[MAY] Quests: Design, Theory, and History in Games and Narrative by Jeff Howard

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Liz England

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May 2, 2016, 12:29:50 PM5/2/16
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Quests: Design, Theory, and History in Games and Narrative by Jeff Howard

This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nights Aurora Toolset.

Additionally, the author wrote this text for a course and the syllabus for that is online. When I get some time I'll track down links to any supplemental readings he recommends. Howard also wrote a really cool looking book on magic systems for game designers so if Quests is any good you can expect to see that one pop up on a ballot later.

Looks like this book is a bit on the expensive side - if anyone finds a source for a cheaper copy, let me know!

Liz England

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May 24, 2016, 12:48:16 PM5/24/16
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I'm most of the way through the reading. I think I'll share my thoughts now since I don't think they will change:

I'm mostly disappointed in the book. 

On the one hand, it's written in an academic style, which makes a lot of the points hard to parse. There's a lot of referencing other theorists in games and literature, quoting them against one another, and a lot of this just feels like it gets in the way of the point. Especially since so much of this was wrapped up in ludology vs. narratology defensiveness, which was kind of time-sensitive to the year the book was published and not really relevant anymore. And even then, you'd only know about the debate if you were in or around academia, so that makes the book less approachable to regular gamedevs.

On the other hand, the actual game design theory and application is really beginner's level and didn't really provide much insight. For example, he labels different types of quests as combat, fetch, escort, or dungeon quests (though only goes into two of them in detail), while ignoring the vast range of other interactions one can have in a game (like social actions). I felt his approach to gameplay was just really narrow and outdated, and not just towards type of quests but also level design and NPC roles. It felt like he was advocating for a very cliche and prescriptive type of western fantasy RPG game and gave little consideration toward alternative styles of gameplay.  I might be a bit biased though - I'm pretty critical/bored of western fantasy cliches and would like to see less cribbing from Tolkien in general.

I don't generally mind the author's references to medieval literature since that's what I studied in undergrad, but I suspect some of that might be dense for others? I didn't learn much there but I already was familiar with the allegorical nature of quests, the hero's journey, etc. It reads like a textbook written for a Games-101-but-Literature-401 crowd. I didn't expect so much of the book devoted to exercises, so mostly skimmed them - they seemed fine for beginner students, even if the tools are outdated.

Anyway, I think the author missed a lot of opportunities to draw on the huge variety of games out there instead of focusing so narrowly on epic Western RPGs. I was surprised to see him dismissive of Diablo, since I think that's actually the perfect distillation of his "quest" structure in games. It seemed like there was a 'right' kind of game to the author, and the rest of them were meaningless commercial fodder. I would've liked a look at games in other genres, like Call of Duty and how that follows/interprets the quest structure.

I can't say I learned much from the reading. I will follow up on Vladimir Propp, the Russian theorist that broke quest narratives up into objects and functions, since that seems pretty relevant as far as game design goes.

JJ Bakken

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May 24, 2016, 5:12:34 PM5/24/16
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YES.

These are all my exact thoughts. I'm glad that others are feeling them. I just finished this today. I don't have a lot to add to Liz's comments since they just about perfectly sum up my experience as well but I have a few things. 

I was hoping this text would teach how to think about quest design: identification and analysis of neat mechanics, interactions, goals etc. There's so much depth that goes into quest/mission/task design that it struck me as odd that the author zeroed in so specifically on only a single type of "quest" game. The entire time I read this text I thought to myself "Why is the author spending so much time on X or Y. None of this tells me how to design better quests."

I've heard of a couple of the academia people and concepts he spends so much time on and even then I was fairly lost when he got into it. If someone didn't even have that cursory knowledge of Game Design Academia they certainly would not understand what the heck this guy is talking about.

Catalin Zima-Zegreanu

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May 25, 2016, 1:55:27 AM5/25/16
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Vladimir Propp's book (The Morphology of The Russian Folktale) is pretty great. It's a short read, and he breaks the stories into functions and personae in a clear and concise way. Moreover, he talks about how personae and functions can be combined and mixed together (since that's basically what oral storytellers do, each folktale can be told in different ways, with different characters switched in or out).

And a great part of it is indeed applicable to game design. Looking at the folktales through his lens, you can easily see how you could use his structure for potentially creating dynamic narratives in games. More easily for smaller stories, but with interesting potential for complex ones. Once he gets to combining more moves into the same story (two or more stories following the same general structure, merged into a singe story) in Chapter 9, you really get to see a lot of potential there. I'm trying to apply his structure for a procedural narrative game, and it looks decently promising so far.

Anyway, it's a great read especially if you're into narrative design.

Christoffer Lundberg

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May 25, 2016, 3:57:03 PM5/25/16
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I'm like really late with this months reading, like stuck in last months book(tbh not in the book, but between the book and my thoughts on it), but I am not really sure how we handle “when a topic gets old” in this book club, so I ”take the risk” to discuss the book without much knowledge of it, when the discussion is new, instead of reading, waiting and post when the discussion is ”to old”.


Sad to hear that the book didn't meet the expectations. So if we would make a follow up book, “Quest design 2.0”, what would it contain?

Quest design for different game genres and themes.

Example from different kinds of games.

Identifying different mechanics and how they can fit in different quests.

And?


Liz: Why are the discussion on narratology and ludology outdated? I have a basic understanding of the conflict: Should games focus on game play, like mario, or on heavy narrative, like rpgs, balders gate. I know that some games manage to have a narrative told through game play, but its really hard to pull off, and theres still a lot of games that focus only on the game play or games that have a narrative totally disconnected from the game play components.


Vladimir Propp's book: Sounds interesting :) I don't really grasp it so far, but its sounds like a useful approach to split a story into smaller parts, to easily fit the story into mechanics of a engine or just for the users understanding of the concepts.

Liz England

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May 25, 2016, 7:46:18 PM5/25/16
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@Chris: you're definitely welcome to discuss a book from a previous month in an older thread. I leave all the threads open just for this. I know I still haven't finished An Architectural Approach to Level Design and will probably post my thoughts once I fiiiinally get to it. Even if you don't get a response, trust that people are still reading :)

The ludology vs. narratology debate is one that my academic friends have attempted to explain to me, since it's a bit of a muddled mess. It's not about whether you should make games that are systems-heavy or narrative-heavy, but rather if we should study games as unique systems or study games as narratives in the vein of film and literature. In the end it was really "why not both?" so the "vs" part in "ludology vs. narratology" is outdated and sets them falsely against one another. No one really needs to defend analyzing games as narratives or analyzing games as ludic systems. Game studies is much more interdisciplinary than that.

@Catalin: A friend is lending me Propp's book so I'll be reading that next (in between book club readings). Thanks for the second recommendation!


On Monday, May 2, 2016 at 12:29:50 PM UTC-4, Liz England wrote:

Reign Naw

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May 25, 2016, 8:28:13 PM5/25/16
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I agree. I read this book about 2 years ago. I know I mentioned on Twitter when you had this up as a choice that I was unsatisfied with it as well. The language it uses makes like it's going to be a very deep dive into a specific topic, but in the end the content was very superficial. I really wasn't sure what kind of audience would benefit from it.

Obviously there's a need for more niche game dev books that address advanced topics.

Nick Lalone

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May 25, 2016, 8:47:10 PM5/25/16
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It's an inherent problem within computation regardless though right? I may be projecting from a proposal i'm involved with at the moment.

Any in-depth book far removed from its time period would still have pitfalls that have been circumvented or changed today. I just don't know if you can have a universally great book on narrative design in video games when the concept of what a narrative is in games is changing so much. I don't mean the ludology debate, but the debate about what a narrative is within the context of the game given the nature of computation. I guess it might be easier to just say Dark Souls vs Final Fantasy 14 vs Journey. 

Is it even possible to write an "advanced" book that will be useful 5 years later when the realm of games itself changes so often? I know this is why journals exist and blogs, but still. In my mind they end up like: http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/ in that they're useful but...not for design. It becomes useful for teaching about drive, about the process of making.

I think a lot about Thomas Malone. His work was so fascinating and it's so neat to see stuff about "what makes video games great?" when it was just the Atari and super early computers and military simulators and Arcades. 


I also think a lot about dungeons and dragons and tabletop games. I love to ask hyper focused video game developers about board games. So much about quests, dungeons, and almost everything in games comes from this realm. 

One book that has always held my attention is this: 


So far removed yet so useful. Expert level analysis but without any mention of computation or computer games and it's meant for anyone. I've seen a lot of folks try and update this book. It is a unique thing as the moment in time this book was written cannot be repeated.

Anyway, this is a long winded way of me saying, "I wonder about 'advanced' books on this stuff."



Nick LaLone
Penn State University
Information Science and Technology
ist.psu.edu

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Liz England

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May 26, 2016, 9:54:43 AM5/26/16
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Well, Game Feel was also written in 2008 and didn't feel outdated at all - and it's still my favorite advanced topics game design book. I would consider it full of theory, extremely detailed, and also timeless due to the sheer range of examples (and avoiding strictly contemporary games) the author uses to illustrate his points.

I know at least one non-dev who didn't find the book useful at all though, so it may also be an issue of audience needs/expectations. Quest, the author says, was partly written for game designers and I think it fails pretty hard there.

On Monday, May 2, 2016 at 12:29:50 PM UTC-4, Liz England wrote:

JJ Bakken

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May 26, 2016, 11:15:08 AM5/26/16
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That D&D book looks incredible. I got a copy and am looking forward to it (4 bucks!). I love playing pen and papers, so much good experience designing stuff on the fly and working through as a group. My d&d group just finished a 5E campaign and now we're going to switch to Traveller and have a Space Adventure.

I think my biggest problem with Quests was that I felt it didn't speak to any specific audience well. Not enough theory or analysis to be useful to anyone who's played more than three RPGs, but also too mired in academic references to be a good introduction to the topic for beginners. It seems to me that all the time spent on the ludology vs narratology in the book was unnecessary. Why does either a beginner in the field, interested lay person, or a seasoned developer need to know about any of that to discuss the "Design, Theory, and History in Games and Narrative"? It may be impossible to have a "universal" text good for all time, but it's certainly possible to write a focused text to a target audience. 

Game Feel (both book and concept) is so good, such an important topic. I tell the students about it even though it's confusing for a 101 level class. Just hearing the term and getting a seed out there is enough, even if they don't apply it immediately. I'd like to think at some later point down the line it'll come up  again and they can think "ah yea i've heard that phrase before". 

Being new to the group and all, I'm back-reading and man, I just started The Art of Failure, I'm not even through the introduction and it rules. 

Jon Y

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May 27, 2016, 5:45:56 PM5/27/16
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I agree with most of the earlier comments - I would have preferred a much deeper analysis of useful quest mechanics and examples.

Personally, I didn't mind the age of the book, I think there is a lot to learn from old RPGs.

Here is a controversial question - has there really been that much innovation in RPG quest mechanics since the good old days of, say, Ultima VII?

Isn't Elder Scrolls II: Daggerfall, pretty much the same as Skyrim? (other than more polygons)

(Yes, other genres have adapted elements of RPG quests into them, but what about innovation within RPGs themselves?)

The main items I can think of where there has been interesting innovation are:

- moral dilemma quests where your opinion is pushed one way and then another as you progress through the quest (a certain kind of pacing), and the end of the quest is capped off with a 'decision' (like the first Mage quest in Dragon Age Origins)

- deeper NPC companion quests that try to elicit empathy from the player (Planescape)

- multiple quest solutions that support different mechanics / play styles (Deus Ex), and not just click A to use Strength or click B to use Charisma

Christoffer Lundberg

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May 30, 2016, 3:33:20 PM5/30/16
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I have read the introduction now and yes I get the same impression as all of you got. One thing I noticed is that, I expected the book to be about the game term “a quest”. Like, heres the reason you do something, now go and do it and later come back for your reward. Instead Howard gives quest a more literature like meaning; like “this epic quest the hero are chosen to complete”. I think this is the reason Howard thinks that diablo(2?) has a “bad quest design”. Its not the specific missions/quest, “go to den of evil”, but the overarching plot/meaning, Howard dislikes. And I have to agree, its pretty unclear why you are killing all of the monsters. It has something to do with a caped man, and the return of diablo. But you are just one of many different, faceless, heroes, without any connection to the narrative. Anyway, its a problem when the reader expect the book to be about one thing and later realize the book to be about something else.


Liz: you're definitely welcome to discuss a book from a previous month in an older thread. I leave all the threads open just for this. I know I still haven't finished An Architectural Approach to Level Design and will probably post my thoughts once I fiiiinally get to it. Even if you don't get a response, trust that people are still reading :)


Good :) I also have some notes left from finite and infinite game ;)


Liz: The ludology vs. narratology debate is one that my academic friends have attempted to explain to me, since it's a bit of a muddled mess. It's not about whether you should make games that are systems-heavy or narrative-heavy, but rather if we should study games as unique systems or study games as narratives in the vein of film and literature. In the end it was really "why not both?" so the "vs" part in "ludology vs. narratology" is outdated and sets them falsely against one another. No one really needs to defend analyzing games as narratives or analyzing games as ludic systems. Game studies is much more interdisciplinary than that.


Ok, I get it. Tbh it feels like a typical interdisciplinary problem, where both sides get extremely specialized tools that aren't compatible with one another. Its strange because I gave the terms a lot more (and different) meaning then what they originally meant. Thats the problem about using big words, and the pros of making your own temporary definitions :)


Regina, Nick, About the timelessness of books and niche books: I think books with a broad/general theme is the problem(and An Architectural Approach to Level Design really made me think about this). If you write a book about “economy in games”, as time passes what people think about game and economy will change. But if the book have a very specific topic, like “secrets in mario”, the book will stay relevant as long as mario are relevant (which happens to be relevant 30 years later). But if mario would get old the book would at least still fulfill its purpose because the book are so focused, and all of the information is in the book, which isn't the case with general books. I don't know if its really true, but I have read a lot of general game related books and are ready to read like; 500 pages on secrets and “unraveling the metaphysics in mario” (thats a joke, I want books on design, that example sounds more like literature studies on games. But I would love that book if it was about game design ;) ).


Nick Lalone: I think a lot about Thomas Malone. His work was so fascinating and it's so neat to see stuff about "what makes video games great?" when it was just the Atari and super early computers and military simulators and Arcades. 


Fascinating, I will take a look that the text. I guess I can imagine how todays books are like “before the matrix” (realizing the VR dream) in the future, like, year 2045.


JJ Baken About Tabletop RPG: Tell me if the Butterfield book was good, when you have gotten some time with it.


Yes, it feels a lot like game mastering and game design have a lot in common. One pro for GM is that you get direct response from the players, GM leave a lot of room for improvisation and that most GMs plan the story one meeting at a time. It feels like a lot of game designers could benefit from trying to run the game as a rpg with a group, just to get a first impression, before writing everything in gold, I mean: in code :)


I have played mostly indie RPGs/ story now/ one shots, like Fiasco, in a wicked age and zombie cinema. But its on my “bucket list” to have game mastered a smaller campaign. I actually just read a Swedish book about the biggest swedish rpg company “äventyrs spel” (translate: adventure games), which made a localization of dnd called “darkar och demoner” (translate: dragons and demons)(which was sold in toy stores in the 80's - 90's which boosted the rpg hobby in Sweden), and made kult (which made the media panic about rps and kind of killed it (along with computer games)) and the rpg for mutant chronicles. Most of these games are to rule heavy for my taste, but I got kind of inspired to run something like a 3-4 meetings Apocalypse World campaign.


Jon Y: Here is a controversial question - has there really been that much innovation in RPG quest mechanics since the good old days of, say, Ultima VII?


Disclaimer: I'm not much of a RPG player, so I can't really answer that question. I know about most of the games you mentions but I haven't spent more then 3 hours playing any single one of them. And thats kind of a problem with RPGs, you can't just dive in and get the the taste of the game, it takes many hours before the magic starts to shine.


One of the biggest changes in quest design I can think of are a streamlined quest process. I'm not sure if it should be seen as a progression in quest design, but I would at least say that one major change is in what kind of games that use quests. There where a period where like every shooter should have rpg elements. It might not be a step up in complex quest design, but it opens up design space for a lot of different ways that the player can interact with/in the quest. And its a big step up for these games to use quest design. One example I played not to long ago are Red dead redemption.


Jon Y: - multiple quest solutions that support different mechanics / play styles (Deus Ex), and not just click A to use Strength or click B to use Charisma”


I really like multiple solutions, especially when the player can wander fluently between the different paths. When I played Deus Ex: Human Revolution, I planned to go the sneaky way, but usually had a lack of sniper ammo and didn't mange to sneak around the enemies so I “temporarily switched” for the violent approach.

Kevin Day

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May 30, 2016, 9:47:26 PM5/30/16
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I really struggled to get through this book, so I am glad I am not the only one who found it lacking. I'd like to say I have something to add but most of my thoughts have been expressed by you all already. I do like Jon Y's question in terms of how have quests updated or innovated over time. I happened to be playing Dragon Age Origins for the first time this month so this did line up nicely. One of the things I enjoyed about DA was their take on traditional quests. Most of them are introduced as what appears to be a straight forward typical fantasy quest, but by the time you get to the end they have flipped it on its head. The choices they ask you to make become more gray than your other RPG's. I think the Dalish quest line was my favorite, as it played with your initial assumptions about werewolves are always bad. Overall I think DA did a great job with its quests for each area. 

For the book, I was hoping for more of a breakdown of quests and the games that use them. Seeing examples from a variety of games, both bad and good, as opposed to just fantasy games and NWN specifically. One thing I am curious about, is why quests are tied to RPG's. If you think about it, all games have quests in them they just word them differently. So is there a difference between say a mission objective in Call of Duty and en epic quest in Skyrim? Aren't most quests designed as an initial introduction to your end goal, with some obstacles introduced on your way to that goal?

Christoffer Lundberg

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Jun 26, 2016, 5:09:42 PM6/26/16
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So I finished the book, and I agree on most parts already mentioned, I just want to add one thing about the last chapter.


To summarize the cons with the book: I contains little quest design, theres a lot about literature, some parts discuss narratology vs ludology and theres a lot of reference to other authors. I was nice to read the book after all of theres parts was pointed out, I didn't get so annoyed about these things when I already know about them. I also generally like reference in text, mostly because they hint to other texts, for more reading in the subject, if it sounds interesting. “An architectural approach to level design” actually referenced to “Quests” which was the main reason I got interested in it.


Anyway the last chapter (6. Quest and Pedagogy) felt like the key to understand the book. Its only eight pages long (139-146) and explains how the content in the book can be used to apply quest design as a assignments in literature classes by using old rich texts as a staring point. As a way to analyze the text and get a deeper understanding of it by imagining how the text could transform into gameplay. And its sounds like a interesting way to learn literature history. It feels like the author wanted to publish his work in the subject but instead of packaging it for literature students it was made wider, for anyone, and I think thats the biggest problem with the whole book. The book should instead be named “Quests: How to apply classic literature in quest design”. The new title would probably not sell as well as the old one, but it would easier find its intended readers.


So what do I think about using literature to enrich quest design? It sounds interesting, but also complicated. One of the benefits of using classic literature, like the example from the book, the green knight, is that the original texts contains a lot of symbols which could be transfered into the games quest. One problem I see is that a lot of meaning could get “lost in translation”, neither don't make any sense or required the player to have studied literature or read the original text. On the other hand maybe its enough if the quests are interesting and different, as a kind of idea generation. (we made a game project based on the mayan civilization last year. It ended up way to vague. Thats probably why I start to think of that problem. Take away: make sure that the player absolutly get the basic information in the game, like where you should go, what to do and why. The rest can be super cryptic, ex dark souls.)


The other problem I see (which I also think the author mentioned) is that a lot of texts are hard to translate into quests. The writer of a novel have total control over the actions in the narrative, where the game designer only layout the framework of where the player can interact. Therefore actions from a text will not transfer directly into the quest because the player actually needs to do them, and there needs to be other things to do as well, to not break the illusion of a explorable world. This is the “normal” problem movies made into games have, and I have heard that a lot of writers from script or novel writing have problem making that transition into game writing. Anyway, I think that the translation of the text into quests rather should focus on broader strokes, like the theme of the text, and on specific anecdotes, instead of trying to transfer the original story action by action into quests.


Kevin Day Difference between Mission and quest: I think Howard mentions in the introduction that he sees it only as a matter of genre difference. A fantasy game have “quest” while modern games have “missions”. I don't think that theres a defined difference, but when I was about to read the book, I was thinking about quest as a very specific thing, design vice. A quest is something the player should accomplish, but compared to the mission, in a quest the player can do other things other then the specific quest. Example, diablo 2 has quests, time splitters 2 have missions. You cannot say “I don't what to do the mission” and run away into the forest and go on a adventure in time splitter 2. The missions is all there is. The mission still has a defined goal but its the immediate things you do in order to progress in the game (you can sit in a corner and play multilayer snake, which actually was pretty fun, but thats just a side note). According to my definition, in a way a quest require a semi open world. And I also think that it has something to do with a time aspect. You usually get quests and it takes some time before you are actually able to complete them. In a mission you have to do it right away, other vice you have failed to accomplish the mission and have to restart the game.

Kevin Day

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Jul 28, 2016, 3:29:06 PM7/28/16
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That makes sense. In the end I know its just a word choice and doesn't really make a difference either way. I think the translation from other medias to games is an interesting problem to try and solve. There are many books I think would make interesting games, or at least provide some new subject matter that I feel games haven't really touched but once you start thinking about the gamification of them it breaks the message or story down due to what you mentioned. It could also be that I'm not very versed or experienced at making games haha.
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