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dtgreene:
Not just the expense, the logistics of putting all of the lines cohesively together ultimately shrinks the scope of what could be done.

RPG side content definitely has been cut down when voice over is mandatory.
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Lucumo: You do know stuff like that was a design choice? Also, you aren't into QOL, you just like the game being made easier.
Would be interesting to see the gamedevs talking about what was intentional and what wasn't.

I'm just a filthy campaign player who only beat brutal and 100%'d all four SC2 campaigns, so bearing that in mind for BW:

1. Zerg can still build multiple units simultaneously whereas Terran and Protoss unit production is still queued even if you select up to 12 buildings at a time.
2. Case for > 12 units:
- Massing units for aggregate movements is much easier; F2-A doesn't win games compared to fighting smaller skirmishes with control groups to exert map control.
- You still have to master intelligent control groups like separating your attackers and spellcasters and you still have to individually control your spellcasters since there are no benefits to stacking spells with multiple spellcasters.
- The only unit of concern would be mutalisks, but that was originally solved by auto-dispersing them when mutas are in their own control group before the trick was discovered.
- Lastly, do you think the game would be better if you only controlled a max of 10, 8, or even 6 units in each control group? I'm happy to be proved wrong here.

If QOL makes the game more streamlined / easier so I can focus on other pressing tasks like micro and macroing, winning is better based on strategy than on mechanical skills. I'm still salty about Korean BW eSports players for preserving BW in its state even though they turned out to be right, though Blizzard-Activision is now an empty corporate shell of its former self before WoW.
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dtgreene: For one thing, it comes at the cost of being able to customize things like names. For another, it makes the game much more expensive to make, and it also increases the size of the game. Also, it make it harder to localize the game.
Very reasonable. I can definitely understand customizing names. If the game has no option for that, then aside from budget, no reason why it shouldn't be in there. As for the budget, gamedevs can easily cut bloat on the script or only use it in cutscenes. If the visuals or music isn't enough to set the tone, voices are another toolkit for immersion. For Zodiarcs, the visuals were nonexistent and the music wasn't enough to set the tone of certain scenes, so that's why voices would've worked well here.

+1 to the other ideas so far, very reasonable. Keep it up!
Post edited June 18, 2021 by Canuck_Cat
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.Keys: In all games I expect the possibility to remap all actions. (I mean all, everything.)

It's nice that games nowdays (specially for PC) have multiple options for changing controls.
But it's annoying when you can change many things, except that action you want to change, but welp, you can't, because of reasons.

Example: Attack is done with MB1. I want to change it to Num 3, game wont let you change Mouse commands.
(This example is common in topdown RPGs where ALT and CTRL are used for pause or menus, etc.)
Adding control remapping is not always that simple, especially if the game was not originally developed with it in mind.

Here's a talk from GAConf 2020 about controller remapping in Destiny 2, to give you an idea of what's involved here:
https://www.youtube.com/watch?v=u1PDqhD22BA


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.Keys: All genres: Let me play the game without menu, cutscenes or "help/tutorial" interruptions every second. As, depending on these interruptions, it's really annoying.
What about games that consist entirely of menus or cutscenes?

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Canuck_Cat: How much leniency would you give to indies compared to AAA gamedevs?
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.Keys: Almost infinite - IF - the Indie Studio show to their public that they're honest about their game and resources to keep working in it.
If they keep their promises, work on listening to community requests, try to optmize the final product as much as possible and don't advertise things they actually can't do, yes, almost infinite.

Specially because Indie developers tend to be more creative about their games, make mistakes and try again, while AAA companies try to stick with what is "Safe" for the business, which I understand, all things considered.

That's why Indie Devs should be encouraged to listen to their community, that sometimes may be small, but "the client is always right". They can pin point QOL issues and assist devs (literally for free and love for the project) in things that they wouldn't have seen otherwise.
Reminds me of how, in Celeste's most recent update, the game allows you to map a button or key to what's known as a "demodash", something that involved using external remapping software (IIRC), and which was allowed in some speedrun categories.

Also, sometimes, if something is too hard to implement, there might still be an alternative. For example, VVVVVV doesn't have key remapping, but it does have:
* Only a few actions that need to be done in real-time (left, right, flip); for anything else, there's plenty of time to reach for the key you need (for example, checking the map, saving, or talking to someone)
* Multiple sets of keys that can be used for those real-time actions (you can use arrow keys, I think some of WASD might work, and so on).

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dtgreene:
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ShadowWulfe: Not just the expense, the logistics of putting all of the lines cohesively together ultimately shrinks the scope of what could be done.

RPG side content definitely has been cut down when voice over is mandatory.
And then there's Romancing SaGa: Minstrel Song, in which:
* The game is almost entirely side content
* Despite that, *every* line is voice-acted, and there's even English voice acting in the English version
* All this for an entry in a series that isn't popular in the west (and was especially unpopular because the previous entry was Unlimited SaGa, a game that doesn't hold the player's hand but should have, at least at first).
Post edited June 18, 2021 by dtgreene
I just remembered another issue with voice acting:
* Sometimes, the voice acting of a game mispronounces certain words. For examples of what I consider mispronounciations, there's "Cecil" from Final Fantasy 4 DS (a remake that added voice acting, but took out the ability to rename your characters that was originally present), and "Crystalis" from Crystalis GBC (which added low-fi voices for when you get a new sword, though there's other issues with that version).
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Canuck_Cat: In JRPGs, I expect voices from reputable RPG gamedevs because they can convey a layer of emotion that helps enhance storytelling, especially if it's important to the game.
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dtgreene: I actually prefer *not* to have voices in games.

For one thing, it comes at the cost of being able to customize things like names. For another, it makes the game much more expensive to make, and it also increases the size of the game. Also, it make it harder to localize the game.
Same here. I feel that the modern habit of voice acting all dialogues will severely either increase the productions costs, and/or restrict how much dialogue there can be in the game.

I wonder how e.g. a text-heavy RPG like Planescape Torment would be, if they had tried to voice-act all of its dialogue? Currently only certain key things are voice acted, most dialogue seems to be only text.

But maybe modern gamers are too accustomed to the modern way, and to them the "Nintendo 64 way" where the characters mumble something unintelligible with text saying what they actually say, would seem too odd.


One thing that I do expect from my RPGs nowadays is a clear quest log which clearly tells what quests are still unfinished. This helps a lot to track where you should possibly go next etc., especially if you have been away from the game for awhile.

E.g. the Infinity-engine RPGs are a bit hit and miss in this regard. Of the ones I've played (of the classic versions, not the Enhanced Editions), Baldur's Gate 2 and Planescape Torment seem to have such proper quest logs, while the rest (Icewind Dale 1-2, Baldur's Gate 1... are there any others?) don't, but you have to peruse through all your journal logs, trying to figure out what quests and tasks you have possibly already finished.

I recall while playing e.g. Betrayal At Krondor, thinking how it is otherwise near perfect RPG... if it wasn't for a lack of quest log, or even a journal system like in Baldur's Gate. I kept writing BaK subquests to a piece of paper and marking which of them I had already finished, and of course at some point I lost that piece of paper...
Mostly RPGs:

Skippable cutscenes are a must. If I replay a 50+ hour game, don't make me sit through hours of cutscenes again, that's just inhumane.

Let me reskill my characters.

FPS:

A weapon wheel, not as much of a problem if you play on PC (just press 1-9), but I don't want to press left on the D-Pad 5 times to select my shotgun and press right a few times to select my minigun.

Holding a button to quickly change between the last two equipped guns, it makes combat much more fluid without all the times you having to change your weapons in the weapon wheel/ loadout screen etc.
Post edited June 18, 2021 by NuffCatnip
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timppu: I wonder how e.g. a text-heavy RPG like Planescape Torment would be, if they had tried to voice-act all of its dialogue? Currently only certain key things are voice acted, most dialogue seems to be only text.
I'm reminded of Baldur's Gate 2 here, where the less important dialog isn't voice acted, but a voice acted line will play when you talk to that character. Only problem, however, is that the voice acted line can be at odds with the actual text. For example:
Voice: Hello! Nice to see you!
Text: Please leave me alone.
(I actually remember this happening here.)

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timppu: One thing that I do expect from my RPGs nowadays is a clear quest log which clearly tells what quests are still unfinished. This helps a lot to track where you should possibly go next etc., especially if you have been away from the game for awhile.

E.g. the Infinity-engine RPGs are a bit hit and miss in this regard. Of the ones I've played (of the classic versions, not the Enhanced Editions), Baldur's Gate 2 and Planescape Torment seem to have such proper quest logs, while the rest (Icewind Dale 1-2, Baldur's Gate 1... are there any others?) don't, but you have to peruse through all your journal logs, trying to figure out what quests and tasks you have possibly already finished.

I recall while playing e.g. Betrayal At Krondor, thinking how it is otherwise near perfect RPG... if it wasn't for a lack of quest log, or even a journal system like in Baldur's Gate. I kept writing BaK subquests to a piece of paper and marking which of them I had already finished, and of course at some point I lost that piece of paper...
I find that this is less important if the game is linear without side-quests, or if the game is as simple as the original Dragon Quest.

Then again, there's a few early games that have this sort of thing. Might and Magic 3, I believe, introduced a quest log. SaGa 2 (Final Fantasy Legend 2) has a Memo feature that stores what people have told you. (Yes, even the original SaGa 2, on the Game Boy, has this feature.) Dragon Quest 6 (SFC) and Dragon Quest 3 remake (SFC/GBC) have a series of spells that allow you to memorize a conversation and recall it later; sadly this feature was dropped in later versions of said games. (Both DQ6 and DQ3r have one specific spot where this feature is particularly handy.)

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NuffCatnip: Skippable cutscenes are a must. If I replay a 50+ hour game, don't make me sit through hours of cutscenes again, that's just inhumane.
If the game has to have cutscenes, agreed.

With that said, I'd actually prefer my RPGs to *not* have cutscenes in the first place.

Also, this feature should apply to non-RPGs that have cutscenes. (Ninja Gaiden 1-3 on the NES had the right idea here.)
Post edited June 18, 2021 by dtgreene
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Canuck_Cat: What expected QOL features do you expect from modern games in their respective genres? How much leniency would you give to indies compared to AAA gamedevs? And conversely, would love the opinion of others who prefer older games and/or hate modern QOL features in newer games today.

Not doing it for research for any organization or myself - just curious.
- Support for keyboard and mouse input, fully re-bindable
- Mouselook (in 3d games)
- High resolution textures, although with the download chunked so people don't have to download them.
- Option to have all voices subtitled
- Ability to skip cutscenes once you have watched them the first time, but must require holding down a key or pressing two keys for a period of time to prevent accidental skipping
- Ability to re-watch cutscenes later
- In longer games, I also like to be able to access a "story to date" piece that summarises the plot to today.
- Multiple save slots, ability to save anywhere, any time (within reason). I don't want my only save to be a quicksave.

I don't give leniency to indies; these aren't that expensive to implement.
Ability to turn off the modern day effects in games, why is everything just a mass of blurred swirling colours and effects?
Ability to swap between controller and keyboard mouse at will, GTA for instance, I play 80% with controller (and always driving), but when it comes to aiming you simply cannot beat a mouse.
I once disliked a lot a lot of new features, like auto map and markers as they take away the exploration. Time however is now against me, and I just can’t invest 20 hours searching the barren wastelands for that last sliver of silver sword.
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Canuck_Cat: What expected QOL features do you expect from modern games in their respective genres? How much leniency would you give to indies compared to AAA gamedevs? And conversely, would love the opinion of others who prefer older games and/or hate modern QOL features in newer games today.

Not doing it for research for any organization or myself - just curious.
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pds41: - Support for keyboard and mouse input, fully re-bindable
- Mouselook (in 3d games)
- High resolution textures, although with the download chunked so people don't have to download them.
- Option to have all voices subtitled
- Ability to skip cutscenes once you have watched them the first time, but must require holding down a key or pressing two keys for a period of time to prevent accidental skipping
- Ability to re-watch cutscenes later
- In longer games, I also like to be able to access a "story to date" piece that summarises the plot to today.
- Multiple save slots, ability to save anywhere, any time (within reason). I don't want my only save to be a quicksave.

I don't give leniency to indies; these aren't that expensive to implement.
High resolution textures can be hard to implement, as it requires more work from the artists. Furthermore, they are completely inappropriate for games that are intended to have a more retro look; I can't see them working in a game like Shovel Knight, for example.

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pds41: - Option to have all voices subtitled
This should be the default.

Apparently, telemetry has shown that users are 60% likely to turn the option on if it defaults to off, and something like 90% to leave it on if it defaults to on; this suggests that subtitles should be the default.

(Of course, this only applies to games that have voices; not every game needs them.)
Post edited June 18, 2021 by dtgreene
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dtgreene: High resolution textures can be hard to implement, as it requires more work from the artists. Furthermore, they are completely inappropriate for games that are intended to have a more retro look; I can't see them working in a game like Shovel Knight, for example.
I agree regarding "retro look" games, but assumed people would read between the lines.

Regarding more work from the artists, I'd disagree with that. Most of the time, textures are produced at a higher resolution and then compressed (obviously excluding for retro look games). Either way, anything running on a 3d texture mapped engine that's not deliberately going for a retro look (or to head off pedantry - a "clean" look), these days I expect the option for high resolution textures. As things don't come on DVDs anymore, and storage/transmission is very cheap, there's no real reason not to.
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Lucumo: You do know stuff like that was a design choice? Also, you aren't into QOL, you just like the game being made easier.
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Canuck_Cat: Would be interesting to see the gamedevs talking about what was intentional and what wasn't.

I'm just a filthy campaign player who only beat brutal and 100%'d all four SC2 campaigns, so bearing that in mind for BW:

1. Zerg can still build multiple units simultaneously whereas Terran and Protoss unit production is still queued even if you select up to 12 buildings at a time.
2. Case for > 12 units:
- Massing units for aggregate movements is much easier; F2-A doesn't win games compared to fighting smaller skirmishes with control groups to exert map control.
- You still have to master intelligent control groups like separating your attackers and spellcasters and you still have to individually control your spellcasters since there are no benefits to stacking spells with multiple spellcasters.
- The only unit of concern would be mutalisks, but that was originally solved by auto-dispersing them when mutas are in their own control group before the trick was discovered.
- Lastly, do you think the game would be better if you only controlled a max of 10, 8, or even 6 units in each control group? I'm happy to be proved wrong here.

If QOL makes the game more streamlined / easier so I can focus on other pressing tasks like micro and macroing, winning is better based on strategy than on mechanical skills. I'm still salty about Korean BW eSports players for preserving BW in its state even though they turned out to be right, though Blizzard-Activision is now an empty corporate shell of its former self before WoW.
They did, otherwise I wouldn't have mentioned it.

Nah, ideally you can win the game with everything. Winning in early game obviously favors micro, lategame favors macro but still has places where micro can matter a lot. The strategy plays a role in every part of the game. BW was basically the perfect game before Blizzard played the largest part in killing the professional scene. The good part is that I had some awesome years watching it, the bad part is that I wanted way more.
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dtgreene: Honestly, I'd rather have the game support keyboard only, so I can play it comfortably on my laptop. Also, I don't like having to use two input devices for the same game.
*shudder* No way. As a standard, mouse is for menus (unless you just have a few options, like in the old and old-style games you prefer, in which case keyboard can indeed work better), looking in case of first person and third person views, moving screen or map, scrolling text and default and maybe secondary action, with possibility to bind additional buttons to other things, keyboard for hotkeys and in case of first person, third person and side view also movement.
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dtgreene: I actually would prefer *not* to have this, and for the game to not track time played at all.
Well, I like to know, and won't use clients for external tracking, plus that those would count the total time spent with the game running, not just actual playtime.
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.Keys: In all games I expect the possibility to remap all actions. (I mean all, everything.)
Indeed, rebinding controls also needs to be up there on the list, most preferably with two controls for each function (or even three if they care to), so you can have mouse and keyboard or right and left side of keyboard for some, for quick access depending on what feels better in the heat of the action. And yes, accept any keys/buttons, no oh you can't bind this to mouse or can't use shift/ctrl/alt or whatever.
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.Keys: Stackable items, a way to move through menus faster (With a well organized UI) and a way to sell everything/collect everything without the need to hold a command/press it many times.
This too.
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timppu: One thing that I do expect from my RPGs nowadays is a clear quest log which clearly tells what quests are still unfinished.
And this...
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pds41: - Option to have all voices subtitled
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dtgreene: This should be the default.
Indeed. Text is mandatory, voices optional, and better do without if you can't do them well or they take away resources needed for other aspects.
Post edited June 18, 2021 by Cavalary
One other feature that I'd like to see more is the ability to jump to parts of the game you already played.

Startropics (NES) did this; the game is divided into chapters, and if you choose "RETRY" on the title screen (I think that's what it was called), you could start ay any chapter you've reached. The catch is that you can't save (particularly annoying for Chapter 3), and you can't earn any points.

Celeste also does this, but goes further; you can return to any major mid-level check point as well as the start of the level, and you can use this feature to pick up berries and any other collectibles that you missed (and the game does save when you do this).

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dtgreene: Honestly, I'd rather have the game support keyboard only, so I can play it comfortably on my laptop. Also, I don't like having to use two input devices for the same game.
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Cavalary: *shudder* No way. As a standard, mouse is for menus (unless you just have a few options, like in the old and old-style games you prefer, in which case keyboard can indeed work better), looking in case of first person and third person views, moving screen or map, scrolling text and default and maybe secondary action, with possibility to bind additional buttons to other things, keyboard for hotkeys and in case of first person, third person and side view also movement.
Except that:
* Not every computer has a physical mouse; some just have a track pad, which is not nearly as comfortablt to use. In such situations, I would prefer to use keyboard for things like menu navigation.
* Connecting a mouse requires a flat surface, so it won't work well if, say, the computer is being used in bed or on public transportation.
* Even on computers with a mouse, switching between keyboard and mouse is annoying.
* There's also an accesibility issue with requiring mouse input; some people have hand tremors or other conditions that make precise mouse use not so easy.

In particular, one of the problems I had with Baldur's Gate and the other IE games is that the only way to move is to use the mouse, clicking on the destination; this is an issue because, aside from what I mentioned above, it forces reliance on the game's pathfinding algorithm rather than direct control. By contrast, Ultima 6 lets you control your party directly with the keyboard, and it lacks that issue entirely.
Post edited June 18, 2021 by dtgreene
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.Keys: In all games I expect the possibility to remap all actions. (I mean all, everything.)

It's nice that games nowdays (specially for PC) have multiple options for changing controls.
But it's annoying when you can change many things, except that action you want to change, but welp, you can't, because of reasons.

Example: Attack is done with MB1. I want to change it to Num 3, game wont let you change Mouse commands.
(This example is common in topdown RPGs where ALT and CTRL are used for pause or menus, etc.)
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dtgreene: Adding control remapping is not always that simple, especially if the game was not originally developed with it in mind.

Here's a talk from GAConf 2020 about controller remapping in Destiny 2, to give you an idea of what's involved here:
https://www.youtube.com/watch?v=u1PDqhD22BA
Thanks for explaining this. The complexity may be much higher in Keyboard + Mouse combination then.
That's why we're paying them though, aren't we? :P

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.Keys: All genres: Let me play the game without menu, cutscenes or "help/tutorial" interruptions every second. As, depending on these interruptions, it's really annoying.
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dtgreene: What about games that consist entirely of menus or cutscenes?
In this case, the game is made of cutscenes and menus. I guess it's totally different, as the gameplay is focused on clicks or menu options. (Visual Novels, clickers, puzzle adventures.)

But one could argue that even in those games, interruptions to the flow of the gameplay in their genre can be annoying.

Examples: In a Visual Novel where you don't chat much; where you can't participate in the scene, just read, for longs periods of time. In this case, it might be preferable to some people to just read manga, a book, etc.

In a puzzle genre like Match-3, the menu and UI can still be organised and appealing.

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.Keys: Almost infinite - IF - the Indie Studio show to their public that they're honest about their game and resources to keep working in it.
If they keep their promises, work on listening to community requests, try to optmize the final product as much as possible and don't advertise things they actually can't do, yes, almost infinite.

Specially because Indie developers tend to be more creative about their games, make mistakes and try again, while AAA companies try to stick with what is "Safe" for the business, which I understand, all things considered.

That's why Indie Devs should be encouraged to listen to their community, that sometimes may be small, but "the client is always right". They can pin point QOL issues and assist devs (literally for free and love for the project) in things that they wouldn't have seen otherwise.
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dtgreene: Reminds me of how, in Celeste's most recent update, the game allows you to map a button or key to what's known as a "demodash", something that involved using external remapping software (IIRC), and which was allowed in some speedrun categories.

Also, sometimes, if something is too hard to implement, there might still be an alternative. For example, VVVVVV doesn't have key remapping, but it does have:
* Only a few actions that need to be done in real-time (left, right, flip); for anything else, there's plenty of time to reach for the key you need (for example, checking the map, saving, or talking to someone)
* Multiple sets of keys that can be used for those real-time actions (you can use arrow keys, I think some of WASD might work, and so on).
Celeste is a gem indeed in the examples we're discussing here. I haven't played it myself, but a friend of mine did (He's completing it all... guy is almost addicted to the challenges haha.)

What I believe to be necessary in this topic (key remapping) is player/user confort.
I have another friend that when playing TPS's or FPS's use the RMB to jump, while many people use RMB to Aim, and Space to Jump. His control scheme is totally different.

Some games use the style of configuration that the developer think would be best, but "best" is subjective.
Post edited June 18, 2021 by .Keys