Good conversation, thanks for posting. Edit: I've realised that the reason it's easier to listen to you doing your side of the conversation but harder to listen to you asking questions is that you finish expressing the meaning of the question and the listener is in the "time for an answer" mode and just waiting for the sentence to close as a formality, but then before the last word in the sentence drops you change to a new question based on a new idea you just had. So it's not that you shouldn't be having time to speak in the conversation, it's that when you are actually asking questions the delivery is difficult to follow and people want to hear the other person talk so that they can get the answer to the question you almost finished asking.
I really like how chill Jon is here. It almost seems like he internalized the dissatisfaction towards the industry and now makes statements from a very stable and eloquent standpoint.
I was very interested in video games for some time during high school and even though I ended up not pursuing this career path, I never miss any new interview of Jonathan Blow. The man is a great inspiration, and his words can bring you to new territories, whatever your profession/skill is, like the rest of my favorite artists. This interview was well conducted and pretty in-depth. Thank you.
It's interesting that Jon assumes people view him more as a designer than a programmer. He's obviously a great designer (Braid and The Witness are phenomenal), but I've always thought of him as a great programmer first and foremost
I think if you've closely followed his work over the years then you'd know he's a programmer first but for mainstream or casual audiences he's most likely just known as the guy who made those games.
I think John said in the past that there is no difference between game design and programming. They're the same thing, for him. I think that makes a lot of sense when you remember that John is mostly, a puzzle game designer.
@20:00 terrific advice. To finish a project non-excruciatingly painfully you need to find one worth finishing. It'll still be painful, but then perhaps not excruciatingly (since you see, or are in for, the end). But... it is always good to start a seemingly nice project if you have none in mind worth finishing. You can scrap those and still sleep soundly.
Great discussion, thanks for uploading. I'm glad the discussion was two-sided in that there are a lot more factors than game design that determine how a AAA game is made. Unrelated feedback, the 'No-frauds Club' comes off as downer vibe, what about swapping it around to be like "Expert Collective" or something that conveys the same amount of mastery.
This was great, you definitley should do more of these, especially with people like Jonathan Blow. I particularly liked the section "The fiction advances, but the gameplay does not", and the example of Mass Effect was interesting because I imagine many people, including myself, played those games when they were younger and enjoyed them, fully believing that it was an example of good story telling. I now completely agree that in retrospect it really isn't, and doesn't make much sense at all if you were trying to join mechanics and fiction in a unique way. When I go back and look at games I've enjoyed and analyse them like this I can see this problem almost everywhere. It's so true that it's very difficult to do, because you have to have a compelling piece of fiction on it's own, and then a compelling abstraction into "game mechanic" of that fiction, the abstraction part being the real difficulty. When I think of the (very few) games that have done this kind of thing right, it is that particular form of abstraction that differentiates them the most from other games.
The complexity will be there regardless of the functions' length. What makes it understandable is how well the functions fit the abstractions. Arbitrarily constraining function lengths makes functions fitting abstractions well less likely.
There is no way the teacher didn't explicitly tell you it was a silly rule. It's intended as a silly rule. It's the same as "five sentences per paragraph" that you teach kids when they're first learning how to write. It's a rule for people who have no experience yet and need silly rules like that just to even get started. Obviously they're silly, that's the point: when you're just starting you know absolutely nothing, you're so dumb you need silly rules just to get started. The problem isn't that total beginners are given silly rules, the problem is if they are so monumentally stupid and incompetent that they never grow out of them.
@@fennecbesixdouze1794 I have no idea what goes on in schools now a days but when we were learning write anything they had a ton of rules. Nothing so specific as X lines or this or Y sentences of that. Rather some insistence on good grammar and unfolding of ideas in the text. All good stuff for normal people that we would like to be able to communicate in an understandable way. Perhaps not to be taken so strictly by those with intelligence and skill who can bend the rules to write brilliant works and invent new ways or expression. I have noticed that a CS/programming education also leans in the direction of such "rules of good practice" for its students. Those students are not "monumentally stupid". Of course only a few people with talent and imagination like Jonathan run up against the limitations of those folk lore rules and traditions and do something different. Same way there are only a few brilliant authors of books in English.
I love hearing him talk. Even the things I most disagree with him about he either has some great reason why he thinks it, or some smarmy joke about why he’s right and everyone else sucks! Haha! Thanks for a great interview.
Yup, there's an entire genre of games that best represents this concept - interaction as the main story telling mechanism - most of which are heavily influenced, or direct homages to, Myst. Sadly, it's not a super popular genre so there are very few of them in general, much less ones at the caliber of Outer Wilds. I think people tend to conflate these types of games with "walking sims" or adventure games, when in fact they're completely different. I would argue that they have more in common with something like Shadow of the Colossus and Journey, at least in the sense that the story is told almost purely through your interaction with the game world, as opposed to dialogue or exposition.
Pretty good interview, hope that it is indicative of the future of this channel. The video thumbnail, however, with its "dramatic/provocative/deep quote in the thumbnail" has become quite a RUclips cliche and feels somewhat tacky and clickbaity.
I was scrolling the comments to see if anybody noticed that. That's a pity since the interview seems really good otherwise. I totally agree on that,nobody likes to be quoted in this way...
It looks like youtube chapters aren't yet enabled for our channel, but there are timestamps in the description for those who want to skip certain topics! Edit: cool, they work now.
re: OOP (SOLID, GOF patterns, etc.) vs Functional, etc., various "paradigms" / approaches to software dev It seems like in my experience when I have worked on software that takes some particular industry defined approach seriously and applies it assiduously and in a disciplined way, while there are distinct advantages to that, that can be kind of impressive and pretty helpful, over all the job of trying to achieve a particular goal or functionality set with that software tends to be decidedly more difficult and painful than it is when the approach that is taken is less general, more trimmed-down, and more focused on what specifically is needed in a given context.
I wonder how JB plans to tackle the problem of language adoption with Jai. If we presume the language is the best for game dev, that still doesn't mean anyone will use it
I see that I'm necro posting again. Blame RUclips - it put this on my dash today. What RTS game is it that the interviewer is talking about that he's involved in making? It's sounds very interesting..
I'd really love to hear you elaborate your thoughts on Brood War and StarCraft II. I too get the feeling that the devs don't really understand what makes the game great, and after almost a decade away from it, I see outright flaws. Great interview!
You got me since I follow Jon works. I avoided clicking the video, more than once since that thumbnail smelled really bad to me, but the youtube algorithm finally won. The real shame was finding that the conversation was actually good for MANY reasons and interesting even if somethimes the questions were too much selforiented and a bit long for my taste. For the previous reason I dont feel confortable following your channel. I would like to ear a response to my criticism. I personally found the way you presented the video on the thumbnail choosing that phrase out of a context really offensive. Maybe you still can modify the thumbnail with something more appropriate and respectful. This is not only about being clickbaity as someone already pointed out.
@@TheNoFraudsClub yeah offending people that have a different opinion it's a sign of being an adult... Don't worry about my luck I don't want to waste more of my time with you.
@@TheNoFraudsClub The only childish comment here is yours. The interviewers question are indeed too long and the selfstories are rather distracting. But good interview all in all, great preparation.
I read this thread a few times and I still can't quite understand what's going on here . Kind of reminds me of the one time someone told me not to swear so much in my tutorial videos . I am not sure how I responded . I think I may have ignored them .
@@Pspet Well he starts talking with "I do have a question about... uuh.. so like [massive rant], but like, [actual question]?" If you just wanna chat, don't keep talking and phrasing things as though you only wanna pose questions.
Sometimes you just need some context for a question. I also for one moment had the feeling that he talks too much, and I want to hear Jon, but then I realized that he is saying very interesting things, and now my opinion is different. I think that he is talking too fast as if he think his thought are less important and I just want to say that no, don't do that, take more time to ask a question and give us all the context you want. There is no rush =)
*Today I Learnt* that only college professors think 8.000 lines functions are an abomination. The Single Responsibility Principle must have been invented by some school chairman. Sarcasm aside, I respect this guy for what he built, which is more than 99% of us. But this is one of the problems in the games industry, programmers don't follow good practices followed everywhere else. Then they complain about bugs and technical debt. No wonder! The lack of even basic engineering practices makes me think that the fact that any game exists at all is actually a miracle (not for the reasons game devs think it is).
If you have an n-line function f, you can split it into a two-line function f_1 and an (n-1)-line function f_2, where the second line of f_1 calls f_2. Repeat until you only have two-line functions in your program. This makes your program bad. If you understand and/or can articulate why, you know that there's an upward pressure on the best size of a function. There's also a downward pressure on the best size of a function, for other reasons. The best size is one where the pressures are equally strong-otherwise change in the direction of the strongest pressure-or at least close enough that the smallest sensible refactoring step doesn't reduce the pressure difference. I can't say that 8000 is wrong without knowing specifics. It sounds like a lot, but then again I suspect games tend to have long chains of state and data dependencies, and I don't know that it doesn't make sense to put one big chain into a single function. For example, if the function applies all the game rules for one simulation step, and it's the only function in its file, you can see whether A happens logically before B by seeing whether A comes before B in the source code. That's one advantage of a large function. I'm sure there are others. If you can explain to me why the disadvantages outweigh the advantages, without knowing the specifics, I'm all ears.
Best practices should be derived from observing what works. In addition , things like TDD , are not a best practices , but rather what is known as a "dominant strategy" in game theory. A dominant strategy being a euphemism for having zero clue what you are doing , and thus defaulting to a prescription that will yield decent results . Any code base that gets stuff done is kind of horrifying . Even our own DNA . Telomeres are a dirty hack if you think about it .
Story in games topic is funny to me since this is exactly the point I tell to all my friends. The only exception to "games being worse than movie" kind of thing I know is Halo. You can literally take cutscenes from halo 2 and get somewhat solid movie. As a movie it's not that good but it's still kind of a nice story/world. But the problem is exactly that you want videogame to be a movie, and then you get garbage like lastOfUs 2. But games are games, maybe you can't do things you do in fiction traditionally but you can go other way. There are stories like one in nier automata that can't be translated to movie though I would say story there is better than most movies
Also your half life critique is nonsense. It overgeneralizes the concept of "same experience". I can say that in rts game me and my friend also got same experience EXCEPT I built bases differently. Or like in doom it was harder for me to beat some level (but it released before half life so thats fine?) Your argument about half life is totally stupid and based just on that cutscenes in second game are boring. Which is a totally separate issue
Yibidididibibiddibbibi yadda yadda yadda blah blah blah jibba jabba jabba jibba jabba... so anyway, to go back to the question, yabba dabba dabba dabba dabba blibba blabba
please don't use noise gates in talks like these. I hate to hear a sudden electronic silence, I think my bluetooth earphones disconnected or something broke...and this just takes away the environment ambience, that I got used to when listening. There are only a handful of situation when noise gates are useful. And even then they have to be gentle and soft and as unobtrusive as possible.
I like that you took the time to research some previous interviews with Jonathan Blow, and so the interview didn't have to start "from scratch".
Good conversation, thanks for posting.
Edit: I've realised that the reason it's easier to listen to you doing your side of the conversation but harder to listen to you asking questions is that you finish expressing the meaning of the question and the listener is in the "time for an answer" mode and just waiting for the sentence to close as a formality, but then before the last word in the sentence drops you change to a new question based on a new idea you just had. So it's not that you shouldn't be having time to speak in the conversation, it's that when you are actually asking questions the delivery is difficult to follow and people want to hear the other person talk so that they can get the answer to the question you almost finished asking.
Exactly
I agree there is something wrong on the questions, not the content of them but way it's asked. Apart from that, very good interviewer
I liked the parts where Jonathan Blow talked.
Some of the most high level discussion on game design you can find
I really like how chill Jon is here. It almost seems like he internalized the dissatisfaction towards the industry and now makes statements from a very stable and eloquent standpoint.
He's like that more often in interviews and talks
I was very interested in video games for some time during high school and even though I ended up not pursuing this career path, I never miss any new interview of Jonathan Blow. The man is a great inspiration, and his words can bring you to new territories, whatever your profession/skill is, like the rest of my favorite artists.
This interview was well conducted and pretty in-depth. Thank you.
Enjoyable and thoughtful chat. Thanks for sharing.
It's interesting that Jon assumes people view him more as a designer than a programmer. He's obviously a great designer (Braid and The Witness are phenomenal), but I've always thought of him as a great programmer first and foremost
I think if you've closely followed his work over the years then you'd know he's a programmer first but for mainstream or casual audiences he's most likely just known as the guy who made those games.
He considers himself a designer first.
I think John said in the past that there is no difference between game design and programming. They're the same thing, for him. I think that makes a lot of sense when you remember that John is mostly, a puzzle game designer.
He probably means laypeople
@20:00 terrific advice. To finish a project non-excruciatingly painfully you need to find one worth finishing. It'll still be painful, but then perhaps not excruciatingly (since you see, or are in for, the end). But... it is always good to start a seemingly nice project if you have none in mind worth finishing. You can scrap those and still sleep soundly.
Great discussion, thanks for uploading. I'm glad the discussion was two-sided in that there are a lot more factors than game design that determine how a AAA game is made.
Unrelated feedback, the 'No-frauds Club' comes off as downer vibe, what about swapping it around to be like "Expert Collective" or something that conveys the same amount of mastery.
This was great, you definitley should do more of these, especially with people like Jonathan Blow. I particularly liked the section "The fiction advances, but the gameplay does not", and the example of Mass Effect was interesting because I imagine many people, including myself, played those games when they were younger and enjoyed them, fully believing that it was an example of good story telling. I now completely agree that in retrospect it really isn't, and doesn't make much sense at all if you were trying to join mechanics and fiction in a unique way. When I go back and look at games I've enjoyed and analyse them like this I can see this problem almost everywhere. It's so true that it's very difficult to do, because you have to have a compelling piece of fiction on it's own, and then a compelling abstraction into "game mechanic" of that fiction, the abstraction part being the real difficulty. When I think of the (very few) games that have done this kind of thing right, it is that particular form of abstraction that differentiates them the most from other games.
Regarding storytelling working together with the gameplay, Portal 1 is a very good example.
I really enjoyed how this was a deep conversation rather than just an endless list of questions thrown at Jonathan.
The complexity will be there regardless of the functions' length. What makes it understandable is how well the functions fit the abstractions. Arbitrarily constraining function lengths makes functions fitting abstractions well less likely.
1:40:30 The outer wilds leverages the fiction for gameplay, the whole game is that plus a few novel concepts.
Dude this is a great interview! I honestly almost clicked off at first, but your questions were really great and though provoking. Thanks!
14:00 man, that's how i feel right now. literally picked up a book on algorithms and data structure in plain c to learn the basics again.
i was taught the 10 line thing in school by a bad teacher. Even as a noob I saw how silly it was
There is no way the teacher didn't explicitly tell you it was a silly rule. It's intended as a silly rule. It's the same as "five sentences per paragraph" that you teach kids when they're first learning how to write. It's a rule for people who have no experience yet and need silly rules like that just to even get started. Obviously they're silly, that's the point: when you're just starting you know absolutely nothing, you're so dumb you need silly rules just to get started. The problem isn't that total beginners are given silly rules, the problem is if they are so monumentally stupid and incompetent that they never grow out of them.
@@fennecbesixdouze1794 I have no idea what goes on in schools now a days but when we were learning write anything they had a ton of rules. Nothing so specific as X lines or this or Y sentences of that. Rather some insistence on good grammar and unfolding of ideas in the text.
All good stuff for normal people that we would like to be able to communicate in an understandable way. Perhaps not to be taken so strictly by those with intelligence and skill who can bend the rules to write brilliant works and invent new ways or expression.
I have noticed that a CS/programming education also leans in the direction of such "rules of good practice" for its students. Those students are not "monumentally stupid".
Of course only a few people with talent and imagination like Jonathan run up against the limitations of those folk lore rules and traditions and do something different. Same way there are only a few brilliant authors of books in English.
great interview, interviewer also knows his stuff.
Thank you for the interview. Very interesting.
Good sensical talk with real examples, thanks
I love hearing him talk. Even the things I most disagree with him about he either has some great reason why he thinks it, or some smarmy joke about why he’s right and everyone else sucks! Haha! Thanks for a great interview.
I find his arrogance undermines his message sometimes.
XCom had a sci-fi surprise- a whole branch of technology is revealed later in the game
Outer Wilds is a perfect example of fiction/lore as gameplay. It is a masterpiece. Definitely check it out
Yup, there's an entire genre of games that best represents this concept - interaction as the main story telling mechanism - most of which are heavily influenced, or direct homages to, Myst. Sadly, it's not a super popular genre so there are very few of them in general, much less ones at the caliber of Outer Wilds.
I think people tend to conflate these types of games with "walking sims" or adventure games, when in fact they're completely different. I would argue that they have more in common with something like Shadow of the Colossus and Journey, at least in the sense that the story is told almost purely through your interaction with the game world, as opposed to dialogue or exposition.
You're a great interviewer.
Great conversation. Excellent questions. Thanks for sharing and thanks to Jon for his time.
Pretty good interview, hope that it is indicative of the future of this channel. The video thumbnail, however, with its "dramatic/provocative/deep quote in the thumbnail" has become quite a RUclips cliche and feels somewhat tacky and clickbaity.
I was scrolling the comments to see if anybody noticed that. That's a pity since the interview seems really good otherwise. I totally agree on that,nobody likes to be quoted in this way...
It looks like youtube chapters aren't yet enabled for our channel, but there are timestamps in the description for those who want to skip certain topics!
Edit: cool, they work now.
1:32:12 thumbnail moment.
This was a good video. I think there was a lot to digest
re: OOP (SOLID, GOF patterns, etc.) vs Functional, etc., various "paradigms" / approaches to software dev
It seems like in my experience when I have worked on software that takes some particular industry defined approach seriously and applies it assiduously and in a disciplined way, while there are distinct advantages to that, that can be kind of impressive and pretty helpful, over all the job of trying to achieve a particular goal or functionality set with that software tends to be decidedly more difficult and painful than it is when the approach that is taken is less general, more trimmed-down, and more focused on what specifically is needed in a given context.
Battlefield 2042. Hold my bug.
Edit : I died laughing when Blow brought up BF2042 after I posted my comment
I wonder how JB plans to tackle the problem of language adoption with Jai. If we presume the language is the best for game dev, that still doesn't mean anyone will use it
I see that I'm necro posting again. Blame RUclips - it put this on my dash today.
What RTS game is it that the interviewer is talking about that he's involved in making? It's sounds very interesting..
I'd really love to hear you elaborate your thoughts on Brood War and StarCraft II. I too get the feeling that the devs don't really understand what makes the game great, and after almost a decade away from it, I see outright flaws. Great interview!
Pr0nogo has lots of video content related to SCBW specifically, which you can find here: fraudsclub.com/pr0nogo/video-gaming
Could anyone tell me what books he mentioned please, I can't find it!
55:05 And what's funny is PUBG was also based of an Arma 3 Mod or something lol
Shorter questions please.
It's a conversation with Jonathen Blow, not an interview with Jonathen Blow
I disagree, this was perfect
Nice !
1:34:00 XCOM did this beautifully
This feels like one giant bait for Jon to rant about software being bad. Weirdly, he is falling for that and it seems he even enjoyed it =)
He doesn't need to be baited to go off on modern software lol
Him and Casey Muratori have similar views. I do think they are a bit arrogant about it though.
A bit xd@@pythonxz
I'm a fraud. Most people are frauds maybe. There can only be so few Jonathan Blows.
You got me since I follow Jon works. I avoided clicking the video, more than once since that thumbnail smelled really bad to me, but the youtube algorithm finally won. The real shame was finding that the conversation was actually good for MANY reasons and interesting even if somethimes the questions were too much selforiented and a bit long for my taste. For the previous reason I dont feel confortable following your channel. I would like to ear a response to my criticism. I personally found the way you presented the video on the thumbnail choosing that phrase out of a context really offensive. Maybe you still can modify the thumbnail with something more appropriate and respectful. This is not only about being clickbaity as someone already pointed out.
We found the thumbnail to be quite humorous, second only to your childish response demanding a change. Better luck elsewhere!
@@TheNoFraudsClub yeah offending people that have a different opinion it's a sign of being an adult... Don't worry about my luck I don't want to waste more of my time with you.
@@TheNoFraudsClub The only childish comment here is yours. The interviewers question are indeed too long and the selfstories are rather distracting. But good interview all in all, great preparation.
@@TheNoFraudsClub Not watching a channel with staff that have Pr0n in their names. Bye!
I read this thread a few times and I still can't quite understand what's going on here . Kind of reminds me of the one time someone told me not to swear so much in my tutorial videos . I am not sure how I responded . I think I may have ignored them .
Good talk but holy moly, man, try not to take like 10 minutes to ask a question.
It is a conversation not an interview, he is not only asking questions.
@@Pspet Well he starts talking with "I do have a question about... uuh.. so like [massive rant], but like, [actual question]?" If you just wanna chat, don't keep talking and phrasing things as though you only wanna pose questions.
Sometimes you just need some context for a question. I also for one moment had the feeling that he talks too much, and I want to hear Jon, but then I realized that he is saying very interesting things, and now my opinion is different. I think that he is talking too fast as if he think his thought are less important and I just want to say that no, don't do that, take more time to ask a question and give us all the context you want. There is no rush =)
Excellent. Any plans to make this available on podcast?
It costs money to host a podcast on spotify, so not yet, but eventually!
@@TheNoFraudsClub wait, I thought spotify is paying for the content, not the other way around?
Afraid not, as far as podcasts are concerned.
@@TheNoFraudsClub Screw Spotify. Do actual podcasting.
I like listening to Jon, but my God, this interviewer just won't shut up about himself.
*Today I Learnt* that only college professors think 8.000 lines functions are an abomination. The Single Responsibility Principle must have been invented by some school chairman.
Sarcasm aside, I respect this guy for what he built, which is more than 99% of us. But this is one of the problems in the games industry, programmers don't follow good practices followed everywhere else. Then they complain about bugs and technical debt. No wonder! The lack of even basic engineering practices makes me think that the fact that any game exists at all is actually a miracle (not for the reasons game devs think it is).
If you have an n-line function f, you can split it into a two-line function f_1 and an (n-1)-line function f_2, where the second line of f_1 calls f_2. Repeat until you only have two-line functions in your program.
This makes your program bad. If you understand and/or can articulate why, you know that there's an upward pressure on the best size of a function. There's also a downward pressure on the best size of a function, for other reasons.
The best size is one where the pressures are equally strong-otherwise change in the direction of the strongest pressure-or at least close enough that the smallest sensible refactoring step doesn't reduce the pressure difference.
I can't say that 8000 is wrong without knowing specifics. It sounds like a lot, but then again I suspect games tend to have long chains of state and data dependencies, and I don't know that it doesn't make sense to put one big chain into a single function.
For example, if the function applies all the game rules for one simulation step, and it's the only function in its file, you can see whether A happens logically before B by seeing whether A comes before B in the source code. That's one advantage of a large function. I'm sure there are others.
If you can explain to me why the disadvantages outweigh the advantages, without knowing the specifics, I'm all ears.
Best practices should be derived from observing what works. In addition , things like TDD , are not a best practices , but rather what is known as a "dominant strategy" in game theory. A dominant strategy being a euphemism for having zero clue what you are doing , and thus defaulting to a prescription that will yield decent results .
Any code base that gets stuff done is kind of horrifying . Even our own DNA . Telomeres are a dirty hack if you think about it .
Creating order is like unspooling the rope into a nice knot
Story in games topic is funny to me since this is exactly the point I tell to all my friends.
The only exception to "games being worse than movie" kind of thing I know is Halo.
You can literally take cutscenes from halo 2 and get somewhat solid movie. As a movie it's not that good but it's still kind of a nice story/world.
But the problem is exactly that you want videogame to be a movie, and then you get garbage like lastOfUs 2. But games are games, maybe you can't do things you do in fiction traditionally but you can go other way. There are stories like one in nier automata that can't be translated to movie though I would say story there is better than most movies
Also your half life critique is nonsense. It overgeneralizes the concept of "same experience".
I can say that in rts game me and my friend also got same experience EXCEPT I built bases differently. Or like in doom it was harder for me to beat some level (but it released before half life so thats fine?)
Your argument about half life is totally stupid and based just on that cutscenes in second game are boring. Which is a totally separate issue
the thumbnail lol
Goddamn dude, try to be more succinct in your points and questions
Liked, shared, subscribed
Love to see Jon being in interviewed by a peer. Good insight from both.
braid 2 - revenge of goomba
PUBG literally makes XBoxes unstable.
Jonathan Blowovich
interviewer talks more than the interviewed 🫠
A pretty facetious name for a channel.
It implies that other people are frauds?
eeeeh talk less
eeeeeeh comment less
eeeeeeeeeeeh argue less
Yibidididibibiddibbibi yadda yadda yadda blah blah blah jibba jabba jabba jibba jabba... so anyway, to go back to the question, yabba dabba dabba dabba dabba blibba blabba
please don't use noise gates in talks like these. I hate to hear a sudden electronic silence, I think my bluetooth earphones disconnected or something broke...and this just takes away the environment ambience, that I got used to when listening. There are only a handful of situation when noise gates are useful. And even then they have to be gentle and soft and as unobtrusive as possible.
I hate that attitude where everything is great, good... its mediocracy . or the it will do attitude.
He couldn't handle a true MAGA nation
I think this guy i mentally sick