Cloud Gaming ft. @meta1network

Recorded: May 31, 2023 Duration: 0:51:49

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Thanks everyone for joining. Thanks more for joining. We'll get started in a few minutes.
Okay, first quick check before I get into my intro. Can one of the speakers confirm if you can hear me? I have swapped to my iPhone.
I heard you.
Fantastic, so we can begin. Welcome everybody to this week's press play game talk with myself George here at Polkstarter.gg. We are joined as always by GasFode.
Hello. And today we are going to be taking a look at cloud gaming and we are joined by Mark from MetaOne Network. So Mark, if you'd like to start us off with a quick introduction about yourself and what MetaOne Network is,
- Sure thing, guys. Can you hear me, okay?
Can you loud and clear? Perfect. All right, well, first of all, thanks very much guys for having me on this evening. It's great to kind of catch up for a chat again. A little bit about me. So my name's Mark. I'm the CEO and co-founder here at Metal One Network.
So what we do at MetaOne Network, we're a deep in project, essentially a decentralized, physical infrastructure network. You can think of us as Cloud Gaming built on the blockchain, but powered by mining networks, right? And I'm sure we'll dig into
to more about that later on. But just to get the fundamentals on track, I thought I might just quickly explain what cloud gaming was for those who may be unaware. So I think starting with cloud storage is probably a pretty easy place to
to start. So I think we're all pretty familiar with what Cloud Storage is. It's the ability for the Cloud to deliver storage to your device such that your local device doesn't need to physically have the storage on hand. Well, Cloud Gaming is really similar, but
Instead of delivering storage by the cloud, we deliver computational resources. Essentially, we deliver the processing power necessary to play a game so that your device doesn't need to have any special gaming hardware.
This is a pretty cool piece of technology by itself, but it's becoming increasingly relevant. There's 3.3 billion gamers out there and roughly 2.8 billion of them are gaming on low-end devices. And as a result, they don't
have access to the high quality gaming content that you or I or the listeners in this room might consider a pretty mainstream. But conversely, it also means that some of the biggest game publishers in the world don't have access to the vast majority of gamers. So there's this
massive market that we unlock for game developers, right? We give them the ability to kind of 10X, 100X there, they're total addressable market. We give them the ability to have lower customer acquisition costs and all of that's really, really cool and we love it.
What's really cool about Cloud Gaming and the infrastructure we're building is that we give that 2.8 billion game as the opportunity to play the games that we love, right? Have access to those really cool, really high quality games that up until now have been gated behind pretty expensive hardware requirements.
So, yeah, that's really what we're doing, very mission driven here at MetaOne Network. And we've built a pretty cool, pretty scalable set of infrastructure that allows us to take Cloud Gaming really out of the markets that it's kind of been stuck within up until now and kind of take it global.
Yeah, that's an awesome summary and a good explanation of what you guys are doing. I heard at the end there you said you're mission focused in your bio mission number one to onboard 20 million cloud gamers in 2023. That sounds like a fantastic mission to have indeed. And the part you touched on there which I always harp on
a lot about, I believe, is accessibility for everybody. So everyone can have access to the same level of games and get to enjoy all the games that some of us get to enjoy and take for granted the fact that it's because I've got a ridiculously high-end computer that I can play.
With sticking with giving an analogy or a way for people to understand what you're really doing, would this concept be similar to how Netflix is streaming a show to your TV? Or is it more complicated and
Is this a basic enough reference that people might be able to use to get ahead around the idea of cloud gaming? >> Yes, so funnily enough, that's actually a really active revenue for one aspect of understanding what cloud gaming does, right?
So the infrastructure itself is, I will say very complex right there's only really five or so companies in the world that have dabbled in this space and that's Amazon with Amazon Luna. It's Google with Google Stadia. It's Tencent with Tencent Cloud. It's Nvidia because they make the chips and it's
steam cloud gaming, right? So really you have to be a massive technologically advanced sort of technically capable company to even touch the space. So technically it's incredibly, incredibly complex, but there are a couple of I guess analogies that we can use as
that do make it very easy to understand. Using video streaming is a great example because one of the biggest questions we get within the cloud gaming ecosystem as builders is what sort of network requirements do I need? If you have this supercomputer in the cloud, delivery
all of this computational resource to a user, right, don't I need to have like one terabyte internet, some hard line, incredible network connection just to even make it work properly. And this is when I kind of go back to this streaming example. Actually,
What Cloud Gaming is is a very powerful computer put in the cloud and then we actually just set up a camera and we take a video of someone playing that game on that computer and then we essentially bring this really long cable to a user and everything
Every time they press a button, right, the connection from that controller is sent back up to the cloud, the computer moves, and then the video feed is fed back to the user. So essentially cloud gaming is like a real-time video feed. So from a network requirement standpoint,
point, it's actually almost the exact same as YouTube or TikTok or Netflix. Right? So yeah, there's a lot of overlap between the delivery of the cloud gaming experience and streaming networks. I think that's a really good way of describing it.
The fact that you don't then need good insight is obviously a requirement because otherwise you've done all this work to increase accessibility in terms of hardware and then just stuck on another gate in terms of good internet. Absolutely.
All you're really sending is clicks and all you're getting back is a video. It is kind of a great way of making sure that it's not a big strain now on the network. Sticking with the analogy of there's a computer in the sky, where
is the game and in terms of kind of where is the game, how does that then lead into say ownership of the game and potentially down the road into monetisation for the projects that would be on the cloud.
Yeah, great, great question. So let me start with the where is the game question because this actually feeds very heavily into why decentralization works so well within cloud gaming, right? So when we take
look at what are the biggest factors determining performance within a cloud gaming ecosystem. The biggest factor determining performance is how far away a user or a gamer is from a node, right? So where is the game being hosted and how far away
way is a user from where that game is being hosted. So if we take a look at how this is generally done in Web2, what generally happens is something like Google Stadia, they want to serve users in a specific region, maybe let's say they're extending into Japan.
So they buy a huge amount of hardware, massive upfront cost for GPU, CPU, servers, all of this that they need to initially host the service for their users in the region. And they might drop it all under one roof to conserve costs because they've spent so much already.
Then there's obviously the massive operational cost. I think operational cost is at least 60 to 70% of the ongoing node cost for cloud gaming ecosystem nodes. But I'm getting a little bit off track. But the point here is that they put all of their hardware under one roof.
And if you're a user who doesn't happen to be pretty close to that node, then your service is going to be pretty cool. And due to the fact that this is not a, that it's a very centralized node structure, they're not going to be expanding small nodes in your region any time soon. They're just going to probably be building more nodes into that one centralized structure.
So, if you're a user that happens to be a little bit far away from that node, your performance is going to be pretty poor and it's not going to be improving anytime soon. However, within a decentralized network, because I'm sure you've already kind of clued onto, we have a larger number of smaller distributed nodes.
Often held by local partners that have competitive advantages in the region, right? But what this means for a gamer is that instead of this one big centralized node structure servicing a broad region, you have actually this large number of smaller nodes distributed across the region, which means every time a user
So, where the content is stored in Cloud Gaming is critical. It's probably one of the biggest questions that you have to answer. And decentralize the content.
node networks within or as they relate to cloud gaming have this huge competitive advantage in that they're able to put content so much closer to the user. And then obviously give a much better high quality and higher speed experience. Does that make sense?
Yeah, that that was both says the thing that came to my mind straight away as soon as you were describing the large building with the with all the hardware in one spot was the idea of I used to watch the League of Legends pros and they would complain depending on what side of America
they were on for how they were connected to the game. And yeah, I'd like the idea of the centralization and the nodes so you're more likely to be close to a node that could be supporting the game that you're playing on. But my main question that comes up with that
is the idea of onboarding people to be the nodes in the first place. So what's the plan for some of these areas that could end up just being a dead spot because no one has decided to provide a node in that area?
Sure, so onboarding of nodes, I guess you can say onboarding of minus into an entire ecosystem is something that we take.
incredibly seriously. Certainly in the beginning of our ecosystems development, we have a pretty strong
Obviously a pretty strong requirement to provide a high quality experience to our users. Also, these are our early partnerships with game developers, so we want to make sure that we treat their IP appropriately and ensure that any interaction with their game is of the highest quality. Now, what that means
is that very early on, the nodes that we onboard into our network are pretty high quality. So these are generally established node operators, whether they're established Web 3 mining entities that are pivoting
into our space, or whether there are maybe players that are interested in connecting their infrastructure to a new network. Either way, the node providers early on in the ecosystem are very strategically
selected. And alongside that, the game developers are looking to deploy within the network have an amount of control as to where they're looking to deploy. So in the beginning, I guess as you can imagine with any decentralized physical infrastructure network similar to
helium, we're not going to have global coverage on day one. But we have a series of steps that include incentive mechanisms to deploy in specific regions that include lowering the quality requirements for the nodes
over time such that more people can onboard as node operators to support different types of content, right, such that we really do believe we have the capacity and the plan to pretty much put our infrastructure in front of the vast majority of gamers out there.
I like that idea and I think whilst we're we normally find ourselves cheering as much decentralization it's hard to start very decentralized especially with the kind of thing that you're trying to build. I just want to pivot slightly towards the games
But I'm sure we'll come a little bit more because it's very interesting. I think more genres that this kind of lend itself to first and is that kind of part of your plan when trying to onboard games to use you into the ecosystem?
genres, yes, but actually it's
Maybe more about the experience side, games that require more from the user device, right, a games that can extract the most value from our ecosystem. So I think when we look at who we best
We think about Google Stadia, for example, and a cloud gaming ecosystem that they built in North America. The majority of gamers in the US already have access to consoles or gaming
PC's or at the very least probably a pretty late generation smartphone. So from a hardware standpoint, they're not really excluded from any content experience. So when we consider maybe the games we're looking to service, right, or the games we're looking to
provide access to, we also think about what are the regions and where the gamers that would most benefit from this access. So really initially the games that we're partnering with are predominantly in that AAA category.
It's a massive gaming ecosystem with a huge number of
game is socially and culturally one of the most engaged gaming populations on the planet. But the vast vast majority of the game is there operate on very low end devices and it predominantly mobile. There's very low console penetration, there's very low PC gaming penetration, right?
And that's a big issue, particularly for large publishers that want to get access to these game. And so our focus initially is definitely on games that kind of fall into that AAA category. I think when you look at maybe Eastern
For example, in maybe high-twitch style FPS gameplay environments, those are maybe not initially the markets that we'd look at serving. But again, it's something that's on our radar moving forward.
Yeah, I think that's a great point. Definitely. We've got experience with Brazil as well of the the amount of people they've got there that are playing and like you said, it is a majority of a mobile environment, the same as over here in C as well. Majority of the games are playing on mobile.
Is there going to be the option to say stream a PC game to a different device that isn't a PC within cloud gaming? Or is that just something that has so many compatibility issues that it is unlikely to be the way forward?
No, that's a massive benefit of cloud gaming. I can give you an example. When Hogwarts Legacy came out, it's obviously not a mobile game. I think it's available on Switch, maybe, if I'm right, but it's
on the PC. I had our team put it up on one of our notes and I'd say myself and some of the other guys on the team are the only people out there that have played Hogwarts legacy on a mobile device. Now what's really cool about Cloud Gaming is that it essentially
turns any game experience into a YouTube experience, right? YouTube doesn't care whether you're on a tablet, a mobile phone, a PC, you can be on a smart TV, right? As long as you have a data connection, you're going to be able to have a cloud gaming experience. Now,
There are small elements of complexity attached to porting a game from PC to mobile, but actually it really requires almost negligible development work. So for example, the easiest games to port are like first
So for example, coloduty, right? Now the user experience, the UI for coloduty is very similar to say pubg, very similar to maybe undiplock's, right? So we actually have this automatic key mapping software.
So when you upload a PC game to our network, we have the ability to pretty much do this auto key mapping process that drops this mobile UI kind of transparent screen over the top of your mobile device.
screen, which gives you a functional UI that allows you to play a first person shooter with roughly, I'd say, 90 to 95% of the effective key mapping in place. Right. There's obviously some tweaks. If there's maybe some special moves in
the game that aren't maybe common to most first person shooters, but that's something that we can address pretty quickly. It's only when a game really wants to maybe customize a UI or dig a little bit deeper that you can look at maybe a week or two weeks of development time. But honestly with the average person
We can just use our custom key mapping and have that game up running on mobile devices in about 15-20 minutes. So that's like a huge benefit for cloud gaming and the ability to use cloud gaming and the infrastructure that provides to
to potentially reduce development budgets, potentially reduce development time, and maybe bring a lot more high quality kind of pieces of content to the mobile ecosystem is another big reason why we're very bullish on mobile cloud gaming.
I'm going to pretend I'm asking this for the audience and I knew all along. But I feel that your answer has just made me question my whole assumption about what you were talking about a little bit. So in terms of, so you were able to upload any game, you've just mentioned FPS as you can upload
any game and it will kind of map to it. One kind of part of the question would be would we have it that maybe some people are playing on cloud and some people are playing on actual hardware if that's the game and two would be the I'm assuming the game doesn't actually even need to agree to be going on it.
Yeah, absolutely right. Right. So first of all, the computers that we have posted in the cloud are just regular computers, right? So if you can install a game, you can install it on to our notes. We've specifically built our node infrastructure to be that easy for developers
to get their game up and running. That's core to our concept of decentralization and how we want this to run. We essentially want this to be a self-onboard process for developers. Games simply need to be installed onto the
cloud in an ideal situation that the nodes will be sophisticated enough potentially to give the developer the ability to make their game multi-platform.
You would then be able to have with no impact at all, someone playing on the cloud, maybe via their phone, someone playing on the cloud via their MacBook, and then someone playing on their gaming PC at home all in a game together.
I'm just going to jump in before George unikes. I'm starting to feel like a grandad with my questions, but my next one is going to be, so if you are uploading a game
Okay, would there need to be a version of the game for everyone who wants to access it on the cloud or would it be one that kind of tying into ownership of the game?
Yeah, so the system obviously works best with, say, a free-to-play game, right? Which again, very common in mobile. In mobile examples. It's really up to the publisher. If a publisher wants to, you know, maybe require their
their game or two buy the game first and then create like a log in and then use that. Then that's fine if others want to make their game maybe free to play in certain regions where Cloud Gaming gives them a broader access to users and they can do that.
as well. It's mostly a publisher decision. What was the other part of the question? I'm sorry, it just hit my mind. I think you covered it there. I think it was more the sense of if there's five people and it's in store
once on a node, how many installations it need and how does that tie in. But I think you cover that off. That's kind of a publisher question. And I guess you could see that's where Web 3 and maybe token gating if it isn't a free to play game could be a really good way of making
making sure that no one's trying to get some sort of money in terms of the game getting loaded up onto the cloud.
I'll hand over to you to you in the next question. Yep, yes, definitely a publisher decision.
Okay, I think you both tried to be the same thing and actually it's on to my next question as well So the idea of what gas code was mentioned there was I assume like stadia did that through a subscription model I know they're one of the ones you've mentioned
and already as well. But my next question again comes towards with the monetization and it's the idea of so you're going to be doing this as a Web 3 company, you're doing the decentralized notes sort of stuff. We also be including Web 2 games
to provide a user base to help like almost prop up the web 3 games that don't have that player base so far and wouldn't be able to support the what I assume will be quite large costs of keeping
the whole network going. So is there plans to have games not differentiated from each other within there so that there is the larger player base been able to be reached to help support the project as a whole?
Yeah, absolutely. And that's it. Yeah, it's a great question.
Actually, at the moment, and I'm fortunate I can't go into any specifics that contracts are pretty private, but at the moment, the vast majority of our gaming contracts are with actually Web2 companies, so a significant
amount of our volume initially will be from very established web to studios right with you know millions tens and millions of gamers worldwide playing their titles right every day and
Absolutely, our goal is to intermingle this traffic with our web three games on the platform. We really want to use what we're building to cross-pollinate these two ecosystems.
a little bit about what we're doing at the moment. I'll say that right now we're very heavily infrastructure focused. We'll be building behind the scenes probably for the next 9 to 12 months. I would say around this time next
year is when you would start to see the M1 platform appear. Up until then, what you're going to be seeing are a lot more cloud-enabled games, right? A lot more experiences powered in the backend by cloud infrastructure.
that M1s deploying. As I mentioned before we're deploying across Latin America, we're deploying across Southeast Asia, we're expanding into, I guess, the US and Japan and South Korea as well next year. But that will be kind of a much
That would be a very infrastructure focused period for us. It's only really this time next year that the platform will go live. When that does, we will have built a very established reputation and hopefully a lot of trust with these game publishers.
been serving for, you know, six to nine months before that, such that when our platform goes live, there will be a significant number of Web2 gamers that we hope would love to, you know, try out some of the exciting games that we have coming up in the Web3 community.
So you've said quite nicely into my next question, which was going to be about discoverability of games that are on your network, and I'm shooting
that's going to be tying into the platform. How do you see the kind of player journey from hearing about Cloud Gaming and then what they do on your platform?
Yeah, so. So the, I guess the first thing to understand with with the player journey in cloud gaming is that
Cloud Gaming provides the most frictionless game experience that you can imagine. More frictionless than anything we currently have in Web2, for example. You don't need to download a game. You don't need to install anything. You don't need to worry about hardware requirements. You don't need to update the game.
right? It's always up to date and you literally click and it instantly in the game. So for example, we can share a link via Twitter that someone can click and in under a second there'll be inside playing PUBG, right? So it
It's a very convenient user experience. One that we think is far more convenient and less impacted by churn than the current experience of finding a game, downloading it, installing it, whatever.
We see the experience we've been building as very favorable for the gamers. I'm guessing you're maybe asking a little bit about how we adapt to some of the Web 3 elements with regards to accounts while it's stuff like that. So like a number of Web
three projects at the moment. We're very much pulling Web 3 behind the scenes, right? This experience to the user would have within M1 will be no different to an experience that they would have on the Steam platform, right? It will be a cap generated, it will be
Wallet free, very, very web too. And once they're logged in, they really have the ability to kind of just jump straight into a game. It's kind of that simple. We also have another kind of core advantage being a cloud platform.
In that just like I mentioned before, our gamer is only interfacing with an interactive video stream. What that means is that gamers actually don't need to connect to the blockchain to interact with the
So there's no weird kind of wallet connections or or strange cross-chain sort of management that needs to happen from a user perspective. Actually they can exit one game that's maybe hosted on one chain and jump into another game that's hosted on another in in under a
second with no management necessary because actually all of their games are just like interacting with a video feed and everything can kind of just be maintained at that platform level where we've built all the interoperability in the back end. So it's a very convenient
low-chern experience for gamers that we really see is kind of the future of the gaming experience certainly from an ease of play and access perspective.
Yeah, I really love that answer. I've already stated in our little discussion that we're having whilst coming up with all our questions for you that this is the best use case that I've seen of the idea of Web 2 existing games that are backbone by the Web 3 systems that exist and the idea of having this center
and all that stuff to support the Web 2 games that are there already. But with your answer and the ease of getting onto it, I'm going to swap Chain 1 to the other. The first question that came to my mind was the idea of what if they want to opt into the Web 3 side of it, what if they want to opt into the token side, the NFT side, that sort of stuff.
How easy is the process going to be of that with it being all streaming and obviously how wallets worked and all that? Yeah, so essentially when when a user creates an account, it'll be just like they create an account in in, you know, any any web gaming platform that you're familiar with like
steam, what that'll do is it will actually create the mowallet, right? They may not know it's a wallet yet, but it will create the mowallet. And they will then have this education pathway that will introduce them to. We don't want to be a platform that's like pushing Web 3 on anyone.
But we want people to know that there's this opportunity for them to learn more within the ecosystem. But certainly for users that come in with a level of understanding of the space already, all the tools will be there for them to ramp up and fully dive into the space. Certainly any Web 3G
game will have all sorts of information on the platform about their NFTs, the native currency, the access to their communities. So we're not hiding the ability for users to touch Web 3 in any way. But what we're trying to do is create this experience where Web 3 becomes
comes up to it. It becomes a value add for users. And I have a strong suspicion that, you know, as a user, maybe it's playing a Web 3 game, maybe they start to accumulate some form of token, right, that just is adding up in their wallet. Eventually,
You know, at some point, I'm guessing they want to know what it's what they want to know, maybe what they can do with it. And these are all little points in time that we look at very closely and think, you know, what, what value can we provide in those moments that might convert a web to user into someone who's
things. Oh wow, this, you know, this NFT that I just got as a drop in this game is actually pretty cool. I'd love to see if I can put it on a marketplace or these tokens that I generated from playing this game during a special event period. Wow, they actually just went up in price and, you know, it's worth maybe 50, 60 bucks now or more. How can I
So it's something we don't want to push on people, but absolutely the ability for users that are maybe more Web 3 educated, the platform will let you go deep, right? You can kind of take your full Web 3 journey on the platform that we've built.
I do always love that sort of method and strategy that you suggested there and I know others are using as well of the idea of like, what did I call it before like a parent purse where like you're just collecting the things of the people that are playing the game waiting for an opportunity for
them to have their own interest in it to then give it to them for them to do with what they want. And I think that's the best way to bring them on board, rather than the idea of they're not on board web 3 side until they create their own wallet and then they've looked mist out all this stuff that they have had to play
time for anyway. I like the idea that you've just here or just they're building it up. If they take an interest they can delve into it, they can deal with it. If they just want to keep playing games, they can just keep playing games. One of my final questions is the idea of how you're talking
about how it's a video feed. And my idea on pings and latency is that essentially if you're playing you mentioned PUBG earlier, would you not be doubling this? Because in my head I'm thinking the signal is coming from my computer where I am.
to the node and then from the game on the node to the server of the game itself which will then play in this PvP environment. Is that something that is going to be noticeable or is it going to be manageable but maybe not to a competitive level?
Yeah, so I guess I'll answer this in two ways. So first of all, from the competitive level perspective, like I kind of mentioned before, generally competitive players already have a platform that they enjoyed.
whether it's a mobile phone that they bought, that they play on or their PS or Xbox or a gaming PC. So really, whilst we love that community, that's not who we best serve. Our value comes from that probably not
95% of the gaming population that are maybe going from a 0% access to something that sold 90% of their problems. That's where we kind of sit. So I'll say that for eSports, no doubt for competitive play, no doubt the
best absolute solution is to have your own high end piece of hardware sitting in your room. That's no one can compete with that. And we don't want to. But with regards to everyone else or the average
gamer. Actually the latency experience within our network is honestly no more than what you would feel or experience in online play normally. The optimization that goes
in to different forms of kind of latency control and management at the server level are pretty extreme. So whilst there is a bounce back of controller input,
And obviously a real-time rendering input as a result of frame change on the screen. It's actually well within a playable threshold that we control at a number of different levels, right? So no, there's really no
impact to your player experience other than in the maybe one or two percent of the gaming population scenario where you just want the absolute pinnacle kind of esports experience at which point like I said before your father off just having your own gaming PC for that
I think that's a fantastic answer in the way to set known boundaries and known limitations of yep if you are wanting to go pro in PUBG you're still gonna need to have high-end PC this is not the solution for you it is
is for the other 98% of us that are definitely not going through and are not going to notice that small difference. So as we're beginning to wrap up the end of this space, what sort of stuff do
people have to be excited for going forwards in the short to midterm. I know you said it's like this time next year before they see anything major but is there anything coming in the short to midterm that people should be looking forward to?
I think definitely follow us on Twitter, follow me, I'll be kind of regularly providing updates. I will say that as an infrastructure project, where not maybe as exciting as a game or something
that moves a little bit quicker, but I can say that we're slowly and steadily building something that is going to be pretty exciting. So keep an eye out. Later this year for our TGE, we'll be going live near
the end of this year. We may be able to share some of our gaming partnerships within the next maybe three to four months and what that might do is you'll be able to actually go and test out the game on our
user experience, sorry, on our infrastructure and see what the user experience is like. So there's definitely that to look out for. But to be honest, yeah, we're kind of boring. I hope that people get excited by our vision because sometimes I feel talking about infrastructure and nodes is not the
most exciting project. But yeah, it's exciting to me and we're very, very excited to bring our infrastructure and use it to unlock this access to 2.8 billion gamers out there that can't play the games that you and I really love.
I do love the idea you're giving off there of it's not as exciting to promote infrastructure and platforms I've done work with both as well as games and games are a lot easier because you get to just show things going with power bang yeah people to look at but yeah no
So this has been very exciting. You would love to see our chat that we have me and Gasbird as we're going through and grilling these people. It's been one of the most where we fought to go next on the question to come up with this platform and technology behind the scenes is very interesting.
interesting but I do agree it can be very niche interesting for some of us in the game space. So yeah everybody that is here in the audience thank you for coming along and listening to us today speaking about cloud gaming with Mark gaspode and my
myself. Make sure you go over there, you follow Mark, follow the Meta1 Network, it may not be all the bells, whistles and exciting videos of your new video game, but it will have some interesting in-depth stuff, I am sure of it. And always make sure everybody you go over to Pokestop
We've got a .gg where there's quests, guides, reviews and much, much more. So thank you for coming on today, Mark. Thank you for having me. You're very welcome. Thank you for joining me as always as co-host guestboard.
I just wanted to say as well he's been saying in the chat, "Most wants people to follow him and in between his football tweets he only
only tweets bangers the threads. I just saw him saying follow me, follow me, so make sure to go follow us. Yep, there you go, don't forget PGG, King of Scars, head of gaming research, putting out banger threads on the regular.
I'll be back next week for more press play. I hope to see all of you then. This can be listened back to here on Twitter and also can be found as a podcast on all of your favorite podcast outlets soon to please sandbox by going to Ichones. Until next week. See you then. Hangar bye.
Thank you.