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Game difficulty

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Ashes of Creation will be on the higher side of difficulty when it comes to engagements.[1][2][3]

Adventuring is not easy in Ashes... The intent is that encounters are difficult. The world is dangerous. It is not a cakewalk to progress within Ashes.[1]Steven Sharif
Tumok the Wretched Alpha-2 world boss.[4]

Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[5]Steven Sharif

The difficulty of PvE encounters in Ashes of Creation is anchored to the PvX design of the game, which takes into account the unpredictable nature of other players into the encounter design. Ashes of Creation is not trying to directly compete against purely PvE oriented games.[6][7][8][9][10][11]

Q: How do you intend to satisfy those who love difficult end-game PvE content, such as hard mode trials of ESO, ultimate raids of Final Fantasy 14, or Word of Warcraft mythic plus dungeons?
A: To be honest with you, I'm not sure that we're trying to compete with those games and the content that they provide in that arena, because we're a different game. We're a PvX game, which means the types of challenges that PvE players can expect from us will oftentimes revolve around the additional component that players- that you can't predict their actions- provide the encounter design. So that's something that's systemically built in a PvX approach.[6]Steven Sharif
Q: Could you explain if there are mechanisms particularly during boss fights that protect players from PvP interactions, such as room locks, or are all raids intended to remain fully open to PvP?
A: Some dungeons do have instancing. Some boss rooms are instanced. In those locations, yes they will be serviced either through a room lock or some other mechanism that protects the engagement- the environment of that encounter to who is intended to be there, but the majority of our encounters can be interrupted. They are open-world; and in those events where you have two groups that are coming together that might be at war with one another, where open flagging is not necessary, they are just flagged combatants with one another. They're going to have to manage the battlefield between what they're achieving in the PvE encounter versus now what they are experiencing in the dynamic player versus player encounter.[7]Steven Sharif
Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[9]Steven Sharif
Q: So it's the sort of thing where it might be, we're going do a dungeon that's oops, all fire golems, so if everybody straps up with plate armor and fire resistance, you don't have to worry about the magic fire: you've got the fire resistance for. And when you start getting punched around, that's why everyone's come in with plate?
A: The encounters design team presents a particular type of challenge rating- for those you're familiar with playing DnD or whatever, challenge rating gets informed by a few different vertical power levels, but then there's also the horizontal perspective: That is, what tools does your party have to address the challenge rating of the situation and some of the horizontal progression exists within how you kit your equipment slots. Some of those can be enhancements or stones, as you're discussing with fire resistance. Some of those are base stats that exist on a particular item, such as physical damage mitigation versus magical damage mitigation and what subtype of damage is incoming based on that. These are the ways that we emphasize that more rock-paper-scissors type of interaction with balance to where it's okay to have asymmetric imbalance if there are horizontal methods by which you achieve the challenge rating.[13]Steven Sharif
How does the state tree of the NPC respond to the actions of the players? Well, it weights certain actions and behaviors based off of what the players are doing and as it weights those things, it makes decisions that will be unique according to the encounter that's occurring in front of it. So, each time might be different as a result of that. That's one section. In addition, when we talk about the adaptive scaling- this isn't scaling in like power relation to the level of the player- this is scaling in the quantity of participants; and that means that it starts to weight the behaviors that include AoE actions higher than others as a result of the number of players who are present. This intrinsically increases the challenge rating of the encounter, because those AoE abilities are providing a higher return on DPS overall to the to the raid encounter for the monster.[17]Steven Sharif
Attunements are a gatekeeping mechanism. They are a way to mitigate the potential PvX interaction that could interrupt your raid, because there is some level of effort that must be exerted by antagonists who would hope to interrupt your efforts. Now that was a specific narrative mechanic in A1. Is it possible that we will see those throughout the rest of the game? Absolutely, 100%. That is a valid design mechanic.[22]Steven Sharif
  • There will be mobs who's level is above the player level cap.[14]
Both in Alpha-2 and when the game launches, there will be monsters whose technical level is above that of the cap; and the intent there is obviously again to provide some level of challenge that exceeds a comparable level challenge rating.[14]Steven Sharif

Learning curve

Ashes of Creation will be easy to understand yet hard to master.[23]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[24]Steven Sharif
Q: How important will knowledge and deduction be in the game, and will you avoid tedious data gathering methods?
A: Knowledge and deduction should be pretty important, both from an encounter design perspective with regards to enemy NPC behaviors, but also certain puzzles and questlines. The intent there is to create an interactive style of gameplay that requires problem solving, deduction across the board, especially as it relates to certain crafting results. I mean that's something that's riddled across [the] general design playing field for a lot of our systems. We don't want it to be tedious. If it's something that you're doing that doesn't feel fun, then from a relevant standpoint it's not what we want to incorporate in the gameplay loop.[25]Steven Sharif
  • Nodes are expected to play an important role in onboarding new players by providing points of early social interaction with other players, as well as facilitating a range of services and content that they can explore.[26]
Q: How do you envision the new player experience for those entering Verra at launch?
A: One of the things that Ashes as a design has that speaks specifically to this new player acquisition statistic is that each of the realms is going to be different and that we onboard players to social experiences very quickly. And the reason for that is, in a lot of MMOs that we've played that are further down the road than their launch date, your new player experience is completely devoid of player-to-player interaction. And that's because you're going through all the early game content when the rest of the player population has moved on beyond that. So, what do nodes provide uniquely from a world building perspective with regards to those starting areas that players are being onboarded on? It allows them to immediately interface and visualize that social environment of the world, because these node locations that are generally going to be starting earlier in your leveling experience, because those will be the first that get traffic, are going to have reasons for other players to return to them, to engage with services in them; and to watch the points of interest around them dynamically change spawner sets that make them relevant hunting grounds intermixed with the low-level populations. So, in addition to that, there are going to be certain systems that ensure low level populations have a place within the world economy and have a place within the world development scene in how certain buildings get made, torn down, and made again to satisfy the interest of the traffic that's relevant to that particular node. So there's a level of complexity that exists in how new player onboarding is integrated across systemically the world design that I think nodes as an approach help facilitate significantly.[26]Steven Sharif

Tutorial systems

A first-time user experience (FTUE) system / tutorial system is intended to be in place for Alpha-2.[28][27][29][30][31]

This is for entrance criteria of Alpha-2: a trigger response when players engage with certain systems for the first time, or when they are entering a certain area for the first time, or entering a node for the first time, that they will be able to be prompted with information about how they should go about first-time user experience sort-of-thing. That is going to obviously help orient players to the different systems within the game, because there are many.[29]Steven Sharif
  • The FTUE system is triggered based on player actions in the game, rather than being a traditional tutorial system.[27][29][30]
Rather than like a really guided tutorial, it's more based off what you're doing in the world and the first time you encounter something.[27]Bill Trost
The first-time user experience is something that's going to have a lot of love and attention during Betas, but is not going to have much attention during Alpha-2. But it is intended for us to have a very in-depth first-time user experience to introduce players to the number of different systems. They're not going to be super in-depth. We don't believe that first-time user experiences should handhold players through all of the processes and reveal the world, so to speak, but just to give them a shallow touch for these systems so that they understand the concepts and essentially how to navigate.[30]Steven Sharif

Level scaling

Levels or stats of bosses will not scale due to player levels or numbers, however boss AI is able to adapt to player numbers through the selection of mechanics and behaviors.[32][33][34][35][36]

Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
A: They will not scale based on player level, no.[34]Steven Sharif

Meta

A goal of Ashes of Creation is to emphasise micro metas that work for specific encounters, and de-emphasize macro metas that work for everything.[38]

What we're doing with this approach is we're de-emphasizing a macro meta and instead emphasizing a micro meta. And the difference between the macro/micro is that on the micro level you have metas that might form based on each individual type of encounter or experience. And in those senses, yes, there's going to be a most optimal: There's going to be a best in slot. There's going to be whatever that pertains to that particular challenge rating. But there won't we there will not be an overarching meta that says from a macro level, hey, if you got this shit, you're good to go for everything. That's boring, that's unfulfilling, that is not interesting; and it is just something that that dumbifies the experience.[38]Steven Sharif
  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[13][39]
Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[39]Steven Sharif
  • The intricacies of how nodes interact with predicates in the world means that it may be possible but difficult to achieve meta server builds.[40]
Q: Do you have any concerns on players eventually discovering a meta server build with nodes due to players heading to specific nodes and regions because they find that content more enjoyable; and if so how would you go about getting players to shift around the world to break up the meta?
A: I think it's interesting if players have a concerted effort across a server to interact with one another, learn from their actions, mistakes, successes, and effectuate that on the server. That's interesting, but I don't believe we'll see a meta form. I think that the intricacies are too great when it comes to how predicates are formed in order to elicit world state changes.[40]Steven Sharif

Casual vs. hardcore players

The multiple progression paths in Ashes of Creation are designed to suit different playstyles and offer different "lanes" for players depending on the time they have available to play.[41][42][43][44]

  • Some progression paths will be more immediately achievable, which are more suited to casual players.[42]
    • Triggered events such as cravans and sieges will allow casual players to participate in impactful events without significant time investment.[45]
    • Lower level characters will have usefulness in mass combat that does not depend on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[46]
There are events that are happening in the world in the game that you won't need to be a hardcore player to impact and join. For example, the triggered events from the PvE standpoint against the cities; the trades of the caravans; those natural battlegrounds that exist; the castle sieges you can login for. There is a lot of systems that are at play where a person can simply log in, participate, have fun, be impactful and then log out.[45]Steven Sharif
  • Other progression paths will require a significant time investment, which casual players will take longer to achieve than hardcore players.[42]
    • The contribution of a large mass of casual players working together may have a greater impact on node progression than hardcore players. Hardcore players may be able to progress into to late-game content faster than casual players, but may lack the numbers to influence the nodes in those locations as quickly as the larger population of casual players.[42]
Traditionally in MMORPGs you're going to see a larger population of casual players than you do of hardcore players; and that's just the way the cookie crumbles from a population standpoint. And because of that and the way that nodes collect experience and advance as a result of player activity, those casual players will actually have more impact on node progression than the hardcore players will: at least as I predict, because of the sheer quantity disproportionate between the two different groups of people... You may see in Ashes the smaller hardcore group of players progress further into the late-game content, right. But they don't have the numbers to influence the nodes in those locations as quickly as the more casual... larger population has near the outskirts.[42]Steven Sharif

Target demographic

The developers want Ashes of Creation to appeal to both younger and older generations of MMO gamers.[47]

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[47]Steven Sharif

Player types

Ashes of Creation will cater for a variety of player types from Raiders or PvPers to Role players and Crafters.[48]

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[48]Steven Sharif

Game balance

The way that the systems are being designed from a balancing standpoint we're taking into account how we would like the nodes to change per-se how often and we've designed attrition systems for certain cultures that may have more dominance over others. These are things that in Alpha and Beta we will be testing and watching and making sure that our objective is achieved from a gameplay standpoint and if it's not we'll come back and recalculate.[49]Steven Sharif

Class balance

Game balance in Ashes of Creation is group focused not based on 1v1 combat.[50][51][52][53][54]

Q: As we start to see more talent trees and abilities I wonder how Ashes of Creation will handle unique playstyles and (maybe) "different" builds. For example, will we see (unique) Items and/or enchants which support a "Health instead of mana as resource" build? With class skill trees, augments, and weapon talent trees, won't there be too many playstyles to balance?
A: Will there be a variety? Yes, there will be many varieties. The the approach with regards to a player being able to customize how their archetype and how their weapon and choices and gear choices interact with the broader ecosystem of other players and the encounter designs is to provide maximum flexibility for the types of decisions you can make as a player. Those are the types of scenarios I find most intriguing from a balance perspective, where historically what we've talked about is we're not trying to balance everything. That is not the goal. This is definitely not a goal for it to be balanced in a 1v1 scenario. Our balance is definitely more focused around group composition. And when we say 'group composition', what we mean is having present a number of the archetypes; and those archetypes aren't going to stand on equal footing with each other. There is going to be a rock-paper-scissors design when it comes to innate advantages that certain archetypes have over each other; and giving or affording the customization options lets you flirt a bit with where your rock-paper-scissor lines live. Perhaps you are a little bit better against the rock, as a scissor would normally be; and that's because you've made certain selections in either your archetype skill tree, your passives, your weapon selection, your gear choices: Those are all pieces of a puzzle that interact with the overarching balance choices between these different rock-paper-scissor designs. So, I think modern MMO gameplay has has moved away from that. They want everyone to harness the same power from a 1v1 perspective and I don't find that interesting.[51]Steven Sharif
There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[54]Steven Sharif
  • Several factors are taken into consideration holistically when balancing combat skills. Player feedback surrounding balancing will be validated against data and design goals to avoid excessive or unwarranted balance changes.[55][56]
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[56]Steven Sharif
Q: How will your team look to identify and adjust a skill or class when the rock is no longer beating scissors?
A: It's difficult to give an answer that's specific, because the use-case is a very broad one when we're talking about balancing design. But, I would say that it's done in a holistic environment and it is usually done in concert with some rubric we're using in order to anchor our design choices.[55]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[52]Steven Sharif
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[53]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[66]Steven Sharif

Siege balance

There are points of balance that we want to incorporate, such as the defense mechanisms that the defenders have, the types of buffs that are acquired through completing killing the bosses, or capturing control points, the stages before a siege when it comes to those node progressions in the preceding weeks: Those are all going to be balanced considering all things being equal between the two sides. But obviously we're not going to control the state of gear acquisition that one side might have as an advantage over the other. There might be a much better geared team over there. There might be a much better coordinated team. There might be a higher number of individuals who are part of the attacking or the defense. Those are components that we aren't necessarily going to put on railroads so-to-speak. But the aspects of design that we can talk about like the hit point health of a particular wall or door, or mercenaries that can be hired; what's their cost, what's their damage output: Those are things yes we're going to balance. But obviously anything that's player dependent or that has player interaction and activity and determination you can't always balance; and you don't want to balance. Those aspects you leave those to the players.[67]Steven Sharif

Power creep

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[68]

Read more...

Grinding

Repetition will not be part of progression in Ashes of Creation.[25][69]

  • There will be no "grindy" quests.[69]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[70]
  • The aspiration is to have more things to do in the game than a player has time to do.[69]
There's a lot of different systems that I think leverage the art of deduction and gathering more information, rather than just smashing your face into the keyboard repeatedly.[25]Steven Sharif

AFK leveling

There will not be AFK leveling (auto-leveling) in Ashes of Creation.[71][72]

We want this game to be played. If there are things that you can do to not play the game and still progress, we've done something wrong.[72]Jeffrey Bard

Game design

In order for sandbox mechanics to mean something, there must be curated content to accompany the player’s choices. Which means, as the developers, we must create that Themebox style content but for every possible path the community may take.[73]Steven Sharif

Ashes of Creation is a PvX game built on the foundational principle of risk versus reward. The developers may seek feedback and make changes to portions of the game, but the core design pillars of the game will never be changed.[74][75][76][77][78][79]

We will refine systems, we will iterate on systems, but we will never change the core identity of the intent and philosophical approach to what Ashes of Creation as an MMO brings to the MMO genre space... What we want to do is express that Ashes of Creation is endeavoring to build a risk-versus-reward centric PvX style game. And that intent and purpose will be delivered upon, and it will not change.[78]Steven Sharif
  • Ashes of Creation is referred to by the developers as a "themebox" or "sandpark" game as they aim to create a reactive player-driven world accompanied by curated content.[80][73]
When it comes to how MMO’s have been traditionally designed, most gamers are familiar with two distinct types of gameplay loops: the “theme park”, and the “sandbox”. The vast majority of MMO’s we’ve all seen come and go in the gaming industry have been of the theme park variety – these games put the player onto a specific path, guiding them along, with plenty of pretty sights in between the same old quest hubs, very little in divergent paths, virtually no freedom in player progression. Recently the MMO genre has seen some games of the sandbox nature come onto the scene, but despite the ultimate freedom the sandbox affords players, many are left wanting more, as there is by definition no pre built world content, no human touch, just the vastness of the “sand” for lack of a better term. Thus many MMO players often find themselves caught between the repetitive rock of the theme park or the vast dead spaces of the sandbox’s hard place. This chasm between the state of MMO gameplay loops is where we intend to inject Ashes of Creation’s Node system.[80]
Q: How do you go about designing some of the more old school systems such as XP debt, minimal fast travel, and open world raiding that have really gone away for the most part in modern MMOs?
A: When looking at the reasoning behind why some of those old systems existed, a lot of it was centralized around the idea of risk versus reward. I mean, let's take a look at the three that you name, XP debt, minimal fast travel, and open world raiding. Experience debt is a cost of failure. Experience debt is the bite of not achieving success. If I die to a monster because my strategy was bad, because my performance was bad, because my planning was bad: all of that means that debt is the cost I pay for the bad choice... Minimal fast travel: My location matters; and the time it travels there is the cost I pay. Open world raiding: I'm not the only person interested in completing this objective. I have competition. That competition represents pressure. That pressure represents a desire to succeed and perform. All of those are touch points on player emotional connectivity. There is a reason why I want to succeed: Part of that reason can be incentivization through reward; part of that reason can be distance; it can be incentivization through failure. So that I think are one of the core fundamental philosophies as to how you design some of the more old-school systems.[81]Steven Sharif

Design pillars

The design of Ashes of Creation adheres to five main pillars.[82]

  1. Engaging and immersive story
  2. Reactive world
  3. Player interaction
  4. Player agency
  5. Risk vs reward

In designing Ashes of Creation, we adhere every detail to five main pillars: Engaging and Immersive Story, a Reactive World, Player Interaction, Player Agency, and Risk vs Reward. Even in the environment, everything you as the player do will tie into these pillars, while everything your guild does, everything your server does will ultimately keep the world fresh, ever-changing, and most importantly... exciting.[82]

See also

References

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  53. 53.0 53.1 53.2 Livestream, October 30, 2020 (33:26).
  54. 54.0 54.1 54.2 Podcast, April 23, 2018 (59:28).
  55. 55.0 55.1 55.2 Interview, October 16, 2024 (23:16).
  56. 56.0 56.1 Livestream, December 19, 2023 (1:23:00).
  57. Livestream, May 28, 2021 (1:13:05).
  58. 2024-11-27 - Development Update with Alpha Two Giants and Demons.
  59. 59.0 59.1 Interview, October 20, 2018 (2:40:17).
  60. Podcast, September 29, 2021 (30:04).
  61. Livestream, June 25, 2021 (1:05:01).
  62. Interview, July 18, 2020 (1:05:04).
  63. Livestream, February 9, 2018 (41:56).
  64. Podcast, May 10, 2024 (16:09).
  65. Podcast, May 11, 2018 (25:58).
  66. 66.0 66.1 Podcast, April 23, 2018 (1:01:01).
  67. Livestream, June 25, 2021 (1:10:52).
  68. Interview, October 20, 2018 (2:53:52).
  69. 69.0 69.1 69.2 Livestream, May 15, 2017 (26:13).
  70. Interview, August 24, 2018 (4:15).
  71. Interview, June 13, 2021 (48:27).
  72. 72.0 72.1 Livestream, September 27, 2018 (52:41).
  73. 73.0 73.1 MMOGames interview, January 2017
  74. Podcast, October 12, 2024 (7:33).
  75. Livestream, July 28, 2023 (1:30:11).
  76. Livestream, April 7, 2023 (55:22).
  77. Livestream, March 31, 2023 (1:00:16).
  78. 78.0 78.1 Livestream, October 28, 2022 (32:52).
  79. Livestream, June 1, 2017 (37:39).
  80. 80.0 80.1 A reactive world - Nodes.
  81. Livestream, April 7, 2023 (40:30).
  82. 82.0 82.1 design pillars.png