 Quitting is an intrinsic property of games. You cannot design a game that cannot be quit. If you can't quit it, it's not a game, it's real life. Any game, any kind of game, no matter what definition of game you want to use, is a thing that is outside of actual real life. It is some made up inner universe within the real world. And because we live in the real world, we can exit games. In terms of the game itself, the rules, any game you play at MacFest, you can just walk away from the table. You can quit this panel, in fact, if you're not having fun, you probably should. Yeah, but you can quit stuff. Professional sports, a football player could literally just be like, you know what, fuck it, and just walk out. Like, that could happen. I mean, there are consequences for doing so, because real life is also a thing, but you can quit. The game has to deal with it. It is possible. So this panel is we're going to explore quitting from a whole bunch of different angles. This is like quitting 101. We're going to do every single thing there is to do with quitting. We're going to go into it.