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Dealing With User Feedback

By | Game Development | One Comment

Too often do I see game developers, especially new ones, dealing with player feedback in the worst way possible. They either reply to every bad comment in a very bad manner, or they become depressed and take every bad comment as a sign of a personal failure on their side.

I strongly believe both approaches are bad. You will always get bad comments and feedback from players, regardless of how good your game is. There is no way of pleasing everyone, so you should only consider well-written, constructive comments, which will often stand out from others, as the other users will react to them if the platform allows it.

This is just a collection of my thoughts and opinions on the topic, and it comes from my observations of comments made by my players, targeted at my games, which are at this point mostly in the casual part of the industry.

This article might not be applicable to all types of apps, games and audiences, but I firmly believe that there are some recurring patterns in every area, that we all need to learn from.

We are problem solvers, and as such, we love to talk about problems

People tend to express their anger and disappointment more often than their delight and satisfaction.

Consider a discussion that you had with your friends and family in the past. How often did you say something like: “My boss told me I did a great job today!”

What would the most probable response for that be? Very likely, something along the lines of “Good for you, having a great boss in a cool company.” The discussion pretty much ends there. There really isn’t anything else left to say.

Consider this scenario – you start a discussion with “I got scolded by my boss today for doing a good thing.”

There is a whole array of possible responses to that, and discussion that started can stretch out for hours. It will probably induce talks about him being unqualified and getting a job from his grandfather’s friend, and it will end up in discussions about world leadership, healthcare system and ice bucket challenge.

People are problem solvers by nature. They love discussing problems, as they encounter hundreds of them in their everyday lives. Problems make them think, they induce discussions, and finding and pointing out problems makes people feel smart.

Talking about good things gets boring fast, and is likely to have a boring response. Thus people avoid doing that unless they are really satisfied with the topic at hand.

badcomments600Some of the bad comments I have collected throughout the years.

 You honestly need to annoy a player just a little bit to get a negative comment, but you must really make him enjoy your game in order to leave a positive comment on your game or app.

You must not blame your players or hate on them for simply being human.

Players don’t have a clue about how games are made

Well, most of them don’t. Most of them are not game developers, coders, artists, musicians, or game designers. They can’t even imagine how much hard work goes into making of a single game.

How long it takes, how many sleepless nights you endured, how many lines and lines of code you debugged – that is no concern of an average player, and neither it should be. Their only concern is if the game is fun or not, and if it lives up to their expectations once they play it.

Have this in mind when you are reading their feedback. Don’t try to teach them how hard it is to make a game, and how crappy your life is during the process. They couldn’t care less. They came to have fun and relax, not to consider your problems and downfalls, as they probably have enough of their own.

Most feedback is usually worthless

Players are not a bunch of QA testers. They are not getting paid to provide valuable feedback and most of them don’t even know how to do so. Mostly, your feedback will consist of “This game sucks!” or “This game rules!” types of comments. You can’t really use those to improve your knowledge of game design and player’s expectations, as they don’t provide any information about what in the game causes those feelings for your players.

constructiveFeedbackAlthough the rating is bad, this is how constructive feedback looks.

It is crucial for you to be able to filter player feedback in any way possible, because there are lots of hidden gems out there, which are hard to find because of the overwhelming noise of bad comments. If nothing else, just go through them and search for the right ones. It takes some time, but it will be worth it.

Keep your poker face

When you read a hundred “This game sucks.” comments on a game that you worked on for months, you might feel a bit down. Don’t.

You have just released a game and you got some feedback. That is a success by itself, and you should be proud of yourself, especially if you are just starting out. Most people that get into game development don’t ever get a chance to hear what players think of their project, and actually releasing a game falls in the “believe it or not” category for them.

What is done is done. Your next game will be better, especially if you try harder and keep an open mind.

Secondly, having lots of bad comments doesn’t necessarily mean that your game is all that bad. It might be that you have just targeted a wrong audience with it, or that you made the game too hard at start so people weren’t able to see the best part of it. Maybe you just made a bad tutorial and people had no clue what they are doing.

Find feedback that points out the problem, and learn from it. If you strongly believe the game is good, make a sequel or a spin-off with tweaks and features based on that feedback.

Feedback is fun

I had such a good time reading some of the comments on my games. You should have a good time reading them too, regardless of the nature of the feedback. You can never truly anticipate how players will react to your game, or what kind of experience they will draw from it.

You can guess it for most, but some people are simply different, and they will either completely miss the point (which is bad), or have an experience so different that you will never be able to wrap your head around how they managed to feel that during their playthrough of your game.

In a way, games are a form of art, and art is something meant to be experienced personally.

Let me give you an example.

I have published a game called Average Joe a few years back. It is a game about a simple peasant Joe that was the only one brave enough to answer the king’s call for heroes when an evil wizard threatened the whole kingdom.

So, once you beat the game, you get to marry the princess, and there is a cutscene saying: “After he saved his kingdom, Joe married the princess and they lived happily ever after.”

Then cutscene switches and we can see the wizard hiding behind the throne, and a text “Or did they?” is written on the bottom of the screen.

The whole game is very kid friendly and cartoony, there is nothing scary or creepy in the game at all, but one player commented:

“Nice game :) I played this late at night and the wizard kinda scared me at the end!”

I laughed so hard at this comment, and it surprised the hell out of me. You can never fully predict how some people will respond to your game.

ordidtheyI loled. A lot.

On a side note, it is amazing how deeply you can immerse the player in a game’s universe even with a small and cartoony game like this, so they actually sense fear, one of the strongest emotions there is, while playing. I am really eager to see what range of emotions our horror game project will be able to awaken in the minds of our players.

But, that might be a topic for another article, so let’s stay on track here.

Take your feedback like a professional

Once you have published the game, you are basically asking for feedback. You will get it. You might not like it, but that is life, you will have to deal with it.

Take it like a professional, learn from your players, respond to their feedback politely and with respect.

One who gives respect, gets respect, and your players will love you for it. Respect both critics and fans. Words “Thank you for your feedback, we will consider it.” go a long way.

You have to be completely objective when you are responding to feedback. There is no place for your feelings there. Sure, some comments are very rude and full of hate, but you don’t want to reply in the same manner. It’s better not to reply, than to reply with disrespect and hate.

Most of the times, community will downvote the worst feedback, and they will defend your game if they like it. Let them do that, but don’t encourage it or take sides. You must show love to all your players, no matter how disrespectful they are. They might just be kids, after all. One day they might understand that hard work should deserve respect by itself, but right now, that is the last thing on their mind.

In the end, you can never know who is hiding behind those nicknames, and what their story is. Your game might have insulted them on a personal level, or shook them up in some unimaginable way. Game is an experience. If a cartoony wizard can instill fear into someone, then basically anything can happen to a player while he is playing your game.

Your players are your audience, your source of income and popularity. You make your games for them. Whether you admit it or not, you care about them and their opinion. You simply can’t insult them, be disrespectful, or call them names. It will start an avalanche that won’t be easy to stop.

Remember Phil Fish? His whole career has been marked by poor interaction with his community. He has called people names, insulted them on a personal level, waged wars against his community and told certain people to kill themselves. The community has basically destroyed him in return. Almost all of his accounts got hacked, all sorts of private data about him and his company were exposed, and he ended up quitting the industry and trying to sell IP of his game.

Your community is here to help you out, if you let it. Love your community. Learn from your feedback. Don’t judge. Don’t throw your personal feelings into the mix. Don’t hate on players because they are human.

It might not be easy from time to time, but no one ever said that game development is all sunshine and rainbows. Just remember at all times that you are a professional, and you need to act like one in order to be one.

tetstes

Reboot Develop 2015 – Our First Conference

By | Conferences, Game Development | No Comments

We have just finished – what you would call – a pre-alpha build of our game, Daemonical, and figured it just might be the time to show it off a bit and gather some feedback. That’s why we decided to attend Reboot Develop 2015, and have an indie booth there.

This is our story.

I know I am very late with this article, and truth be told, I wrote it right after the conference, but I was lazy to publish it. But hey, at least I did publish it in the end!

The Idea

It all started as an idea once we heard about the conference. We got in touch with Damir Đurovic, the guy in charge, who is actually our buddy, since we are a new Croatian game dev studio and the Croatian game dev scene is still pretty small and basically everyone knows everyone.
After some time doing research, we realized that we would need a couple of things:

  • a playable build of our game
  • at least 2 desktop PC’s and 1 laptop, 2 keyboards, 2 mice
  • 3 monitors, preferably identical
  • business cards,a roll-up banner, flyers, t-shirts with our studio’s logo
  • a website

In addition to that, we agreed that it’s a good idea to start our Steam Greenlight campaign before the conference, since we could market it a bit there, and we needed to start that soon anyways.

2 months left until the conference, the preparation began.

The Preparation

2 months seemed like a decent amount of time to prepare everything, but it turns out it’s a bunch of work to be done in that period for just two guys. So we had to get some more people on board. We had started working with a character artist to help us out with the game itself and got a composer and a voice actor for our greenlight trailer.

We had also hired a designer to redesign our studio logo, design our game logo, make our business cards, flyers and shirts. DIY is never worth it, especially when deadlines are tight.

In addition to that, we had also found a concept artist to do our roll-up banner.

Long story short, everything was done on time but it was a close call – we had everything finished a day before the conference. Thanks to our friends and partners, we had managed to get everything printed, ready, and we also borrowed some equipment for the booth, which was really awesome. We were pretty satisfied with everything, considering the circumstances and the deadline.

Greenlight

The main thing for us was the Greenlight campaign. It was the most important thing, way more important than the conference itself. I’ve spent the last week before the conference working my butt off in order to prepare the trailer, screenshots, descriptions, the website, and everything else, and it turned out great, but – it is always the small details that count the most.

I had rendered the trailer for at least 18 times before I was, more or less, satisfied with the result, and I gathered a lot of feedback for everything before I published the Greenlight page. The next morning we took off for Dubrovnik.

The Trip

In the morning, Ivan picked me up at my place, we packed all of the equipment in the car, and it barely fit in there but we managed somehow. It was a 7 hour drive ahead of us, so we stopped to get some supplies – drinks, sandwiches, and everything else. The drive itself went pretty smooth.

We had to pass the Bosnian border at one point, and were a bit worried that we will get in trouble with the customs since we had so much equipment with us, but surprisingly – it all went fine.

Lots of stuff to bring on the trip!

The Arrival

We arrived around 6 PM to our place in Dubrovnik (or – near Dubrovnik, to be more precise). The conference was held at a 5 star resort a couple of kilometers from the famous King’s Landing, and the resort was basically a small town for itself. We decided to come a day early because of the long ride, so we could prepare everything and get some rest.

We had rented an apartment in it that was actually a privately held house, so the price was great in comparison to the resort prices, and everything was really close. We had a 3 minute walk from our place to where the conference was held, and that was extremely important.

Pro tip: Be close to the conference, don’t save a couple of bucks on the rent if you can save a bunch of travel time for that cost. You won’t regret it.

We had a warm welcome from our friends from Machina and Ironward, who bought us a drink as soon as we arrived, since they were just chilling in a restaurant right above our place and saw us moving in.

After we had a quick chat with the guys, we went to the conference floor, where Damir showed us our booth. We didn’t want to setup anything that day, so we just left our banner next to our table, and went back to the apartment.

Small, humble, but good enough, cheap and very close to the conference floor.

The Catastrophe

Back at our place, we had a quick meal, and figured it was time for coffee and relaxation in the, already mentioned, restaurant. We brought our laptops so we could pull the game from the repo and prepare a build. The connection was pretty slow, so that took some time. But – we had time – at least we thought so.

At around 11:30 pm we headed back to the apartment and thought it was time to get some sleep. We had built the game and… Everything went crazy. Nothing worked properly, we could see the trees through our terrain ingame, movement was laggy, controls seemed to be  messed up, and in general we had no idea what was going on. So the bug fixing began – with no results.

I figured I couldn’t work on the laptop so while Ivan was getting a shower I brought my PC, monitor, and everything else I needed from the car to the extremely small apartment. It barely fit on the kitchen table, but what can you do, desperate times call for desperate measures.

By the time Ivan had come to the table, I was running the game, and nothing was working, again. I was so tired I could barely feel worried. Ivan went crazy and told me he is getting his PC now because on his PC everything worked just fine the night before. So he set it up in the bedroom, and suddenly we had two very crappy, but functional offices.

It seemed like I had messed stuff while making the Greenlight trailer, and believe me, after a 7 hour ride and almost no sleep from the night before, to see your game barely working 8 hours before showing it at a booth on a major conference is – very discouraging.

It was past midnight already, and I had told Ivan we would be lucky if we went to sleep 2 hours later. He just shrug it off like I was talking nonsense, and 6 hours later, we had a working build. 2 hours of sleep, and it was time for the conference.

During the whole soul crushing experience of bug fixing and new features implementation, we just laughed like crazy. When you are so tired that you can barely keep your eyes open, and you know you just have to go through thousands of lines of code, there is not much left to do – you can either laugh or cry. Luckily, we decided that laughter was a more viable option.

Game development at its finest!

Day One

We woke up in the morning, both looking worse than the demon in our game. We packed all of the equipment in the car again, and I can imagine it was a weird sight for our landlords to see, since we were just bringing some weird boxes of stuff from the apartment that weren’t there a day before. I can bet that we looked like a couple of thieves that had robbed the closest store a night ago – and are now running away with our loot.

We drove ourselves to the hotel, took everything out, and started assembling the booth. When we were done, it was time for the first presentation (Welcome to RD 2015), but we just decided to skip that one and go for a coffee at a bar a floor above where the conference was held.

That revived us a little bit, but being barely conscious, we had no energy to even be shocked by the, probably, most expensive cups of coffee we had ordered in our lives. Being from Croatia, to pay 10 bucks for 2 cups of coffee was crazy to say the least, since a cup of coffee is less than $2 in the capital city of Zagreb. But, you know, when you are in King’s Landing, you better bring some Gold Dragons with you.

We went back to our booth and started showing the game to everyone, babbling crazy stuff like the game being asynchronous multiplayer (while it was actually asymmetric), but everyone more or less got the point and likely figured that we must be nuts or on drugs.

While the conference for that day was nearing the end and pool party time was near, we had attended zero lectures, but done lots of networking, and met some friendly and professional colleagues.

On the pool party, we had met Ragnar Tørnquist, a guy that made the Longest Journey, we had a drink with the guys from Unity Technologies (our engine of choice), and were hanging out with a whole bunch of amazingly inspiring and great people, which boosted our morale and energy a bit.

Afterwards, we got invited to the special VIP, undercover, bring your own booze – beach after-party, hosted by our friends from Ironward.

It was really something special, all of these cool famous guys and indies just having some drinks in complete darkness, with only light coming from our mobile phones, backed by some guitar music (someone actually bothered to bring a guitar with them, kudos to those guys). It went on until around 4 AM, when we all went to sleep.

Day Two

We woke up a bit less tired, feeling a bit more awesome than yesterday, but still, barely any sleep and only overpriced coffee to keep us alive. Again, attended almost no lectures, but met twice the amount of cool people than the day before. For example, we got into a chat with a really awesome Canadian guy, and later figured out that he is Patrice Désilets, the one responsible for the creation of the whole Assassin’s Creed universe.

It was cool to get advice from the creator of Assasin’s Creed! Thanks Patrice!

We got some amazingly helpful feedback on our game from Khaled Ibrahimi, cinematic producer of Killzone 3, and Joint CEO of Nkidu Games indie label. A bunch of other people saw and tried out our game and in general, we had received some valuable advice and positive opinions on our project.

After the conference we attended the main party event, where we had a chat with Rami Ismail, Aleksey from Epic Games, our friends from CroTeam and Cateia Games, and a bunch of our new pals from MadHead, Eipix, Lion Game Lion, Mudvark… The list just goes on.

And guess what – time for another after-party by Ironward came. We went for some drinks at their place, and I returned to the apartment and practically passed out around 5 AM.

One thing changed that day though. We finally really felt like we were where we needed to be. Being surrounded with so many amazing people that loved game development as much as we do – simply felt like home.

Day Three

The last day I just slept for a little while longer, and Ivan went to guard the booth. I had arrived at the conference around 11 AM, where I had found myself surrounded with friends, and not only colleagues – like they were only a day ago.

Everything was the same, conference-wise, like the last two days. We showed the game to people, they liked it, gave us feedback, some of it very useful and perspective-changing.

What you could really notice was the difference between really experienced people and their feedback, and the guys that have just started to develop games.

The experienced guys, like Patrice, really nailed it. They fully understood that the game is in a pre-alpha state and were concentrating their feedback around the core gameplay mechanics, which was the one thing we really wanted and needed input on, while the others focused on the looks, the feel, the things that are unlikely to even make it to the final version of the game, which is fully understandable.

Most of the people really tried to help, and that is the most important thing. Some programmers were interested in the technical part of the story, some artists were interested in the aesthetics part, musicians and sound artists wanted to talk about the audio part – all in all, all sorts of useful and meaningful discussions were going on.

In addition to all of that – Greenlight was still going on strong, and we were very confident and happy about the project.

When everything was over, we packed our things and went to our crib to freshen up. Most of the people went to visit the old town, but we just wanted to have some rest, so we did a quick beer run and after that went to the bar in the hotel for some coffee.

There we encountered a couple of pals and new friends and decided to hang out with them a bit, and coffee drinking quickly transformed into beer drinking, and serious business talk turned into jokes and casual chatter.

Then, at some point everyone else returned from Dubrovnik, and the real party started again. The bar was just closing, so they did a last call – everyone got some beers and wine, and the hotel people just let us hang out there in the bar lobby.

The last party. All good things must come to an end!

Once the drinks ran out, Ivan and me went to our apartment, got some wine that we left there, smuggled it into the hotel – getting some suspicious looks from the receptionist – and just put it on the table in the middle of the party group. Considering how bad the wine was, it really surprised us how quickly it vanished.

Again, serious talk became casual with lots of jokes and laughter. Fun times!

Back to Reality

When we came back we were so tired that we took a week off from everything. No game development, no coding, no planning. Just relaxation and some gaming.

The only thing that we actually attended to was our Greenlight campaign, and 13 days after we had submitted the game, we were Greenlit (Hooray!) – but that is a story for another time and another article.

The trip back. No rest for the wicked.

Conclusion

Out of 52 lectures at the conference, we had, sadly, only attended three – but that was not what we had come for. We wanted to make new friends, get some feedback on the game, and just have fun.

And in that regard, the conference was a huge success. We did everything that we wanted to, and more.

A huge thanks to everyone for making the conference so fun and inspiring – you guys are amazing.  We are looking forward to Reboot Develop 2016, and truly hope that all of our new friends will be there again to share a drink with us!

See you again next year, have a great year everyone!

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Don’t be Afraid

By | Game Development | No Comments

Don’t be afraid to learn.

Learning is what you will spend the most of your professional life doing if you are in the game industry, or IT in general. If you want to be a game developer, you must embrace the knowledge that you simply need to have, in order to successfully make a good and successful game.

Then, technology is bound to change and new kids will come with shiny new toys. You will have to learn how to use those if you want to survive in this industry.

Even if you’re on the right track, you’ll get run over if you just sit there.

My story – The short version

I want to tell you a story of my journey up to this point with hope that you will see a pattern in it that enabled me to do stuff that I love doing.

I am currently 25 years old. I have been coding for the past 15 years. I have been doing it professionally for the last 5 years. My code earns me money. Because of my coding skills, I can put bread on my table.

I had a classical coder’s journey. I really wanted to make games since I was really young. I started out with Logo, then I switched to Pascal. After that, I did two games using Game Maker.

I recognized that Game Maker is a good start but won’t get me very close to my goal of being a great game developer. I switched to C/C++ and OpenGL and made a small game. I hated it, but it did work out in the end. In the meantime, I also did some websites using HTML/CSS/Javascript and PHP for fun and some pocket money.

Then I had a short pause, but got back into coding and game development and started learning Flash. I did Flash for 4 years. I have successfully developed and published over 30 flash games with it, and later got a job as a Flash developer where I made some more games and cool apps, which got my portfolio boosted for another 10-ish projects. My games were played by 10’s of millions of players.

I did some multiplayer games using Player.IO, now called Yahoo Games, in the process. One of those was called Minimen Live – a free to play Worms style shooter for up to 8 players controlling up to 6 soldier armies. It took over a year of part time work to build and it failed miserably in terms of earnings and plays. But, while I was doing it, I learned C#, since the server side was coded in it.

Some of the flash games I have worked on.

I also learned that multiplayer is something not to be taken on lightly, and even with a turn based game it was a world of pain to code. But it worked out, even though it wasn’t as successful as we hoped it will be.

Around that time, Flash started wearing off, new tech was coming that was better and cross platform, like HTML5. Maybe not better, but started being what you would call mainstream and clients wanted it, because everyone wanted to do mobile. So I made a couple of games in HTML5.

Afterwards, I really didn’t want to do any more casual games, so I switched to Unity. My goal, from the start, which was – at that moment, 15 years ago, was to make a good hardcore game that people will play.

That’s when I founded Fearem Games, and started work on a project that I always wanted to do.

I also took on another multiplayer project, this time in Unity combined with Smartfox Server. I learned Java, because the project demanded that.

Two months ago, a job opportunity came up, and it involved Objective-C – it was an iOS Developer position. At this moment, I have an almost done app ready to be shipped to the client, and a good job with a steady salary which can finance my game development efforts.

I wasn’t afraid to learn new technologies, and broaden my skillset. You shouldn’t be either.

I learned about project management, business, team management, marketing and much more in the last five years. I learned about dealing with both success and failure. I learned to value my teammates, and that “do it yourself” approach is sometimes very wrong. I learned to invest time and money, and learned how it feels to lose both.

I learned. Don’t be afraid.

Embrace the change

Change isn’t necessarily good, but it can be very fun if you don’t fear it. It forces you to work hard, adapt and learn. If you don’t, you will fail eventually.

Our industry is constantly changing and you need to keep moving forward and stay in the loop.

Unity, for example, is a really cool and useful tool now, but it might not last forever. 5 years from now there might be a new kid in town, and you need to be able to recognize if its the right one to hang out with.

In order to be able to do that, you need to have insight in things. You don’t have to be an expert in using some technology in order to see its advantages and disadvantages.

Take a weekend off next week and try a new technology. Try CryEngine. Try UE4. Try to make a mini game in HTML5.

5 years from now, you might not even be in charge of coding. You might be in charge of finding a technology to use for your new project, and hiring a programmer that can do it. You need to be able to do that, or at least be able to recognize someone who can do it.

When you need more, learn more

You become a good runner if you run a lot. You become a good mathematician if you do a lot of math. You become a good coder by writing lots and lots of lines of code.

Be good enough to achieve your goal. It might be finishing up a mini game, or doing an iOS app. You will be better in time if you just keep an open mind.

Don’t chew more than you can swallow at a time. After a couple of hundreds of thousands of lines of code written in a specific technology you will become an expert, and you still won’t know all of it.

It’s immense, the amount of things you can learn, and you must not allow yourself to get devoured by it.

Start small. Don’t do an MMO first. Do an avoider or a runner game in a technology that you choose. I did it so many times up until now that I am certain that I can probably recite the code needed for a mini game like that by heart.

Technology is the means to an end

Technology doesn’t really matter, but it still kind of does. It’s here to help you. What we have done in a month using Unity, working on Burden, would had taken us 2 or more years of work some time ago and by using some other technologies that were available back in the day.

Unity enabled us to make a good looking prototype for Burden in less than a month.

Each technology has its advantages and disadvantages and each one has at least one major tricky pain to deal with, and you will probably acquire a new mindset while doing it.

Flash has its MovieClips system which is really hard to grasp to someone who didn’t use something similar before. Unity has it’s component based programming, which feels kind of strange at start. Objective-C has an awful syntax and an interface builder. Javascript doesn’t have anything at all, and you gotta keep track of the errors in a browser console.

Depending on your starting point, you might find some of these more natural, or completely unnatural to your workflow and habits. But each change will be a lesson well learned eventually, so don’t be afraid and start learning.

Secure your future

Most of the hardcore indies will probably hate me for this paragraph, but – If you keep in the loop, and you know how to code, you will have an easy time finding a job while you develop your own games. Being indie is cool and everything, but sooner or later everybody has to get money somewhere in order to, well, live.

You owe it to yourself to take advantage of your talent and knowledge of coding and earn money through it, instead of working a crappy job and barely being able to pay the bills.

In most parts of the world, being a coder is a cool, well respected and well payed job. Making games as an indie might be what it’s all about for you and me, but waiting for your big break can be a long and, for some, everlasting process. You gotta live of something during that time.

It’s like being a great athlete. You can invest everything in your talent and passion, and never really get your big break. I guess there are many awesome athletes like that doing menial jobs and struggling for survival right now just because they didn’t have a plan B.

It doesn’t have to be like that for you and me. An athlete might not be able to do anything else for a living other than being a professional athlete with his skillset, but there are so many things that we can do.

We can create. We can build things. We can code.

Keep adapting, learn, broaden your skillset. Your big moment can come 20 years from now, and instead of being poor and unhappy during that time, you can simply use the skillset you have and have a great life and a great job. You just have to keep track of what is going on and invest the time you have in yourself and your knowledge.

Learners are the ones who will inherit the world

In the end, I would like to share one of the greatest quotes I know of. I stumbled upon it while I was watching Wilson Miner’s When We Build lecture:

At the times of change, the learners are the ones that will inherit the world, while the knowers will be beautifully prepared for a world which no longer exists.

Don’t be afraid.