As you know, in March of each year, several thousand publishers and developers fly to San Francisco at the GDC conference in order to make an indelible impression on other developers, publishers, as well as the game press within a week. Especially for Gamery, the prominent industrialist Sergei Klimov observed for individuals in their natural habitat and wrote an ironic portrait of the modern industry
Game Developers Conference ecosystem is simple. While smart and successful developers give lectures stupid and inexperienced, the production layer discusses the “real business” for lunch and dinners. Those who have nothing to talk about on the case, go to hang out at parties.
In this case, from the very first day of the conference, a mixture of peoples occurs. Groups of interests are formed – or by their absence. Balbes from Germany, along with Balbesi from Ukraine, hang on the Scandinavian party sponsored by the Ministry of Culture of Holland. Nearby, the Dutch producers boycotting the idle party have dinner with their California agents. At the same table, their Belgian colleagues and the French press.
It is impossible to outline the image of a “Russian developer” or “French publisher”. It makes sense to talk only about the “brilliant developer” or “publisher without brains” – phenomena that do not know the boundaries. As in many areas of life, in the game industry this attracts such. I always recall this when I listen to the next story about "very good people who accidentally were lucky to subscribe to idiots". For the first time, this can be calculated with the exception. In the twenty -first story, it sounds as a confirmation of the universal rule that the reward always finds its hero.
Komsomol members
In the yard – the weekend. The conference has not yet begun, but almost all participants in San Francisco have already arrived. Young and idle spend these days to take a picture against the backdrop of the Bridge Golden Gate, see sex shops in the area of Castro Street and eat a tourist burger on the pier number 39. The shooting sparrows of the industry at this time indulge in varying degrees of useful activity, such as: breakfast, lunch and dinner with partners. Joint meals under a leisurely conversation is a way to solve the most difficult issues for centuries.
My current thing is two games for sale. Both go out at the end of 2011 or at the beginning of 2012, here as the developers will perform (the projects have not yet been announced, and I can only hint that one-the letter “E” with the number “2” in the name, and the other-on The letter “m”, with the number “4”, or “5” … how to count, you know).
There is perhaps only one company that I would like to entrust the publication of these projects in France. This is a medium -sized company that makes a lot and successfully itself. With her we will license projects for publication in Russia, so we have mutual interest, and we agree on a “long lunch”. Three or four hours to discuss all possible collaboration options.
They are very persistent, if not persistent – I know in my own skin. When they have a question about the Russian version of the game, they write one letter in the morning, then another in the evening, and then five times they call me on the phone to make sure that I understood everything and do exactly the way we agreed.
The key question that I am working out with any publishing partner is “What else can we do to increase sales on your territory?". These guys are professionals in this topic. And this is exactly the feature that I need so that in their bourgeois France they lead to success our victorious Russian-Ukrainian project.
Where in San Francisco you can take three Frenchmen? First rule: never lead them to a French restaurant. One of the Russian publishers once took the procurement director Atari In the French restaurant in Moscow, and on this case, Atari is still remembered – with the words that they have never eaten so expensive and so tastelessly.
Second rule: never try to impress the French. They will be interested in exclusively food, estimated on the scale from “shitty” to “wretched, but tolerable” – for we are in America, where the Frenchman cannot be “good” by definition.
In order not to take risks, I take them to the port, outside the city and the tourist zone. They catch and fried fish here, there is nothing to criticize here: fish – it is fish. And here you can speak quite calmly in the fresh air at least an hour, at least two, at least all four.
One of my three guests is a licensing specialist who has recently transferred to the publishing house. Good guy, only young and too serious. As if it were he, and not I grew up in the USSR in lines for sugar. It seems to me that he is one of the "Komsomol members of the industry". These are such special tedious people who manage to work with games with the seriousness of neurosurgeons. And if so, then you have to fight this – until the guy has grown up and completely deteriorated.
We find a table, order fish and begin to discuss the weather. On the face of a specialist – easy expectation. He evaluates each question in terms of how closer he leads us to a conversation about the contract. Having discussed the weather, we discuss the oysters. About prices for oysters. About wild oysters. About oysters in Tasmania and in the Far East. In parallel with this, we recall our common friends who also love oysters and are engaged in the publication of games in Spain. I hear the latest news about their market, passing greetings. The licensing specialist impatiently knocks a leg under the table: forty -five minutes of a business meeting have passed, but we still haven't talked about the prices and terms of projects. And did not even mention any of the games of interest to us.
Author!
Sergey Klimov is a permanent author of the magazine "Gambling". He has been engaged in games as a business for 15 years, describes the evolution of his game addictions as Loom , Doom , Bloom.
Last year, Sergei and his partners united their independent studio Snowball with the giant of the Russian publishing market, company " 1C-SoftKlab ". Since then, Sergei has been working in the new company as the director for the development of a new business and dreams of developing this new business so to move, finally, to the village on the seashore.
In free from turning by millions and signing megachis, Sergey will produces the continuation of one extremely good step -by -step strategy, whose name begins with the letter “E” and ends with the number “2”. Most of all, he wants this game to win the prize Independent Games Festival 2012.
The sun enters the hills opposite, we are transplanted at another table and proceed to discuss personal plans – them, mine, the leaders of our companies. I boast of our promotions on the international publishing field. They talk about how well the games of “difficult genres” are sold in France – with the involvement of digital distribution and competent promotion. I notice that this is possible in Russia – conditions are important. We need simultaneous launch in retail and in digit, good price of the digital version, as well as the ability to pay for the purchase in any known way – from SMS to payment terminals.
After two hours of such conversations, our Komsomol friend is not allowing smoke from his ears. In his opinion, we have just spent a valuable time discussing such theoretical things that this will not pour out a working result. What he does not notice is that we have practically agreed to work together on all projects of 2011.
Bring coffee and desserts. I hand over to the guys in the hands of iPad with materials on my projects. They look, ask questions, and after five minutes a symmetrical gesture pushes a laptop with a roller of a real game process of their new step -by -step strategy. I like. I say that I am ready to publish them and are ready to pay right now if it is Fair Deal. What is Fair, we all know firsthand, not the first year married – the right for three years, deductions of expenses before counting copyrights, hedging of the exchange rate difference between currencies and further in the text.
The proposal is accepted, and in response they confirm that they will put my games in their portfolio as soon as I set the release dates. Our lawyers will be engaged in contracts. Principal consent is obtained – and this is the main thing. I decided the issue with the publisher in France and agreed on their catalog to Russia. Like it, it was a good meeting, even if some Komsomol members did not like it.
Only Komsomol members and fools choose a partner for the maximum amount of advance. The industry is full of stories from the series “promised, but did not pay” or “signed, went bankrupt and buried the entire catalog with the company”. The conditions cost exactly as much as people stand on the other side of the transaction.
The real selection criterion is the common values of firms and the community of personal vectors of their key employees. This is not a company, but sells a game X company b, it is specifically that I sell a specific project to this particular person. And if he is going to leave work or if I do not plan to look after his project from the moment the transaction is signed to the release, then no one needs such a deal. For success is born only from the actions of people and their relations, the parameters of the contract are secondary. Who does not understand this is the Komsomol member for me, equal to the flag, behind which he does not see the real publishing process.
Futurists
For many years I have worked in a regional publishing house – in the studio Snowball , which was engaged in licensing, localization and promotion of games. A little later, my partners and I created a fund Snowberry , who began to producing projects of independent teams. Thus, from a person at the end of the production chain, I moved to a position at the origins of new projects. What I really liked – I recommend everyone!
But being so long focused on how to better sell something already developed and presented by someone for a specific platform (be it PSP or RS), I almost unearthed to think outside publishing restrictions. Brought the game – we publish. They didn’t bring it – we wait until they bring.
Yes, you can only publish in retail – you can also through digital distribution. It is possible in Russia, or also in Poland. You can sell 100 rubles, but you can 500. However, the amount did not change much from the change of places of terms.
And a year ago, we combined the chamber Snowball with a giant " 1C-SoftKlab ", And I had to think not so much about the nearest quarter as about the next five -year plan. I admit, at first I resisted such an expansion of the horizon as I could. Online? Mysticism! Game consoles? Fiction! Everyone urgently issue projects for RS! And promote them well! This consisted of my credo, I believed in this and this almost limited my powers.
But everything flows, everything changes. Realizing that I could not avoid working on the launch of a new digital distribution system, I asked me to take me invited by the guitarist to the main negotiations on the topic. And then one early February morning I went to Mayakovka, to wild early, to chat with experienced people in this area … and discussed with one colleague Steam.
In my opinion, Steam has already been installed with almost all Russian players, and a considerable part of them will be more likely to pay for games on this platform-albeit prices there and above standard Russian prices-how to set any new client programs.
With this point of view, I arrived at breakfast, where “one of the leaders of the Russian digital distribution” to my question “But how can Steam, it will not crush you?"Replied that Steam is a matter of" two or three years in the future ", and today there is nothing to worry about this platform.
Already on the way to the office, doubts surrendered on me. Personally, it seems to me that Steam is here and now. However, a person with experience in the market seems to be there and then. Did I really sign up for futurists? Wikipedia writes that the futurists "sing wars and revolutions". In principle, I believe that the war of digital and traditional distribution channels is inevitable and without a revolution in the distribution market cannot be dispensed with. So everything converges.
I remembered this conversation literally three days later, when during the GDC I called a friend-developer to have breakfast together and asked him the question: what he, the director of the European studio, thinks about this platform? Steam will win or it's empty?
“Steam,” my friend said, “this is the past. Forget about Steam. Three years later, he will be for the gaming industry the same thing as retail is now – the outgoing format ". And then I admit, I almost choked on my Miso-Sup. Steam is the past?! It seems that I met not just a futurist, but a super -futurist.
However, throughout the conference, I heard this more than once or twice. Platform Onlive , Supported by most European Internet providers solves so many issues that it is extremely difficult to resist the sensation-it is about to win the dominant positions in the market.
Judge for yourself: if you are interested in a new game, for example Dragon Age 2 , You can drive it for free for free, from any computer. Since the game starts on a remote server, you can play from the cheapest netbook with the most excellent results. No need to make a decision to “buy or not buy”, just try.
If you started playing at home and went to a friend for the weekend, you don’t have to take a flash drive with you with saved games-enough login, password, TV and Internet cable.
In fact, this is a universal tool for expanding the audience. Because with such a model – subscribe to the channel and play what you want, try for free and pay for what you like – I would not mind playing a whole cloud of projects. In those for which I feel sorry to give 500 rubles, but which is interesting to see.
Of course, this kind of reasoning depends on a number of privileges. Suppose, in Romania, the majority of the population of the house stands a channel per 100 Mbps, and soon 1 Gb/s will be in average speed. And there Onlive will work without problems. In Russia, the wires themselves, the very fact of ensuring access and speed is a matter of several years at least. So "Onlive for everyone" is a program more likely 2015 than 2012.
Nevertheless, without understanding the future, it is difficult to plan the present. Only having been in one week at meetings, where Steam took turns considering the future or the past, I realized how wide the gap between the “regional distribution” (in the understanding of “ensure all Russia's stores with boxes of the second“ witcher ”on the release day”) and “) and“ international development ”(in the meaning“ create a product that will be in demand in a year ”). Futurists from the gaming industry in this context is the necessary link in business evolution. Even if they are all crazy, the very fact of the presence of landmarks and possible scenarios for the development of the market already helps to compare “now” and “later”, “this is” and “so it will be”.
Idiots
The first day of the conference. Due to the difference in time zones (Moscow and San Francisco are divided 11 hours) by lunch time, I practically sleep on the go.
Rising on the escalator to the third floor of the Congress Center, I notice at the panoramic windows two of my good friends who released a game with an average rating of 86% last year (data “Metakritics”) and sold strongly for a million copies on three platforms. They lie on the floor and make it clear that they are at least as bad as for me.
I go up, falling nearby. Click our hands. It’s reluctance to say, I just want to fall asleep, curled up with a ball, and so that not a single publisher or developer for three or four hours bothered. The maximum of brain activity is to check the mail, read new incoming and answer “OK” to very simple letters. Everything else requires intellectual efforts of such a scale that neither I nor the guys are capable of now.
Fifteen minutes pass. One of the friends is triggered by the alarm clock. At that moment, when I am ready to throw the guy out the window, if only not to hear the angry “pi-pi”, he, like a zombie, jerked himself to a vertical position. Opens the conference schedule and announces that an interesting lecture will begin soon – “Monetization of gaming projects through the release of DLC – the main channel for collecting money from players”.
I might have gone, especially since almost all the partners of the publisher in which I now work are actively indulging with the DLC format, often without any logic. And here it is not even an hour to teach me, and I can understand their internal motives and the logic of the process. However, Morpheus is so strong that I am chopping off the thought of how to lie on the floor and go to the lecture … The next thing I see is the faces of friends who return from the lecture hall.
– Well, how, they enlighten? I ask.
– Oh yes! – Further follow obscene expressions.
– And what, it has been a whole hour?
“No,” the guys say, “ten minutes have passed. But there they say that we will sleep better here.
I ask why they, a team with millionth sales and a successful game series, needed to go to such strange lectures. After all, you do not really release DLC, and you have no problems with money – why do you need this strange idea, in the direction of which now everyone who is not lazy is driving?
“You know,” their senior producer answers me, “for the past seven years I have been working on our games like a ishak. And every time, in the spring, I read about the beginning of the GDC exhibition, and doubts overwhelmed me. After all, it turned out that while I pursuit the code in the studio, some hundreds and even thousands of developers somewhere at the conference are divided by secrets, look into the future, increase their own capabilities. And I said to myself: with a guille, this year you will definitely go to the conference and you will definitely not make any meetings in order to fully listen to smart lecturers.
– Judging by the fact that you could not stand it and half an hour, there is nothing to catch there, – I insert.
“I beg you,” the producer answers me. – there in the hall are continuous idiots who do not know what Doom differs from Loom. And the lecture is given by a developer who himself must be checked for knowledge of the industry. In short, this is the very case when one-eyed-for a blind crowd, is already a giant.
– next year you will come?
“Yeah,” my friend answers. – But only without lectures. Have lunch with our lawyer, discuss prospects, drink tea with you – no problem. But all these young faces, which I see every time at the exhibition in such an unrealistic number? And which always seemed a little dumb to me? Yes, they do not just seem, they are stupid. To pay a thousand dollars for material, which can be reduced in the form of an interview on the network, you must be a certified idiot. Or to work in a non -game investment fund that does not know what the game is. Then yes, then you need not just to go to these lectures – we still need to not take this all this nonsense.
Professionals
Second day, in the yard – early evening. I have a meeting with a girl named Annie in a tea house called Samovar Tea Lounge, on the roof of the exhibition complex. I really poured boiling water from the samovars, though I never found a single Russian physiognomy in the field of view – apparently, the reason for the creation of the institution was not nostalgia, but exotic.
I am sitting at a table and waiting for this wonderful lady, drinking Japanese sench. For the price (translated into Russian money) 150 rubles. What is equal to the cost of teas from sawdust, which I am poured in my dwelling “Coffee House”, despite the fact that “Coffee House” is not even in San Francisco and the price could be three times lower. If it weren’t for bribes, approvals, restrictions … Once again, I quietly rejoice that I chose an industry with minimal corruption: the game is either good or bad, you won’t bribe the audience, the main thing is not to touch state money, and everything will be in order.
And now – Annie. I met her when she was the producer of our German developer partner with an office in Hamburg. Then she went to work in the British publishing house in London, where she was engaged in promoting projects. And now, after a year and a half, she moved to Canada, where she works as a business development specialist in an agency representing the interests of independent developers.
To Annie I have one question – I need a studio that could make a couple of small games for iOS under our license. In Moscow, such teams take at least $ 50,000 per game. As far as I understand it, this can be developed in Vancouver for $ 25,000. And don’t even ask me why – for this platform I have not yet ordered a single project, so the numbers may well be at the level of rumors.
The girl listens to my wishes and promises to choose several studios for a more detailed consideration within two weeks. I am interested in how she is at a new job. “Great,” she says. The development was quite dull – three years on one project, at least hang. Promotion in London was more fun. If only the publisher did not go bankrupt and did not quit everyone retroactively, which the employees learned about, having come to work to closed office doors. But now – everything is more good than ever. It is easy to settle in Canada, the weather is good in Vancouver, and working with developers in search of the publisher is attractive in the fact that you do not have time to get bored – always a lot of new ideas and new opportunities.
An example is indicative: when you reach a certain professional level, it doesn’t matter to colleagues from the industry where you come from, the sum of experience and knowledge outweighs any advantages or disadvantages of a small or large homeland. Provided, of course, that your reputation is pure, like a brilliant chervonets, you can communicate with people of various cultural and social layers and are not subject to clinical East European depression.
Just ten years ago, they said about people working with games: this is a German producer. Works with strategies, tactics. Today, most likely, they will say: this is a producer. Made a lot of strategic projects. In my opinion, from Germany, but the devil knows-ask yourself just in case. Abilities come to the fore, and where he was born there, in Munich or in Murmansk, what's the difference? And in this regard, the game industry is a wonderful springboard for those who want to see the world, having moved for a while (or forever) to another country, without changing the work.
In the evening of the same day, I am sitting at a reception arranged by our lawyers for my customers from the game and film business, and talking to a friend from Belgium. He offers me to hire a British producer who has just freed in Germany so that he could work in my Moscow on the project funded by us in Kyiv. The irony of fate is that hiring such an experienced specialist will not be more expensive for us than hiring someone from the local. For the salary expectations of highly qualified personnel in Moscow truly exceeded all conceivable and unthinkable limits.
If I had lectured for students who want to find a job in the gaming industry, I would give them a T -shirt in the first lesson with the inscription “It doesn’t matter where you come from, it is important how good you are”. The case when the profession frees.
Businessmen
I don’t know what associations are born with you with the word “businessman”, but personally I have the first reaction – negative. For some reason, I recall JSC “MMM” and others like him. “To do business” is something shadow, like the re-export of Iridiev bushings or the pre-sale of time-embed. But this is the specificity of “Rossey ahead” – in the rest of the world, the word “business” does not carry such a negative shade, and therefore I considered it reasonable to put it in the headline.
Fifteen years ago, I was a young and naive young man who came to New York to sell my first development (and, as it turned out, the last one-after that, Snowball became a publisher, a localizer and producer; since then we have never turned a full development cycle). Opening the front door (at that time) of the industry giant GT Interactive , I burst into the office of the vice president and invited him to buy a wonderful Russian game. After an hour and a half of conversation, I was politely, but mercilessly sent.
Ten years have passed, and once I ended up in Malibu-on Rublevka Los Angeles. Our partners from the studio Novalogic They called us to lunch to the local "Burner of the Rich". Again, I can’t help but refer to Russia: the principles of catering organization are in Malibu, that in Barvikha they are one. Ten percent more tastier than average costs one hundred and ten percent more expensive (who studied at a business school will probably tell you what this model is called, where an excess of solvent demand is operated against the background of the lack of comparable to the quality of proposals).
Somewhere between soup and cutlets (fish), a familiar figure hobbled past the table. “And here is our agent,” my colleagues from novalogic told me. “Wow,” I thought, “this is the same vice president with whom I saw back in 1996”.
And here in the yard – March 2011. Together with several decent people, I went to a charitable poker tournament among the Veterans of the Game Industry (it is understood that if you lasted ten years in this area, or even more, then you are definitely a veteran and can afford to sacrifice a little). That evening, all the money from the tournament went to the fund that helps children with disabilities.
About a hundred participants were divided into twelve tables, the game went. Raising my eyes from the cards received in my hands, I saw opposite myself that very ex-vice-president who became an agent. He sat at my table, and even more so – he was one of the organizers of this tournament.
I will not undertake to assume what people at the other tables talked about during the game – but we were talking exclusively about who sold to whom what rights and who will sue with whom now. For example, one British developer accepted funding from the publisher from Germany, who for some reason asked to subscribe to his office in Liechtenstein. The investment came out sideways, as the Liechtenstein company went bankrupt, and now the developer was without rights to his game, and without money to continue his work. What to do, this is not a circle of cutting and sewing – the structure of a modern transaction in our industry requires no less dedication than a game mechanic.
During the break between the parties, I asked the organizer of the tournament: how would he determine his professional area? After all, he is not a developer, and not a publisher. It is not focused on design or promotion. In response, I heard that he defines himself as a businessman. “You know,” he told me, chewing an unnecessary cigar (smoking in premises in San Francisco is prohibited by law, this is not Moscow for you), “look at those who came here, and remember the conversation at the table. You think what is the reason for most of these sad stories about lawyers, the loss of rights and suffering of the developers?" -" in chicken brains, "I wanted to answer, but stopped in time and said respectfully, because this uncle like me eats raw, with salt and pepper. “The reason is,” said the comrade, “that almost no one in this room thinks about games as a business.”. And in this he was absolutely right.
Most developers are obsessed with thirsty for fame and thirst for money. However, the desire to earn and the desire to build a business is different things, sometimes even opposite things. My Moscow acquaintances once sold their project in Germany for $ 200,000. What do you think, how much they spent on a lawyer who could provide them with a bulletproof contract? Zero! Exactly zero rubles and zero kopecks. I do not know what will happen to the deal – I hope everything will go well – but for me it is symptomatic.
On the other hand, most publishers are not at all businessors – understandable as building a chain of reproduction of high -quality gaming products. Instead, they are preoccupied with how to quickly and easier to catch turnover and profitability for their company specifically in the current financial year. And therefore, all these touching stories are so numerous about how the next team “squeezed and threw away”.
When the games were small and the development cycle was short -lived, the main trump card, the main talent was, of course, Mr. Design. There is a good idea – there is a game, there are sales, there are success.
When the games grew up, the budgets were equal to the budgets of film production, and the teams switched up to 300-400 people in the project, producing came first in the first place. To force three hundred idiots to do at least something on time and in synchron, it is necessary to have the abilities of the financial analyst and the will of the will of the Dencle's drove.
Now, when traditional platforms scattered from consoles and computers on consoles, portable consoles, computers, mobile phones, tablets, games with the base on the server and network games that are generally difficult to somehow classify (social? casual? what's next?) – the key question is not the idea or the ability to turn it for a term into a product, but the ability to extract maximum benefits for the studio from all this process.
Business expertise is now added to design and producing as classic development disciplines. There are very few good businessmen – because the recipe for their search is as simple on paper as it is complicated. Find a person who would have been engaged in business questions of the gaming industry for fifteen years and at the same time built a good reputation, and also https://sister-site.org/voodoo-wins/ achieved tangible commercial successes in projects in which he participated. And when you find, persuade him to go to work for you.
If you are honest, then there were a hundred such people on the GDC. Of all 19,000 specialists who came to the conference.
Pensioners
On the third day of the conference, I am sitting at the table of the cafe of the Museum of Modern Art, which is located opposite the GDC exhibition hall. My meeting is with Michal and Markin, two directors of the world-famous developer studio, which is perhaps one of the most anticipated role-playing games of the year.
One of the guys drink coffee without caffeine. The other is mineral water. I drink green tea. After a half -hour discussion of pressing issues, interrupted by handshakes with all the friends who pass by the cafe on the way to the conference at this hour, Markin's alarm clock is triggered on the phone.
Marchin takes a pack of pills from his pocket, squeezes one in the palm of his hand and drinks a sip of water. Seeing this, I remember about my own pills and I get a first -aid kit out of my bag. The second director of the studio follows our example and also takes out his pack. Simple scene.
I say that my pills are from a lack of iron, the doctor prescribed me. Markin shows his pills, it is written: "Against the flu". There is no explanation on Michal’s packaging, but he explains that he drinks a course to improve digestion. We are discussing the epidemics of this spring for some time, all the pros and cons. As well as a lack of iron in a vegetarian diet.
Finally, Michal smiles and says – but you know that? About ten years ago, we would discuss not the advantages of vegetarianism, but yesterday’s party, and would not drink mineral water, but beer with lime to get rid of a hangover.
It is difficult to disagree with him. Young teams are interested in free T -shirts and parties with an open bar. We are only interested in the commercial result from the publication of the project, for which we have to work hard – which, from experience, is poorly compatible with vodka and dancing until the morning. At least, according to our modest, Eastern European experience, people who do not get money for beautiful eyes.
It depends on this meeting at the cafe table in the museum, what languages this wonderful role -playing game will be released in Russia, on what day it will go on sale, in what configuration – and at what price. At the same time, we are talking about the hit, which will become in 2011 either the best sold in Russia or the second, in extreme cases – the third number after a couple of serious, multimillion -dollar projects.
But if you look from the side, then we, of course, are more like pensioners – with our mineral water, with a leisurely and non -conflict discussion … I’m sure that at the sight of us some of the young and hot developers running past have already noted with irritation: “What a cool table on the street They occupied some kind of starters, their mother by the leg ". Well, yes, we are, game olders. With pills. And if someone has a problem with this, then we are ready to give up a little principles and, setting aside the mineral water aside, for preventive purposes to give a couple of times in the melon. To remember who created this industry and who is better than anyone else in it!