work day to join us. I am really excited
about what is coming up and the game and one thing what Daniel mentioned very
quickly that we didn't spend a lot of time on was the Rakghoul event.
Eric: Yeah the Rakghoul event was just an absolute
giant pile of fun. What did you love most about the event?
Brooks: My favorite thing is just seeing disease
spread and I know like is like really dark and gloomy to say, but it was just
so cool to be just like in a warzone be it Alderaan or whatever and everyone is
duking it out the middle someone dies and then just like the plague explodes
everywhere and coats everyone.
Eric: Yeah it was pretty amusing. I loved when I was
doing the scavenger hunt quest to work on getting the little red Rakghoul and
it was just me and three of my friends and I am on a PvP server and it was
amusing just seeing four level 50's roaming around on Tatooine and all of a
sudden you would come across level 20 and I am like, "Uh their name is in
red I have to hit them," but it was just I really, really enjoyed the
world PvP that kind of just spawned from the other band ,and I spent a lot of
time in my Tatooine during the event. It was a lot of fun.
Brooks: Yeah, yeah and I mean who doesn't love a
little crimson rakling like that is the most adorable thing.
Eric: It is strangely adorable. I mean you wouldn't
think that a little tiny Rakghoul will be a cute pet but man that thing is
cute.
Brooks: You would think so and completely unique. So
yeah, I think that is going to be it for episode 1 and I really enjoyed this
first episode. If you missed our pilot episode you can go back and listen to
that we talked to Cameron and Austin from the combat team about combat things
naturally. Musco, why don't you tell everyone how they can get the show?
Eric: All right so as you already know you might be
listening to the show right now on StarWarstheOldRepublic.com so you can listen
to it there. Just like our pilot we will have this available on YouTube as well
so make sure you subscribe to our channel. Unfortunately, it is taking a little
bit longer than we expected so we don't have the RSS available yet for this
episode so you won't be able to get it on iTunes quite yet but we hope to have
that very, very soon along with our own Podcast page right here on
StarWarstheOldRepublic.com. So make sure as always just stay tuned to the
website for updates and as always you can follow us on Facebook and Twitter and
you can find us through all of those and we will give you announcements there
when our next Podcast is available as well.
Brooks: Yeah, yeah and feel free to give us feedback
you know I really enjoyed reading through the thread last time and you know
obviously the biggest thing was RSS feed for the show and it is coming but
until next time.
Eric: Yup and fun fact for the episode, Brooks.
Brooks: Oh yeah.
Eric: Everyone who is on this show aside from you and
I their name starts with "D."
Brooks: Wow! How about that.
Eric: I think like the next we should get Dallas
Dickenson on here or something else just to continue that trend.
Brooks: Yes, all the D's, all the D's.
Eric: Or maybe we should move to E next time so we
continue along on the alphabet and then I will win.
Brooks: You will win.
Eric: Yeah we skipped to B unfortunately.
Brooks: Yeah we are screwed there.
Eric: All right guys thanks for joining us.
Brooks: May the force be with you.

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