The Girlfriend and I have now finished the last three episodes of Telltale's The Walking Dead (and then moved across the country to Washington, hence, the delay of this article), and I thought I'd get a few more thoughts down on the game. This article will contain a few spoilers, although I'll try to keep it as clean as possible. Still, if you don't want at least some elements of the game's story spoiled, read no further.
The thing that became clear, once The Walking Dead was over, was that it's not Lee's story at all. Lee is the protagonist, sure, and the games stick very closely to his perspective. But the actual story, the character who the player influences in the most interesting ways on their journey, is Clementine's.
There was a moment, after the games were over, when Shanna chastised me for being too honest with Clem. Indeed, anytime the option to sugarcoat or euphemise or lie to spare her young feelings was presented, I would argue strongly against it. "She's just a little girl," Shanna argued. "She deserves the truth," I would reply. We were having a sincere discussion about the best way to parent a child who was not a child, just a deft creation of 3D modelling and writing and Melissa Hutchison's excellent voice work. But Clementine felt real to us, and her opinions mattered.
When we chose to do the right thing, it was as often as not because we were worried what Clementine would think (and the game is brutal about inserting her into moments when the urge to do wrong is strongest). Her disdain is the worst punishment the game can deliver, because, thanks to her childish naivete, she never hesitates in opting for the "good," "righteous" choice. Sure, you can rationalize your actions (and the game's structure, which requires that Clem remain devoted to Lee, ensures that she'll at least partially accept your excuse), but the punishment for doing so is the sense that you've made a permanent influence on Clem's impressionable mind.
Telltale aren't the first people to realize that a child's judgment is an excellent way to make a player give considerable weight to their actions. It's easy, especially for jaded gamers, to treat fictional worlds like consequence-less playgrounds where the id can run free. This is all well and good if that's what you designed your gameworld to be, but it can absolutely wreck an attempt at a serious tone. By placing the watchful eyes of an impressionable being on the player, learning from their actions, it's possible to give normally sociopathic players pause.
The difference here, and the reason Clementine is so compelling, I think, lays in the fact that most games that employ this mechanic (Bioshock 2, The Witcher, and Dishonored come to mind) tie your influence on the child to some set outcome for the game. You are told, explicitly, that your choices had a concrete impact, that you've pushed this child to some specific life route. In short, you're given closure on the choices you made, assured that what you did 'mattered,' because in a video game you expect to be given a clear metric for the choices you made. But The Walking Dead's conclusion derives its poignancy and meaning from the fact that we are utterly denied our closure, our ability to see how we've shaped the future.
When the game is over, your ability to influence Clementine is gone. There's no jump cut to her as a heroic messiah or a blood-thirsty warlord, guided by your parting words. There's only a scared little girl, still trapped in a bad situation, and the hope, a hope which exists only in the hearts of the player (or players), that the influence we had on her will be enough to keep her safe. That we taught our little girl enough to make her strong and smart and healthy. There's no guarantee that it will, that all those "Clementine will remember you said that"s will amount to anything. We just have to hope that it was enough.
I think that's called 'parenting'.
Wednesday, June 19, 2013
Saturday, June 8, 2013
Papers, Please, and the Joys of Being Mindlessly Amoral
In my gaming experience (now stretching, ugh, 24 years), I've portrayed: floating talking skulls, item shop merchants, sentient meat, a fake hacker, God, Satan, a Japanese death pinball, and a shrunken planet with a ray gun. It's STILL weird to be playing (and enjoying) a game about being an immigration checkpoint attendant.
Papers, Please, by Lucas Pope, is still in beta, but it's already compellingly playable. Set in the same post-Soviet dystopia as Pope's previous game, The Republia Times (in which your role was editor-in-chief of the state-controlled newspaper, ordered, at gun point, to keep the people happy and docile through story selection), Papers, Please is, mechanically, very simple. Potential immigrants step up to your window, give you their documents, and wait as you peruse them for forgeries or mistakes. If you don't find any, you take your giant stamper machine and CLUNK "Approved" on their passports. If they do, you reject them (or interrogate them to figure out the meaning behind the discrepancies). The heart of the gameplay is a series of very basic rules that you apply to every set of documents - are the dates right? The issuing country? Do they have the right visa? It's essentially a game of pattern recognition and anal-retentive detail-noticing, and with the wrong implementation, it could be incredibly dry. But somehow, here, it isn't.
A huge part of that is the interface. Almost everything is done in-game, with no need for menus. Your desk is your interface - you shuffle the documents around on it, pull out your stamping machine, fumble through your instruction manual. If you need an added feature (say, to search or fingerprint a subject), a button pops out on the desk. Besides a few opening instructions, almost everything exists in-game, and it gives your job a pleasantly tactile feel.
Adding to that feeling is the solid CLUNK of the stamping machine. It's hard to overstate how good it feels to CLUNK a document with a big, satisfying stamp. It gives a happy little climax to every encounter - CLUNK! Denied! Go away, forger! CLUNK! Welcome to glorious free state of Arstotzka, citizen! I don't know where Pope got that sound file, but it's the game's true star. CLUNK! I am seriously considering pausing writing this to play the game some more, just so I can get my CLUNK! fix.
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| This lady SEEMS on the level... |
That's the genius of Pope's game - it presents situations where empathy is called for, and then makes that empathy harmful, or at least inconvenient, for the player. For every second you spend asking someone for an extra document, or double-checking their fingerprints, you could just CLUNK! them and send them away, with you, at least, none the worse for wear. The game has scripted characters who offer more tangible moral choices, but the game's most effective moral lesson is that it's remarkably easy (and, in fact, kind of quietly pleasant), to turn off your humanity in favor of efficiency. (Or even patriotism! There's something about the game's bombastic, tuba-y soundtrack that gives me a certain pride in protecting my fair Arstotzka from these filthy, dangerous immigrants!)
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| But I don't like her face. Clunk! |
CLUNK!
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| CLUNK CLUNK CLUNK CLUNK |
Thursday, June 6, 2013
Walking (Dead) With My Girlfriend Part 2: Less Choices, More Dying
The Girlfriend and I finished the second episode of Telltale's The Walking Dead last night, with the general agreement that, while still quite enjoyable, it was a step down from the first one. Elaborating on why would probably involve spoilers, which I'm striving to avoid with these posts, but I think there's a few points I can make before grousing at a bit more length about a fundamental problem I have with the games.
The biggest problem we had with TWD Episode 2 was that it made the illusion of choice that powers these games more obviously illusory, ironically by offering us more ostensible freedom. The first episode, which was focused on small locations and clear-cut dangers, constrained my possible 'safe' behaviors - the ones that wouldn't obviously get us eaten by zombies - and let us pick a few choices from what was left. The second episode asks much more general questions about which paths could or would be safer, but there's clearly no escape from the general flow of the narrative. Lee (the player character) makes several decisions that neither I or Shanna would, causing several moments where we were like people watching a movie, shouting "Don't go in there!" at the idiot protagonists. The episode clearly had a story it wanted to tell, but in telling it, it robbed us of a sense of agency. There are still plenty of choices to make in Episode Two, but the biggest ones (ie. 'Should we trust these people?') are taken out of our hands, and it makes the experience feel a lot more hollow.
That's not to say we disliked Episode Two. The plot was pleasantly twisty (if a little predictable), and most of the problems fell away as a climax pushed everything back into the tense, exciting "You have three seconds to choose or everyone dies, what do you do, WHAT DO YOU DO" sensation that we loved in Episode One. We'll definitely be back for the third.
Hypothetically, death should be the worst thing that can happen in a game. You know, because it's... death. But in The Walking Dead, the moments where Lee passed away were some of the LEAST tense, because the consequences of it were so quickly reversed. You get a "YOU DIED" screen, and then time is rewound slightly and you get another chance. If I say something wrong in a conversation, it's a mis-step I might never recover from; if my throat is torn out, it's three button presses to get back on the right track.
But what's the alternative? Death erases your save file, Steel Battalion style? Unacceptable - nobody likes to have progress stolen from them. As gamers, we've always had to deal with the fact that, in life, death is the end, but in games, it can only be a setback, because we want to keep playing. Push a player too far, rob them of too much progress, and they'll just abuse savegames (if you let them) to avoid negative consequences completely. Take that away, and most of them will quit (the ones who don't are probably weirdos who play roguelikes, ugh).
If you're going to insist on having failable action sequences in your adventure game (and that's a debate, I think, for another time), they need to be invested with consequences that work WITH the adventure portions, not just alongside them. Make them part of the story, not just a quickly reverted sideshow.
Tuesday, June 4, 2013
Walking (Dead) With My Girlfriend - Some Spoiler Free Thoughts on The Walking Dead Episode One
I picked up The Walking Dead last week during the Telltale Games Humble Sale. I've found their games problematic enough in the past (Sam & Max too clunky, Strong Bad too collectible-obsessed, although the Monkey Island games are quite good) that I'd never have paid full price for it, but I'd heard enough positive things about TWD to happily pay $4 for it. Having recently moved in with my girlfriend, who loves the TV series, I thought the episodic structure would make for great lay-in-bed-together-and-play sessions. Last night, we played through the first of the five episodes, and I thought I'd jot down some thoughts about it.
First of all, the controls have none of the problems of older Telltale games, which is to say, the character moves quickly across the screen (seriously, adventure game designers everywhere: I love that the genre is back! I grew up on Space Quest and Quest for Glory. But, and I mean this as politely as possible, THERE SHOULD BE LESS THAN A FUCKINGSECOND BETWEEN ME CLICKING AND A THING HAPPENING. ALWAYS.). The dialogue wheel is stolen from Alpha Protocol, but we'd all be a lot better off if all games stole from Alpha Protocol, so that's cool.
Actually, the interface is one of my favorite aspects of the game - when you start the episode, you're given an option of a "Normal" or a "Minimal" interface, and I strongly recommend Normal. Normal means, when you make a conversational choice, more often than not a little pop-up will appear on the screen that says something like "Ken will remember you said that." The first time that happened, my girlfriend had a wonderful little fit of paranoia about how a minor conversational lie could come back to bite us in the ass. And for a game that's 60% conversations, it's a wonderful way to give player choices impact. Dialogue can be ambiguous - did that character say he doesn't trust me because that's what he's scripted to say, or because I lied to him? When the interface itself calls you a liar, it makes every decision feel more important.
The timed conversation mechanic is great, too. Once the game establishes that conversational choices have real, meaningful stakes, the added pressure of time-sensitivity amps up the stress in pleasant ways. The best moments are crisis situations, where there's not enough time for me to consult with Shanna about which choice we should make. One of us simply barks out a command, the one with the controller puts it in, and the choice is sealed. And since the most-tightly-timed choices are the ones of most consequence (which is to say, who to save when the walkers start attacking, it creates moments that feel REAL in ways that they couldn't without that urgency. It stands in contrast to the more sedate conversations, where we both try to suggest the 'right' choices, gaming the system or trying to seem morally 'correct'. But there's no time for that when zombies are about to rip a kid to shreds, only blind, instinctual decision-making. I love it, and I love sharing those moments with her.
The game it put me in mind of, unsurprisingly, was Indigo Prophecy (Fahrenheit outside the US and on PC), the first game I can think of that put conversations under the time pressure they would have in real life and assign consequences to how you speak. Of course, the conversational choices in Indigo Prophecy are eventually revealed to be largely meaningless, and are eventually consumed by mindless QTE combat, so it might not be the best game to use as a model.
I'm still not sure how much of The Walking Dead's sense of consequence is real, yet. I've so far resisted the urge to pour over FAQs to figure out which of my decisions actually change things, mostly in deference to the fact that I'm discovering it alongside my girlfriend. The end-of-chapter "On The Next Walking Dead" bit, where almost every decision is reflected, almost made me feel more leery, though. It felt like a checklist, with the game saying, "Seeeeeeee? We remember! Really!" I'm looking forward to seeing how my choices carry over into Episode Two when we play it tonight.
The one real qualm I have with the game so far is that it cloaks the past of player character Lee Everett in ambiguity. Without going into spoilers, Lee begins the game in handcuffs after being accused of a crime, and the game is never clear about whether he really committed it. This would be okay if this was a situation where I could choose his past, like the flashback sequences in Knights of the Old Republic II, where choices made in conversation essentially 'select' which past occurred, but the game makes it fairly clear that there IS a true answer to Lee's guilt, and we just don't know it.
*I'm wondering if this won't turn out to be the sort of situation where Lee's eventual guilt is determined by our behavior throughout the game - a Lee played righteously will be eventually shown to be innocent, a villainous Lee guilty. I'm okay with that sort of adaptive retcon, even if it does damage the possibility of actual redemption by retroactively exonerating a 'good' Lee instead of letting his virtuous actions be a reaction to his past.
Saturday, June 1, 2013
Why Etrian Odyssey III is One of the Nintendo DS's Must-Play RPGs
I've been re-playing Etrian Odyssey III: The Drowned City, lately, to the exclusion of pretty much everything else, and I thought I'd try to get down some thoughts about why I find the game so compelling.
Quick basics: Etrian 3 is a first-person dungeon crawler in the style of old school PC games like Wizardry and the early Ultimas - a brutally hard, story-lite descent into a dungeon full of traps and monsters. The genre saw a resurgence in the latter
half of the Nintendo DS's lifespan, mostly thanks to Atlus realizing that the handheld was a perfect platform for graphically light, gameplay-deep games. The Etrian series' primary 'gimmick' is that you use the DS's touchscreen to draw your own map - a throwback to the old days when players were expected to keep books of graph paper next to the computer or risk getting miserably lost.
There are several FPRPGs on the DS (besides the Etrian games, the most prominent is probably the excellent Shin Megami Tensei: Strange Journey). So why does The Drowned City command so much of my attention?
1) Pick up and put down
One reason I've been giving The Drowned City so much of my time is that it's remarkably considerate of it. Previous games in the series had a nasty tendency to stretch dungeon crawls out to unpleasant lengths in the interest of challenge - you had to keep pushing forward or you'd essentially lose your progress. But TDC's map designers sprinkle shortcuts throughout their levels which can only be accessed for the first time from their more difficult side. This leaves the initial pushes into dungeon floors pleasantly challenging, while making progress easy to resume if you're forced back to town, and bypassing a dungeon floor you've already cleared a snap. And since these shortcuts are invisible, they give a nice bonus to the diligent cartographer, since careful notation is the only way to keep track of where they are.
The Drowned City also encourages variation in the gameplay experience through the use of the Ocean Exploration metagame. For a small fee, the player can load their party on a boat and explore the oceans around the titular city of Armoroad. Diligent maritime explorers can make money, discover hidden items and equipment, and unlock a series of challenging bonus bosses. Ocean Exploration is light on combat, acting more as a puzzle game, and it works wonderfully to clear the palate after a tricky boss fight or arduous bout of exploration. The only annoyance is that progress in the metagame is staggered by progress in the main game, which can feel stifling at times. But it also makes sense - if the Ocean's primary purpose is distraction, you can't let players burn through it in a single sitting.
2) Class
The level progression system in The Drowned City is fairly simple - for every level a character gains, they gain a single point that can be invested in their class skills. The innovation comes in the variety of those skills, and the classes that they make up.
The first Etrian game's classes were vanilla - a melee fighter, a tank, a wizard, a healer, etc. Their roles in the party were clearly defined, with the only tactical ambiguity being that, while the front and back party rows each have 3 slots, the games limit you to 5 characters in a battle party, meaning there will always be gaps that need to be covered with savvy strategy.
The Drowned City keeps the five-character limit, but mixes the classes in interesting ways. The tank can be optimized to be a massive damage dealer. The primary mezzer (a role that applies status effects to enemies, vital in Etrian's combat) does so by summoning companion animals into the party's sixth slot who then fight as NPC helpers (the sixth slot is also employed by ninjas, melee fighters who can create clones of themselves. The conflict over who gets to USE the sixth slot is one of the interesting ways the game's classes interact).
The most intriguing of these hybrid classes is the Prince, a kind of passive healer/buffer. The Prince's base abilities are a set of buffs which can increase attack power, protect from status effects, etc. But the rest of his skill tree is devoted to a sort of powerful but slow passive healing. Characters he buffs can regain health. If he removes a debuff placed on a character by an enemy, they regain MP (or, to be technical, TP). And, most usefully, if the Prince is at full health at the end of a round, he emits a party-wide regen effect, perfect for keeping the party in top form but devastating if the Prince takes a hit. The 5-person-party means the Prince will almost certainly be filling the healer role (instead of the Monk, an unarmed combat expert with several direct-healing spells but few buffs), meaning that the entire focus of the party shifts to keeping him (or her, as a Princess) at full health.
The whole system becomes even more fascinating/complicated when, 10 hours in, the option to subclass becomes available. Each character gets access to the almost-complete skill tree of one other class, allowing you to develop synergies between skills and shore up weaknesses in the build. A Prince can be subclassed to a Monk, to be able to heal himself back up to full so that the party can benefit, or to a Ninja to boost his evade so that he's never hit. The complexities of the skill trees and the subclass system lead to a lot of my time away from the game thinking about what builds and what skills would work together to create an optimal party (or, in some cases, apparently pointless skills make me wonder why they were included at all, leading to excitement when I stumble on a powerful synergy that makes these 'useless' skills incredibly powerful - a late game unlockable class, for instance, relies entirely on inflicting status effects on itself to increases its combat power).
And you need an optimal party. Or, near-optimal at least. Because:
3) Challenge
The Drowned City is, as I said, a brutally hard game, something it inherits from its PC forebears. That difficulty comes in two flavors - exploration, and bosses.
Exploration covers tackling the mazes themselves - solving puzzles, fighting enemies, keeping your characters healthy. The star here is the player's own mapmaking. I know this sounds dumb - like a chore the game designers force upon you - but there is a real thrill in navigating via a map you created yourself. Working out how to best notate traps and dungeon features, leaving notes for yourself - it's just plain fun, and it gives me a real sense of ownership over my exploration.
Exploration also plays heavily in the game's crafting system. Monsters drop items that you sell in town to get better equipment to kill more monsters to get items to etc., etc., etc. But many monsters have 'conditional' drops - only gained when the monster is, say, killed on the first turn of battle, or killed while their head is bound, or with fire damage. The myriad requirements (most of which are hinted at in the game, although some must be puzzled out on one's own) force the player to keep a diverse set of skills on hand lest they lose access to the most powerful equipment.
And you'll need that equipment to take down the bosses on display in this game. These are more-or-less perfectly tuned to the level the player should be at to face them (one of the best things about The Drowned City is that, until you reach the endgame, there is almost no reason for a smart player to grind at all). They use powerful moves (that can often be effectively countered if you have the right characters and a proper observation of patterns), status effects (which can be negated if you have the right build), and huge health bars (many of which can be whittled down more quickly if you take advantage of elemental weaknesses). The best thing I can say of the boss designs in The Drowned City is that, after having my ass handed to me by them, my response is never 'That was unfair. I'd better grind some more levels," but "I need to adjust my strategy and pay more attention next time."
Closing thoughts:
The genesis for this little(?) piece was a brief Twitter conversation Michael Peterson (aka @patchworkearth), author of the reliably fantastic web comic Project: Ballad, about his difficulties in trying to get into the games. The common point of comparison for us was SMT: Strange Journey, The Drowned City's stiffest competition for the title of best first-person dungeon crawl on the DS (a much prized trophy, no doubt). Strange Journey wins, easily, on the basis of being a game 'about' something - it has loads to say about religion, humanity, environmentalism... But from a strictly gameplay point of view, I find The Drowned City's class-system to be significantly more engaging, and less time-consuming, than Strange Journey's demon summoning/fusion system for gaining access to power and skills. A lot of that has to do with transparency - Strange Journey's system involves a lot of futzing around with fusion guides and skill inheritance rules, while Etrian lets you see every skill a class can get from the moment you create a character. That transparency lets you start planning out strategies from the moment you start, and that planning, for me, is the true heart of the game's appeal.
Thursday, February 28, 2013
Game Design Forum's Reversing the Design - Chrono Trigger
This is a fascinating, thoughtful breakdown of the narrative tricks underpinning the greatest RPG of the SNES era. I loved reading it, and if you're the kind of nerd I am, you will, too.
Wednesday, February 27, 2013
A Eulogy for JUSTIN BAILEY - How Achievements Killed The Cheat Code
This is Part Four of a four-part series of posts on the ways Achievements have changed modern gaming. Click here for parts one, two, and three.
The Code. You remember it, I'm sure. It was the only way to get through Contra - that merciless destroyer of tiny 8-bit men. It's been immortalized in song. Hell, it was part of the company's brand identity, back in the day. One suspects it was intentionally designed to lodge in the human brain, given how easy the memory is to summon up even now, with its series of pleasing symmetries. Up, up, down, down, left, right, left, right, B, A, (Select if you've got a friend), and Start. The Konami Code. The holy grail of Cheats.
Or maybe you were a PC gamer. You've got your own set of holy words burnt into your brain, then, pulled from the early Internet, maybe even copied down from an old BBS. Fire up your shareware copy of Doom, let 'iddqd' and 'idkfa' fly, and breeze your way through the legions of hell, invincible and loaded for bear. Sure, it was cheating, but who were you hurting? Demons. And who gives a damn about them?
But, honestly, cheat codes weren't really about 'cheating'. Sure, sometimes you wanted to see that impossible-to-reach final boss or skip past your least-favorite level. But more often than not, you put them in because you could. Because they did something weird to the game, something interesting or funny or just different. Every gaming magazine of the era knew to address that impulse with their own Cheat Codes section. There was freedom in 'breaking' the game, in playing it in a way outside the proscribed instructions. And that's not even taking into account hacking or modding the game files, or sticking a Game Genie on the end of the cartridge to directly mess with the game's code in unpredictable, weird, awesome ways.
Because 'cheating' implies someone being cheated. You could, if you had a particularly moralistic view on gaming, say you were cheating yourself, I guess, by turning your fragile character into an indestructible juggernaut of death. Fie upon those who ruin the sanctity of Kirby's Pinball Land, right? But really: who was being hurt?
____________________________________________________________________________
Fast forward to today, and I ask you: When was the last time you used a cheat code? It's been a while, right?
The most obvious reason for the fall of the Cheat Code is the rise of online gaming. If you're competing with someone and he or she cheats, you've been screwed - and the designers who put the cheat in the game helped do the screwing. You can even stretch this justification to cover cooperative or open-world online games... There's an assumption in those games that all players are operating from the same playing field (with cheats, despite being part of the game code, being clearly outside that).
But what about single player games? Or the single-player components of games with multiplayer? Cheats have seemed to vanish here, as well. Vanished, or been replaced with Downloadable Content.
The answer is, almost none of our games are truly 'single-player' any more. Diablo 3 courted controversy last year when it required an always-on Internet connection to be played, even in its nominal single-player mode, but the trend has been developing for years. The meta-game of Achievement hunting has turned even the most private and introspective of Xbox 360 or Playstation 3 games into pseudo-multiplayer affairs, with the games themselves reporting your movements to the Great Scoreboard in the Sky. And if you cheat in your games, if you alter the parameters of the world to give yourself an advantage, or skip annoying content, or just to do something silly, now you're cheating EVERYBODY. And we can't have that.
We don't control our games the way we used to. Digital distribution and online multiplayer have raised a lot of questions about what it is, exactly, we're buying when we drop $20 or $40 or $60 on the game. Do we own the rights to all the content on the disc? What about locked DLC, on the DVD but out of our reach without publisher permission? Do we have the right to alter our games as we see fit, or do we have to worry that 'cheating' will get our licenses revoked, our purchase taken away from us*? If we cheat in our single-player game and earn an Achievement, are we breaking the rules of a larger meta-game, and can we expect to be punished for that violation by having our accounts banned, our access to online features blocked? Meta-game elements have been a huge boon to game design and game marketing, but they've leached some of the beautiful freedom out of the past-time.
And, perhaps most worryingly, we have publishers selling what once would have been free. Cheat codes being sold as DLC. Microtransactions to speed up tedious content. In the old days, the only "price" for this content would have been the knowledge that you were a 'cheater'. (Maybe the game would even mockingly call you one). Now, it's two or three dollars, and a little bit of our control over the games we play.
But then, I guess it's not really so different. The player seeks a desired outcome, and so they input a special series of keystrokes, and, voila, it's delivered. In the old days, it was a cheat code.
Today, it's your credit card number.
*It's worth pointing out that Blizzard, despite my picking on them here, have always been fans of in-game cheats for single-player content, usually with amusingly tongue-in-cheek codes like WhoIsJohnGalt or AllYourBaseAreBelongToUs from Warcraft III. Their Real-Time Strategy games are almost certainly the most prominent examples of games with old-school cheat codes on the market today.
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