Just came across this cool video and project which aims to implement a Mecha game and SDK on the Quake1 engine (Darkplaces specifically):
You can find more details on their website and the Github repository.
Art assets are apparently not available yet due to some non-free placeholders, but I hope this will be changed soon. Also no multiplayer, but that might be possible to fix.
Also really cool would be a Occulus Quest VR port via the already available and quite awesome Darkplaces VR port called QuakeQuest.
Leave a comment on our forums.
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samedi 28 mars 2020
People Behind The Meeples - Episode 209: Alex Wolf
Welcome to People Behind the Meeples, a series of interviews with indie game designers. Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before. If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!
Name: | Alex Wolf |
---|---|
Email: | alex@spielcraftgames.com |
Location: | Omaha, Nebraska, USA |
Day Job: | I am a data analyst at an insurance company. |
Designing: | Two to five years. |
Webpage: | Spielcraftgames.com |
BGG: | Spielcraft Games |
Facebook: | Spielcraft Games |
Twitter: | @spielcraftgames |
Other: | For Glory on Kickstarter |
Find my games at: | On Kickstarter |
Alex Wolf
Interviewed on: 8/13/2019
Last summer at Gen Con I got together with a few other game designers for a few hours to chat and play a few games. One of the games I played was For Glory by Alex Wolf. This was a fun deckbuilding and arena combat style game that blended some interesting combat mechanics with very unique deckbuilding elements that seemed to blend elements from many other deckbuilding games into its own interesting combination. Be sure to check out For Glory on Kickstarter today! Some Basics
Tell me a bit about yourself.
How long have you been designing tabletop games?
Two to five years.
Two to five years.
Why did you start designing tabletop games?
I started designing tabletop games without a particular reason. I just started having ideas and started doing the work to get them out of my head and into the world.
I started designing tabletop games without a particular reason. I just started having ideas and started doing the work to get them out of my head and into the world.
What game or games are you currently working on?
I am about to launch a Kickstarter campaign for what will be my first published game, called For Glory. It's a 2-player game about building a gladiator school, sending gladiators to different arenas, and fighting arena battles in Ancient Rome. The focus is on the arena combat system. Players use a deck-building mechanic to build a network of patrons, recruit gladiators and train them in various tactics in preparation for the arena battles.
I am about to launch a Kickstarter campaign for what will be my first published game, called For Glory. It's a 2-player game about building a gladiator school, sending gladiators to different arenas, and fighting arena battles in Ancient Rome. The focus is on the arena combat system. Players use a deck-building mechanic to build a network of patrons, recruit gladiators and train them in various tactics in preparation for the arena battles.
Have you designed any games that have been published?
Not yet.
Not yet.
What is your day job?
I am a data analyst at an insurance company.
I am a data analyst at an insurance company.
Your Gaming Tastes
My readers would like to know more about you as a gamer.
Where do you prefer to play games?
Literally anywhere.
Literally anywhere.
Who do you normally game with?
I play a lot with my wife, Bobo. There is also an awesome gaming community here in Omaha, and I play with loads of friends that I've met over the years at various local game stores and board game cafes.
I play a lot with my wife, Bobo. There is also an awesome gaming community here in Omaha, and I play with loads of friends that I've met over the years at various local game stores and board game cafes.
If you were to invite a few friends together for game night tonight, what games would you play?
I usually go for medium-heavy games, in terms of strategic depth (as opposed to complexity).
I usually go for medium-heavy games, in terms of strategic depth (as opposed to complexity).
And what snacks would you eat?
Salisbury steak
Salisbury steak
Do you like to have music playing while you play games? If so, what kind?
Sometimes. All kinds.
Sometimes. All kinds.
What's your favorite FLGS?
All of the FLGSs around Omaha are awesome.
All of the FLGSs around Omaha are awesome.
What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
My current favorite is Imperial by Mac Gerdts.
My current favorite is Imperial by Mac Gerdts.
What is your favorite game mechanic? How about your least favorite?
I think all mechanics can potentially be used effectively. I don't have a favorite. When a mechanic works in a game, it just works.
I think all mechanics can potentially be used effectively. I don't have a favorite. When a mechanic works in a game, it just works.
What's your favorite game that you just can't ever seem to get to the table?
Diplomacy. The mind games in Diplomacy are some of the most fun interactions I've had as a gamer, but it's an event if it ever gets played.
Diplomacy. The mind games in Diplomacy are some of the most fun interactions I've had as a gamer, but it's an event if it ever gets played.
What styles of games do you play?
I like to play Board Games, Card Games, Miniatures Games
I like to play Board Games, Card Games, Miniatures Games
Do you design different styles of games than what you play?
I like to design Board Games, Card Games, Miniatures Games
I like to design Board Games, Card Games, Miniatures Games
You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.
When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
I basically always have the idea faucet turned on, and sometimes an idea pops out. The theme and mechanics are pretty intertwined usually.
I basically always have the idea faucet turned on, and sometimes an idea pops out. The theme and mechanics are pretty intertwined usually.
Where or when or how do you get your inspiration or come up with your best ideas?
When I am not being inundated with information from the internet, ideas flow pretty freely.
When I am not being inundated with information from the internet, ideas flow pretty freely.
How do you go about playtesting your games?
My wife is my number one playtester. I also constantly invite friends to play, and I am a member of the Spielmasons, a group of game designers that help each other develop games here in Omaha.
My wife is my number one playtester. I also constantly invite friends to play, and I am a member of the Spielmasons, a group of game designers that help each other develop games here in Omaha.
Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I like to work alone, because I need to spend a lot of time just thinking.
I like to work alone, because I need to spend a lot of time just thinking.
What do you feel is your biggest challenge as a game designer?
There are a lot of challenges, but the biggest one is probably sticking with a game for the time that it takes to develop it (well over a year for me), and not getting discouraged when a play test uncovers a big problem with the mechanics.
There are a lot of challenges, but the biggest one is probably sticking with a game for the time that it takes to develop it (well over a year for me), and not getting discouraged when a play test uncovers a big problem with the mechanics.
If you could design a game within any IP, what would it be?
Rick and Morty. Actual history is a pretty sweet IP though, and the license is free.
Rick and Morty. Actual history is a pretty sweet IP though, and the license is free.
What advice would you like to share about designing games?
Have an idea? Make a prototype and play test now! Literally right now.
Have an idea? Make a prototype and play test now! Literally right now.
Would you like to tell my readers what games you're working on and how far along they are?
This is what I have currently crowdfunding: For Glory on Kickstarter
Games that are in the early stages of development and beta testing are: Too many
And games that are still in the very early idea phase are: Way too many
This is what I have currently crowdfunding: For Glory on Kickstarter
Games that are in the early stages of development and beta testing are: Too many
And games that are still in the very early idea phase are: Way too many
Are you a member of any Facebook or other design groups? (Game Maker's Lab, Card and Board Game Developers Guild, etc.)
All of the ones that I know about
All of the ones that I know about
And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!
Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Starship Troopers. Diet Pepsi. VHS.
Starship Troopers. Diet Pepsi. VHS.
What hobbies do you have besides tabletop games?
What do you mean, besides tabletop games?
What do you mean, besides tabletop games?
What is something you learned in the last week?
Theseus was the dude who defeated the minotaur.
Theseus was the dude who defeated the minotaur.
Favorite type of music? Books? Movies?
All, Sci Fi, Sci Fi
All, Sci Fi, Sci Fi
What was the last book you read?
The Power of Now by Eckhart Tolle
The Power of Now by Eckhart Tolle
Do you play any musical instruments?
I dabble in synth and guitar.
I dabble in synth and guitar.
Tell us about something crazy that you once did.
I once ordered a thin-crust pizza from Papa John's.
I once ordered a thin-crust pizza from Papa John's.
What would you do if you had a time machine?
Visit past and future civilizations, just to look, but I would get sucked into some plot that would end up ruining the present and whatnot. I mean, I'd like to think that I could resist changing stuff, but I know myself well enough.
Visit past and future civilizations, just to look, but I would get sucked into some plot that would end up ruining the present and whatnot. I mean, I'd like to think that I could resist changing stuff, but I know myself well enough.
Are you an extrovert or introvert?
Both.
Both.
If you could be any superhero, which one would you be?
Superman. Perhaps not as exciting as others, but I'd want to be ridiculously overpowered. Lol.
Superman. Perhaps not as exciting as others, but I'd want to be ridiculously overpowered. Lol.
Have any pets?
Not at the moment.
Not at the moment.
If you'd like to send a shout out to anyone, anyone at all, here's your chance (I can't guarantee they'll read this though):
Shout out to all of the play testers out there. You are the real heroes.
Shout out to all of the play testers out there. You are the real heroes.
Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?
Be sure to check out For Glory on Kickstarter right now!
Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html
Did you like this interview? Please show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter . And be sure to check out my games on Tabletop Generation.
Ep 29: Gobblin’ Wargames Is Live!
Ep 29: Gobblin' Wargames
We talk with Chris Arnold about our history of making games and challenges game designers face.
https://soundcloud.com/user-989538417/episode-29-gobblin-wargames
Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer
Try Audible for your free audiobook credit by going to http://audibletrial.com/tvwg
WSS Rules Challenge:
https://www.karwansaraypublishers.com/wssblog/wss-rules-challenge
Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.
lundi 23 mars 2020
RELAUNCH Of The Grav StuG Kickstarter. Up To 50.9% Discount!
Why relaunch, what has changed?
By allowing plastic tooling to do what it does best; making perfect copies in large volume I can reduce the cost of each kit with a relatively minor impact to the total funding goal required.
Most of the costs for this campaign are tied up in paying for the tools… Making more copies of the kit is a lesser expense comparatively. Spreading the substantial fixed costs of the tooling over a greater number of kits is a way for me to add value without adding risk to my backers.
I am aware that many of the UE/UK customers will have to contend with VAT or import taxes and that those fees may be something of an impediment. By reducing the price per kit significantly, I can absorb most or all of those fees within the kit price. Providing my backers with a better value, with an eye to gathering a larger backer base.
Why did I not do this before?
I based my price point on the number of kits I felt could reasonably sell.
In the previous launch, the costs were calculated with a total number of 1200 of kits sold. The estimate of 1200 total kits were driven by my understanding of past campaigns, my known customer base and a survey regarding this kit, sent out last September. Although the 1200 total may have been a reasonable estimate, it drove the price per kit higher than I would have liked.
The last campaign was relatively close~ 998 total kits backed, 83% funded $46,484 dollars raised. Close enough that I felt one more run was warranted, with some adjustments to price to make it more attractive or palatable for those who must look at their tax burden when a kit arrives.
This campaign has been targeted with a total of 1800 kits sold. Lowering the price per kit substantially to drive volume and still fund the campaign in a way that I can deliver with confidence.
I have complete confidence in this kit, its design and the quality I will deliver.
I have complete confidence that these kits are well priced and reflects a true value.
Discounts ranging from 38.2% to 50.9% for non retail backers.
Retailer level packs priced at 56.4% to 67.3% off.
Let's make this happen!
vendredi 20 mars 2020
Virtually, Short Film, Review And Interview
Virtually reminded me of the post-apocalyptic books I enjoyed as a kid. The limited human interaction and the drive to survive builds a strong character driven story. The setting and the characters all interact wonderfully and Virtually will tug at your emotions.
Virtually was screened at the 2019 FilmQuest film festival (website). It was nominated for Best Actress (Katie Savoy), Best Supporting Actor (Wolé Parks), and Best Sound.
I recommend Virtually to all my sci-fi loving friends (especially those who favor post-apocalyptic) who want a good character driven story.
Synopsis: A woman struggling to survive alone in a post-apocalyptic wasteland discovers a virtual-reality machine and escapes from her loneliness into a scenic virtual world. When she falls in love with a man inside this virtual world, she must choose between her love and her life in this romantic science fiction short film.
What was the inspiration for Virtually?
Virtually began when I was walking down the hallway at work one day and thinking about the prior few years of my time writing and working on scripts with various producers and realizing that not only had none of the scripts been produced but none of the projects were stories that really resonated with me. And while walking down this hallway I made a promise to myself that I would make a film, not just write it, but actually make a film that I myself would have been a fan of as an audience member. I wanted to make a movie that I wouldn't just be proud of as a filmmaker but also make a movie that I would love as an audience member. So right there, while standing in the hallway, I came up with the setting and the main character and the basic story, based on my love of science fiction and more specifically allegorical science fiction; stories set on a distant world or in a distant future that comment on the human condition and are applicable to our world of today. And before long I had come up with a story that is a study in survival with the central theme being, "Is survival really survival if you are all alone? Is life worth living without human interaction? Are you really alive if you are completely alone?"
I was the writer/director of the film, and is often the case on low-budget productions, I was also the runner, prop person, assistant-editor, post PA and guy who ran out on coffee runs…
What project(s) do you have coming up you're excited about?
I have two feature scripts that I previously wrote that are in various stages of development. Both are action/thrillers that I'm not handling day-to-day. I also have a script I just finished which is the sequel to Virtually and continues to explore the ideas of what it means to be human, that I hope to get into pre-production after the success of Virtually. And I am also developing two other projects—a fantasy/romance television series about a woman who's immortal and a WWII feature film about the occupation of my home island, Guam, and what its people went through until liberated by US forces. I hope to make all of them. (Yes, I'm ambitious!)
What was your early inspiration for pursuing a career in film?
I was one of those kids who got in line opening weekend to see Star Wars and had my mind blown away and forced my parents to bring me back the 3 following weekends to see it again and again. But outside of that, I've always been a storyteller. I love writing stories—in the third grade I entered the school writing contest and was initially disqualified because they said I had plagiarized my entry, that no third grader could have written the story. My mom was furious. So they made me come in after school and sit down and write another original story while a teacher watched me, to prove it was mine. And then they gave me my first place ribbon…. So I've always loved telling stories and making audiences feel emotion, and I'm also good with technology and gadgets so when I went off to college and started thinking about what I wanted to do with my life, it seemed natural for me to head to the film and tv production department and learn how to make movies.
What would be your dream project?
Well I listed a couple while discussing what I'm excited about that is upcoming. But there is a book titled Replay that I would love to make as a limited-series for one of the streaming companies. It would be a big, ambitious series that really ties in to the theme I work with most—what does it really mean to be alive, what does it mean to be human? It's the story of a guy who keeps living his life over and over again and it's really a beautiful story and I think only works as a limited-series which luckily has fallen into favor again. I think the rights are currently all snagged up from years of development as a potential feature film, but maybe someone like a Netflix would have enough clout to sort them out and help get this made. Netflix, if you are reading this, call me!
What are some of your favorite pastimes when not working on a movie?
I'm a huge soccer fan. I used to play and now I mainly watch. But I've been going to LA Galaxy game since the team was founded and I love the sport. I also am a huge fan of fantasy novels—my dream project would have been The Lord of the Rings trilogy but Peter Jackson beat me to it!
What is one of your favorite movies and why?
I love the movie Breaking Away. It's my all-time favorite movie. It's a simple story with so much heart and humor that touches on friendship and growing up and figuring out your life and falling in love. It really spoke to the teenage me and I so identified with aspects of every character. Even now, much older, I find myself identifying with aspects of the dad's character. It really taught me how you want your characters to be unique and compelling, but also have them dealing with emotions and challenges that the audience can relate to. Even in my sci-fi films I try to make sure that despite the fantastical or alien settings and futuristic technology, etc. that what the characters are dealing with at the most basic level are basic human needs and wants that anyone sitting in the audience can identify with. And Breaking Away was the movie that really taught me that.
You can find out more about Virtually on
Instagram @virtually_movie
Twitter @soccernurd
P. Patrick Hogan Bio
Originally from the tiny Pacific island of Guam (where America's day begins), Patrick attended Northwestern University in Chicago and then received his MFA in film and TV production from USC film school. His thesis film "The Business Card" was an award-winning short that had the distinction of being the first student film ever sold to an airline for in-flight entertainment. Pope Dreams—Patrick's feature directorial debut—screened at over 26 festivals around the world, won 11 Best Film awards, and was picked up for distribution by Porchlight Entertainment. It aired on Lifetime Network, was distributed in over 40 countries, and was released on home video and streaming through Netflix and Amazon. Along with working as a writer/director, Patrick is a highly accomplished sound editor and supervising sound editor with more than 100 television shows and movies to his credit. He's earned six Emmy nominations and three Golden Reel Awards for his work on such shows as HBO's Six Feet Under and Fox's Family Guy. Patrick lives in the suburbs of Los Angeles, where his wife and two daughters and one dog remind him daily that he is truly living a charmed life.
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jeudi 19 mars 2020
Days Gone | PS4 Release Date, Gameplay | Everything Pro-GamersArena Knows.
Days Gone | PS4 Release date, Gameplay & more...
Days Gone is one of the greatest PS4 special features set to develop in 2019 as it has been the most anticipated game for a long time, lastly, it will release on 26 April 2019. Created by Sony Bend, Days Gone is an action-adventure survival game created by SIE Bend Studio. This apocalyptic open world experience makes them play as a rebellious biker in a society where people are equally as deadly as the undead prowling the lands.
Quick Facts :
- Initial release date: 26 April 2019
- Developer: SIE Bend Studio
- Platform: PlayStation 4
- Publisher: Sony Interactive Entertainment
- Engine: Unreal Engine
Trailer Impression: How is it?
It's an activity stuffed trailer that duplicates down on exactly the amount of a recluse and limited armed force hero Deacon St. John.
Days Gone Story – What's it about?
Deacon St. John is a man who wants to live in the unsafe outside world than the bounds of non-military personnel places to stay, regardless of whether it implies managing crowds of tireless tainted and frightening zombies. Occurring two years after a worldwide pandemic overpowered progress, transforming millions into mindless zombies known as 'Freakers.' They're quick, constant and apparently relentless. Which is really very cool actually, as these do not seem like the regular zombies.
As per the designer, Deacon St. John is 'heartbroken and angry' and 'he lost everything' and Bend truly needs to investigate how that influences his activities.
"We haven't said excessively in regards to the story yet, yet the story is going to be an immense piece of the game," Bend's studio delegate disclosed to me.
"We begin the game with Deacon, and he's experienced a great deal of hardship, he's lost a dreadful parcel, he's a heart-broken, irate individual. What's more, the story will be tied in with investigating him and how he changes as he travels through the world."
What About The Gameplay?
Days Gone is set in a huge open-reality where the player is allowed to approach areas and targets in a large number of various ways. You can approach foes utilizing animosity or stealth relying upon your present conditions (Whether you are irritated or you are quiet), impacted colossally by assets, wellbeing, and capacities.
The land is huge, and along these lines regions will be loaded up with various varieties of 'Freakers (F**kers),' Days Gone's phrasing for zombies, so you'll should be acutely mindful of swarms sneaking about the place, You can utilize these to trap adversaries in case you're sufficiently brilliant, drawing their consideration before releasing hellfire upon the majority.
Conveying two weapons close by an assortment of gear, for example, Molotov Cocktails, recuperating things, and tomahawks, your loadout is fit for handling most situations easily. They likewise allow a strategy for novel innovativeness in case you're anxious to explore different avenues regarding diverse ways to deal with homicide.
For more details here's the gameplay you can watch.
That's all the main things we know about Days Gone so far, but as soon as any new updates come to us we will let you know. Till then keep sharing and stay in touch with the "PRO-BROS ARENA"
The End Of Familiarity (Tradecraft)
When you walk into my store and look to the right, the designated direction Americans gaze when entering a store, you'll find a plethora of familiar game titles. Monopoly, Yahtzee, Scrabble, all the usual suspects. This is what is known as a "merchandising expense," games I stock that I would rather not, that indicate to the uninitiated that I am a safe place with things they are familiar with. This is a game store with games, you know, game games, as one customer recently described it. This practice is now coming to an end.
Here's how that works. First, hobby games have penetrated the mass market and they've been there now for a good, long time. Unless you're living under a rock, if you've been to Target and WalMart in the last decade and care even an inkling about games, enough to roll your red or blue cart past them, you've seen Settlers of Catan, Ticket to Ride, Carcassonne and other former hobby game store exclusive titles.
These titles have declined for us significantly since their introduction in mass market, with the promise they are gateways to good times for us later. Perhaps this is true, perhaps not, but board games are booming. These titles are now familiar to consumers. They've become evergreens on the shelf of mass market stores. This means hobby game stores don't need to work as hard with our garbage merchandising expenses to show familiarity. Chess sets and Hasborg products can be dropped, if you feel your community have these touchstones in their lives. And what community doesn't?
Second, even if I don't have this market penetration that breeds familiarity, there are now enough regular folks who play hobby games to where I need the space taken up by oversized merchandising inventory. I may lose the completely out of touch customer, but my overall base is so much larger than a decade ago, I can afford it. What I can't afford to do is stock quaint product for muggles when I've got educated consumers flocking to my business and demanding games now. They will just as easily, and without a moment of regret, buy it online, so it better be there now.
In general, if you don't know or are frightened by products like Dungeons & Dragons, Ticket to Ride, Pokemon and Magic: The Gathering, you are simply not worth any of my time whatsoever. Through mass market stores and the Internet, the public has been converted from suspects to prospects. In fact, it has turned many from prospects to customers, bypassing hobby game stores completely. I am at the tail end of this equation, taking in what I can of a cultural shift, in which a hurricane of customers have been created and I'm trying to fill up a thimble, arm outstretched into the clouds, while dying of thirst. As with all revolutions, you never know exactly your place in it until shots are fired.
Here's how that works. First, hobby games have penetrated the mass market and they've been there now for a good, long time. Unless you're living under a rock, if you've been to Target and WalMart in the last decade and care even an inkling about games, enough to roll your red or blue cart past them, you've seen Settlers of Catan, Ticket to Ride, Carcassonne and other former hobby game store exclusive titles.
These titles have declined for us significantly since their introduction in mass market, with the promise they are gateways to good times for us later. Perhaps this is true, perhaps not, but board games are booming. These titles are now familiar to consumers. They've become evergreens on the shelf of mass market stores. This means hobby game stores don't need to work as hard with our garbage merchandising expenses to show familiarity. Chess sets and Hasborg products can be dropped, if you feel your community have these touchstones in their lives. And what community doesn't?
Second, even if I don't have this market penetration that breeds familiarity, there are now enough regular folks who play hobby games to where I need the space taken up by oversized merchandising inventory. I may lose the completely out of touch customer, but my overall base is so much larger than a decade ago, I can afford it. What I can't afford to do is stock quaint product for muggles when I've got educated consumers flocking to my business and demanding games now. They will just as easily, and without a moment of regret, buy it online, so it better be there now.
In general, if you don't know or are frightened by products like Dungeons & Dragons, Ticket to Ride, Pokemon and Magic: The Gathering, you are simply not worth any of my time whatsoever. Through mass market stores and the Internet, the public has been converted from suspects to prospects. In fact, it has turned many from prospects to customers, bypassing hobby game stores completely. I am at the tail end of this equation, taking in what I can of a cultural shift, in which a hurricane of customers have been created and I'm trying to fill up a thimble, arm outstretched into the clouds, while dying of thirst. As with all revolutions, you never know exactly your place in it until shots are fired.
Games in my parents guest room. One of these things is not like the other. |
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