90°

Killing is Too Easy

Ben "Yahtzee" Croshaw writes, "Maybe this is another of those signs of aging that have been standing out all the more to me since I turned 30, but I've been feeling more and more uneasy about all the killing people we have to do in triple-A games. I don't remember this ever being as stark an issue in the past as it seems to be now, I mean, you kill human beings in Contra on the NES without worrying about justification. Maybe it's an issue that realistic graphics brings with it."

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escapistmagazine.com
-Gespenst-4375d ago

The closer graphics get to fidelity with reality, the more responsible we have to be. Their "reality" doesn't matter. All forms of media communicate notions of how things aught to be or how the author / writer sees the world - their ingrained assumptions and preconceptions, and violence isn't exempt from this.

If we churn out games that realistically and entertainingly portray violence, we run the risk of fostering toxic ideas about violence in culture. Violence in games is deliberately created alongside carefully constructed sound design, the promise of reward thereafter, and the response of the controls, as well as the animations. We cannot forget that in reality, violence would not feel or look the same - the biorhythms are different, it would not be an entertaining experience. In violent games, violence is CONSTRUCTED in such a way as to make it fun, and it has no bearing on the actual reality of violence in physical, mental, and moral terms. We cannot allow the virtual violence of videogames somehow come to supplant the place of real violence - we cannot allow it to stand for what the reality of violence is. This becomes more and more of an issue as videogames acquire a greater power to represent reality, and reality itself is blurred. Thankfully, many of us can see past this, even intuitively, but for many others I don't think it'll be the same. I'm not saying a person would suddenly kill another person, but certainly I can see someone choosing violence in a certain scenario, and that choice being informed by the understanding and the "vicarious experience" of violence that their videogames have taught them.

It is of course a storytelling issue too. Though storytelling and narrative are inextricably linked with cultural assumption, expectation, and preconceptions. Narratives from a macroscopic level reflect a kind of progression of life on the part of the author - a kind of self-contained possibility or lifespan which carries certain messages about life and existence. A narrative is a model for a greater archetypal thing that the author expresses (sometimes unwittingly, sometimes not). Not only this, but narrative is bound up in language, and language contains and defines all our meanings. Language is necessarily political and culture-forming - it fixes boundaries on the imagination and on understanding and is a vector of assumptions about everything. When you argue the point about "ludonarrative dissonance" (that's become such a buzzword) and bemoan the lack of narrative coherence amidst ultra-violence in games, you can't claim that your argument is only concerned with narrative. For that very narrative communicates life and meaning to us on an extraordinarily deep level as I've been saying above, and is formative of culture, which is basically how we operate as humans in the world, limited in our perspectives and needing to write stories and form hypotheses about the universe around us.

Nevertheless, what Yahtzee says is a good starting point to graduate to the arguments I'm putting forward (sorry, that sounds terribly self-congratulatory and arrogant haha), and yes, I'm damn tired of playing as "heroes" that kill hundreds of dehumanised and faceless "enemies" in really fetishised and choreographed ways. It's not cool, it's not glorious, it's stupid, artistically inept, and shallow, and it's plagues videogames. It is in fact one of the reasons videogames are so stupid.

Dr Pepper4375d ago (Edited 4375d ago )

Your statement:
"Thankfully, many of us can see past this, even intuitively, but for many others I don't think it'll be the same. I'm not saying a person would suddenly kill another person, but certainly I can see someone choosing violence in a certain scenario, and that choice being informed by the understanding and the "vicarious experience" of violence that their videogames have taught them."

Interestingly enough, youth violence, in the United States, has declined as video games have gotten more realistic (the shift can be seen slightly before the mid 90s concerning youth violence). I'm not saying there is a causal link (that games make people less violent), but if what you are saying had any merit, surely youth violence would be on the rise after being exposed to such games (which most teenagers/young adults are, according to recent studies). What exactly are you backing up that statement with? Feelings? Because I could link to many articles throughout the past decade discussing the decline of violence among youth (in multiple nations), regardless of how realistic video gamers are looking.

If somebody is already mentally unstable, they could perhaps be influenced by games, as well as a whole host of other media, events, bizarre ideas, etc. But I fail to see how violence in video games would be responsible for their brain's altered state in the first place.

-Gespenst-4375d ago (Edited 4375d ago )

Well first of all I'm not just pinning this on videogames. It's anything.

Also, I don't think the decrease of youth violence somehow corresponds to the increase of graphical fidelity. If anything, it corresponds to various social factors, education, employment etc. Just because the increase in videogame graphical quality hasn't produced more violence in youths (though you can't exclude adults) doesn't mean that it can't and isn't having an effect. All it means is that other parallel aspects are perhaps operating to curb such things.

Everyone agrees on the central tenet of materialist philophy that humans are shaped by and themselves shape, their environment. This is operative on multiple levels. Our physical environment nourishes us and shapes us, and our social and cultural environment shapes us, albeit on a more subliminal level that too many people ignore - on the level of how we interpret and assign narratives to reality - how we choose to understand reality.

Games are gaining a lot of cultural and social traction these days, and as they approach ubiquity, they become more and more culturally influential and formative. Already people are fascinated with the glorified and heavily distorted portrait of war that CoD depicts. It's fetishism and choreography has spellbound people into thinking that's what war is actually like. That a grizzled soldier (proxy killer for a man in a suit) is somehow "cool" and that the jingoistic bullcrap that fills those games is somehow an accurate and righteous portrayal of global politics. We KNOW from literally thousands of examples that media in all its forms is formative of culture and opinion and assumption. Just look at early American history and beyond for chrissakes. Scholars readily admit that America as a country was "invented" by the settlers - the reality of its landscape and its natives supplanted by a "written" version that would become the true version for the settlers. I could literally go on and on, but I don't really need to explain do I?

Dr Pepper4375d ago (Edited 4375d ago )

"If anything, it corresponds to various social factors, education, employment etc."

In other words, aspects that actually significantly impact the lives of said individuals. Yet, you go on and on about video games in your initial statement, which many studies would disagree with you on.

"Already people are fascinated with the glorified and heavily distorted portrait of war that CoD depicts. It's fetishism and choreography has spellbound people into thinking that's what war is actually like."

Where are you getting this from? I know of no instances where people have been influenced by the game in such a manner, unless you refer to someone who has a warped sense of reality due to a preexisting mental condition, which even then would be hard to come by. Considering the overall view (highly negative) of current wars that the CoD games tend to mimic, I would say that people of many ages have a very clear distinction between a game and an actual conflict.

-Gespenst-4375d ago (Edited 4375d ago )

Aarrgh I wish I could communicate my argument to you a bit better, you're sort of not acknowledging it properly... I feel like if you did, you wouldn't be as against me. First of all, look beyond this example. Videogames aren't the only things operative in the manner I've described. You have to take what I've said and position it alongside ALL the other sources of such notions in popular culture. This is how it acquires it's power. No matter how you try to avoid it, the media and entertainment shape a lot of how we view the world these days.

You seem like a level-headed enough person, but you need to think about the millions of far more impressionable people, young and old. As well as that, even the most resilient person isn't impervious to cultural conditioning and social pressures.

http://planetivy.com/gaming...

http://www.reuters.com/arti...

Indeed, a childhood friend of mine compulsively buys CoD every year, is an absolute pro at it, and is currently in training. I know him well enough to know it's no coincidence - to know that CoD certainly hd something of a role to play in his decision, not to mention war films in general. All these things are simulations that for many people replace reality with their own contrived, exploitative form of reality.

Games could become perhaps the most influential of all our media to date. Not only will their graphical quality begin to blur the line between the virtual and the real, but the actual experience of holding a controller and simulating causation within the game is a highly potent experiential component. When the trigger is pushed, the gun in the game fires, the dude dies. Not only are we viewing a super convincing representation of reality, but we're actually convincingly and accurately influencing events within that representation. Many games strive to look and feel "real", and this is dangerous if what they present as "real" is in fact merely contrived to entertain and to to turn a profit through sales, and as a result is fundamentally irrepresentative of actual reality. On the surface (visually, causally) it may seem a convincing representation, but certain more subliminal structures and ques within it don't obey the same laws - sound design, animation, systems of reward, all these things are designed in a certain way to entertain, and do not represent reality. Not to mention that embedded within this wildly inaccurate representation is a jingoistic commentary on war. Seems very dangerous to me. Such biased commentary becomes intertwined with the attraction of the game's gameplay itself, and are themselves subject to distorting and biased representation, as well as glorification.

The more real games become, the more potential they have to be taken seriously and to become more culturally formative and important. To me, while games are technically mature, everything else about them is immature, and before they really gain a big cultural presence, they aught to smarten up a good bit, for they have the potential to more culturally formative than every form of entertainment media that has come before them. This isn't a matter of censorship, this is a matter of positive and responsible use of representation and language to ensure that no one gets hurt and to ensure that we don't destroy ourselves. You've constantly got to think about the big picture alongside this. I'm not just talking about games, I'm talking about games AS embedded within popular culture and the myriad other artifacts within it.

Dr Pepper4375d ago (Edited 4375d ago )

Quote:
"Not only are we viewing a super convincing representation of reality"

I honestly don't understand statements like this. Games are not super convincing representations of reality, concerning both visuals and design mechanics. I agree that some strive to be more realistic than others, but they still fall way short of a convincing replica of reality.

Quote:
"You seem like a level-headed enough person, but you need to think about the millions of far more impressionable people, young and old. As well as that, even the most resilient person isn't impervious to cultural conditioning and social pressures."

If there are so many impressionable people, then tens of millions of gamers would have reflected that notion by now. As it stands, they have not. One person or so, every year or two, may shoot up a school, in which there is virtually always some underlying psychological issue found and, sometimes, a loose connection to some of the most widely distributed games on the planet, played by millions.

I don't really want to comment on your friend, as it's not my wish to accidentally insult him. I will say that a game like Call of Duty is just that: a game. If the army is taking it and trying to use it to lure people in to join the military, then it is not the game's fault. The purpose is being manipulated. It is the fault of, let's say, naive minds that would be just as equally be persuaded by any number of things for any number of causes. That still wouldn't be the fault of the game. It could be more fair (in my opinion) to say that that is due to a poor upbringing, but I wish to stress I'm not passing judgement on your friend since I do not know him.

A quote from the article:
"It's a more relaxed environment," said Abuali, who plans to join the Army when he graduates from college. "You don't feel like you are being pressured."

Bringing in the games is not necessarily meant to show "hey this is what war is like, it's super fun!". It seems to create an environment the individual is familiar with. I'm not saying this is not manipulative, but it is not just trying to glamorize violence.

Quote:
"Seems very dangerous to me."

Until I see substantial scientific studies to back this up, which there are not despite the many times they've looked into it over nearly two decades, I simply don't know why you are so convinced of this notion. And if you're so convinced of it, how do you think it should change? Censorship? Where then do you stop? Do we ban such religious texts? Do we ban music that contains harmful lyrics? What else besides censorship should be done? As long as people are entertained by the games, they will keep buying them. Because they are simply that: entertainment. Nothing more. And what you say has been said about countless other things, including comic books decades ago. All that did was devastate the industry, it didn't stop acts of violence.

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grailly4375d ago

As always your "write-ups" are unnecessarily complicated and arrogant, but yeah, I agree.

FinalFantasyFan4374d ago

Complexity doesn't necessarily mean arrogance. But at least you didn't respond with the usual TL;DR :)
@Dr Pepper @-Gespenst-
"If the army is taking it and trying to use it to lure people in to join the military, then it is not the game's fault. It is the fault of naive minds...to say that that is due to a poor upbringing"
I'm not sure if you're aware of some of the events in videogames's past or not. In the early 90's when videogame violence was starting to rise and become apparent in the public conscience, many events led to the senate hearings that led to the creation of the ESRB and the ratings system. And although ratings helped to subdue the issue a bit, videogame violence was still a taboo, especially for the government. Then things started to change after a certain discovery at the time. More than 50% (yes, more than 50%) of those who joined the navy seals stated that their reason for doing so was socom navy seals for the PS2. This proves -Gespenst-'s point. Not long after, the pressure on videogame violence suddenly lifted. After that, the army saw the psychological value and went out of their way to produce their own 1st person shooter (I forgot what it's name was and I don't care) which was loosely based on a training simulator. They even forced themselves into E3 by sending a helicopter that descended on the show building's ceiling and made quite an unwelcome scene. So did they suddenly develop an interest for making videogames? And while they don't make videogames anymore, that's because there are a lot of bullshit "videogames" that does the job for them. I'm sure no more surveys like the socom one will ever be made again, but if one was made, I'm sure it will show similar, if not greater results. I'm also sure you realize that a lot of these 'games' users are well under the intended age rating, yet you hear no response whatsoever like the one in the early 90's. Desensitizing at an early age.

There was also another article about the desensitizing effects of these games. In the 40's soldiers showed good results in training exercises, yet when it came to actual combat, their performance was poor. That's because the training consisted of simple target shooting. No desensitizing was made. That was the beginning of desensitizing programs that led to better results (but much worse results if we're talking with the slightest bit of consciousness) in the 60's; they used targets that resembled human figures. Since then, desensitizing programs has made a lot of progress. I even heard that the military is going to use goggles with augmented reality to obscure human targets completely using abstract shapes like cubes. This aspect of these so called desensitizing programs is the obscuring of human emotions. In videogames, unlike in real life, targets don't show emotions at all, whereas in real life, a person you shoot shows a lot agony and suffering, both physically and mentally. You could see it in their eyes. Hoping that whoever is in front of them has a tiny bit of humanity left. Hoping for mercy. And if that doesn't deter whoever is in front of them from shooting again, then whoever it is has turned into a wild beast that should be exterminated, as far as anyone with a consciousness is concerned.
Another aspect is hatred. If you were trained to have complete hatred for those designated as 'enemies', whether through military specialized training you go through, or through mind conditioning through the media, entertainment, popular opinion, and everything else surrounding you at an early age, then you've also turned into a wild beast that shouldn't exist.
-Gespenst-, I really wish if there were more people like you, intelligent and aware of the real world. Seeing your comments having more disagrees than agrees is disheartening.

mossman4375d ago

The tie between video games and actual violence is a tired argument with no facts to support it. Unless there is new evidence to the contrary, let's move on.

dumahim4375d ago

I just don't get the whole argument. If you're bothered by excessive killing, don't do it. In The Last of Us, in many areas you can sneak your way through and in sections you can't, they're out to kill you so your use of violence is justified. It's not like you're just out there killing people for the hell of it or because you can. As the player, you have some role in how you play the character. Use the free will that is given to you, and if you don't feel you're given the freedom to do what you want, don't play it.

I don't even get his point about killing the guy who stole the guns early in the game. It wasn't Joel who did that. Why should you feel the need to try and relate with her situation.

a_squirrel4375d ago

Violent video games are a symptom of a violent culture.

grailly4375d ago

I mostly agree with yatzhee, but I don't get why the last of us is his prime example. I thought it was one of the games that handled violence the best.

FinalFantasyFan4375d ago

I don't know how you see it "handled violence the best." There was a hypocritical air about, as was mentioned in the article. Why should Joel and the others be so unnecessarily violent and kill others without even the slightest care? If it's because of the violent world they live in, then why do they go out of their way to save someone (in a very violent way)? Is it because they 'care'? That's the contradiction and hypocrisy. If someone is criminal minded like Joel, at the ending scene, you wouldn't expect him to care the slightest about sacrificing Ellie, especially if her sacrifice would bring an end to the reason why the world they live in became the way it is.
Seeing how much interest and success this game achieved, I don't expect these types of games to disappear anytime soon. I only hope there would be enough alternatives for the next generation to those looking for something with a different quality.

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290°

The Real Enemy of Gaming Isn’t DEI. It’s the CEO

From Horse Armor to Mass Layoffs: The Price of Greed in Gaming. Inside the decades-long war on game workers and the players who defend them.

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rushdownradio.net
jambola21d ago

maybe a real enemy is people who use terms like "the real enemy"
there can be more than 1 bad thing, t's not like a kids show with 1 big bad

senorfartcushion20d ago

This is very much a “dummy who volunteers themselves to the middle” comment.

The real enemy is a common phrase, people use it all the time.

Calm down.

jambola20d ago

i'm very calm
you seem very upset however

Notellin19d ago

You don't seem calm at all. Don't take this so seriously, you seem desperate responding to others defending your opinion that lacks any value or critical thought.

jambola19d ago

stop projecting
i'm not desperately dong anything, i'm tapping at keys on my keyboard bud

PapaBop19d ago

It's not like kids show with one bad guy? I present to you.. Bobby Kotick

ABizzel119d ago (Edited 19d ago )

DEI was never the problem and it was an ignorant take to begin with.

DEI is why games like Kena Bridge of Spirits, South of Midnight, and Ghost of Tsushima exist.

DEI is why we have a huge resurgence in Japanese, Chineses, and Korean developers producing games like Stellar Blade, Black Myth, and why Nintendo & Sony exist.

DEI is why more and more games have HUGE accessibility options with both Sony and MS fully behind this.

DEI was never a bad thing, the entire purpose of DEI is representation of all people, genders, disabilities, etc…

The problem was people used DEI as a default derogatory term to describe what they believed was forced representation, which allowed colorist, racist, sexist, misogynist, homophobic, and xenophobic fools to run away with the negative DEI narrative.

jambola19d ago

you don't get to decide other people's motivations
sorry to break it to you

ABizzel118d ago (Edited 18d ago )

To each their own, however, nothing you said invalidates why some people take offense to DEI incorrectly.

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Sciurus_vulgaris21d ago

Executives seem to often have an obsession with perpetual revenue growth. There is always a finite amount of consumers for a product regardless of growth. Additionally, over investment is another serious issue in gaming.

Killer2020UK20d ago

The fact that they also rarely have any real expertise in game development compounds things. They'll look at what's been successful elsewhere, lack the knowledge to properly understand why they have been successful and then force a team to 'reproduce' their badly interpreted idea of that success.

We see it so often with sequels to games that were successful too. The team are left well alone, they have a break through hit and all of sudden the money men descend on the IP and completely railroad the dev team's ideas. Usually winds up being 'make the same game but MORE'

LoveSpuds19d ago

This is true throughout all of the corporate and public sector organisations to be honest. CEO's generally move amongst the corporate world without any need to have experience of a particular industry, they simply need to rely on their senior leadership credentials. A CEO of a retail giant will just as easily transition to a CEO role in the energy sector for example.

Not defending CEOs here to be clear, I think it's a huge part of the reason the western world is so fucked up. CEOs don't need to care about the sector they work in, in fact it's better if they don't care if they want to screw everyone to make profits.

GhostScholar20d ago

Companies don’t hire executives to break even. If the goal is breaking even then why start the company in the first place.

Soy20d ago

That's understood; it's getting record profits and expecting to always beat those record profits, and seeing anything less as a total failure. Then they lay people off and raise prices to reach those record profit levels again, just to sate shareholders. It's setting expectations way too high just to spike share prices, then inevitably falling short. It's feeling entitled to being more successful than everyone else. It's the CEOs doing all this to boost their own bonuses.

ABizzel119d ago

Growth benefits the company’s profits and therefore the company’s stock if publicly traded, which pleases the shareholders making them more and more rich, which is why Growth is always at the forefront of the vast majority of any publicly traded company.

More growth = More Money and the people at the top want all the money they can get. I can’t really blame them anyone would love to see their profits go from tens of thousands to hundreds of thousands, to multi-millions it’s almost like a gambling addiction.

But it also goes to show someone how morals can go out the window for a lot of these people, and how amazing some CEOs are when they catch this early and provide a balance solution that takes complete care of their employees across the board while keeping the business sustainable IE: Insomniac Games ALWAYS on the best places to work list. The rest of the industry could learn.

jambola21d ago

honestly, the "real" enemy of gaming, is ourselves
if nobody bought horse armor, shitty dlc would have died almost overnight
if we stood firm and nobody bought games from companies that were bad with layoffs, it would be solved
we're the idiots supporting awful business practices, we are the ones enouraging it

TiredGamer20d ago

I think the reality that we don't want to convince ourselves of is that without the rise of "horse armor" and DLC, game budgets would have essentially stagnated (smaller teams/smaller games), or game prices would have risen much more dramatically than they have. There was an incessant drive for bigger worlds, infinite detail, and hundreds of hours of "gameplay" over the last two decades, that while perhaps a natural evolution of things, needed a suitable funding stream to accomplish.

HyperMoused19d ago

What...CEOs make tens of millions and that doesnt include SLT etc etc...we now have multiple editions of games, in game currency, MT's, battle passes.....and what do we get..worse game than what was coming out 20 years ago....dont drink the cool aid, its this nickel and dime crap that is absolutely leading us to gaming destruction.

senorfartcushion20d ago

This is the worst possible answer to this conundrum. Blaming the masses is blaming the only people who are constantly “told” to buy.

Consumers are the only ones not to blame here. People make their own choices all the time. Disney movies are bombing and DEInis being blamed. Has that been enough to put Disney out of business? No and it never will.

Christopher20d ago

Disagree. Businesses are able to do what they do because people are bad consumers and don't think critically about purchases. Disney got away with doing shit stuff for years and it's just the last year where people got tired of it. It's not like it didn't work for 5 years or so for Disney to do the things they've done. They'll just move onto another way to get people to see movies and it will be just as bad but more profitable until people wake up and realize it.

TiredGamer20d ago

Consumerism drives business behavior. It's not so much "blaming" as it is observing behavior. The point I'm making is that the direction that games have gone are driven by the spending. Consumers are spending on DLC and they are driving the expectation of more glitz and padded out (lengthier) games. If they continue to pay, they will continue to drive that direction until a threshold is reached that forces a change in behavior.

senorfartcushion20d ago

Corporate advertising is the most powerful force on the planet.

This is N4G for god sake, every day there are arguments between people who are Team Xbox and Team PlayStation because they’ve been convinced that having an identity built on paying money to Sony and Microsoft matters more than having one as individual gamers who can play whatever they want.

And THEN we get to the corporate advertising part: to play whatever you want is to sink MORE into the advertising pits, making it so that you can more than one specific product.

jambola20d ago

ah you're right
they were told to buy it, it's clearly impossible to avoid that
if enough people stopped supporting, it would stop
disney not stopping would only be because enough people didn't stop

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victorMaje20d ago

Agreed. I’ve been saying for years, announce you won’t be buying the upcoming game because of the practices of the previous game, then you only have to stick to your guns once, see how quickly things change for the better.

We have to unite in what we shouldn’t purchase.

jambola20d ago

just imagine a world, fifa came out worse, nobody buys the next one until they see proof it's better and stick to it
or games being forced online for single player and nobody buys it
things would change so fast

HyperMoused19d ago

Just like scooby doo, you have shown us the real monsters are us

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Inverno20d ago

Greed and greedy people have and always will be the main issue for everything wrong in the world. Everything is a product to be exploited for monetary gain. Even when there are things that could help progress us along for the sake of making our lives easier that thing must be exploited for monetary gains. Anything that tells you otherwise is propaganda to make you complicit.

coolfool20d ago

I've never thought "DEI" (although the way most people use it doesn't match it's real definition) is the problem with games. Good games have continued to be good when they have a diverse cast, and likewise, bad games have continued to be bad. There isn't a credible example I've seen where a diverse cast has been the direct cause of a game being bad.

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70°

Why We Partnered With St. Jude Children’s Research Hospital

Matt Miller: "Every subscription to Game Informer now raises funds for St. Jude. We want you to know what that means."

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thorstein24d ago

I subscribed to this not knowing about how some of the proceeds go to St. Judes.

Really cool that some of the money goes there.

Even if people don't subscribe to the mag, it might bring people to the charity.

jznrpg24d ago

One of the main charities my wife and I donate to. They help a lot of children and being a parent of 5 children I can’t imagine what those parents go through. I’ll probably get a sub to GI because of St Jude and of course because I love video games.

80°

Dungeons and Dragons is About to Break a 6-Year Trend

Though Unearthed Arcana's content primarily consists of subclasses and spells, WOTC's latest UA drop is set to shake up Dungeons and Dragons' future.

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