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So think Bioware will focus on story? Or go all DA:I and make a bunch of dead storyless content?


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#251
pdusen

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That this can happen at all is the problem with story-focused games.


Uh... That can happen even in games without a strong story focus. It's just a fact of the player not being omnipotent. You want something (whether it's a story or a combat strategy or whatever) to work out one way, but circumstances you didn't predict occur and it goes a different way.

#252
myownchris

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I expect EA and Bioware learn that Story-based games is the thing right now, look at how success Telltale, and Mass Effect also being Game of The Year because of it's story-rich gameplay. I believe that people seek something where they can be their 'alternate' self and if ME:A. If EA could fulfill their needs to do that, it will blast. I just want more personal storyline and you could just play it like The Sims, but with action, but it would close the market to the action-seeker players. So let just wish for the best on ME:A, and more diversity, more personal options, more exploring options (rather than just shoot and go) and more freedom of playing!



#253
Cyonan

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I'm pretty sure it was a documented feature at release. If you hit only two targets with chain lighting, you would temporarily paralyze them.

And the upgraded abilities weren't actually tied to the DLC. They just arrived at the same time. The ability changes were in Patch 10.

 

To be honest I don't remember it applying the paralyze status effect at launch either.

 

It seems like it would be pretty OP if it did and would likely be in need of a nerf given how spammable Chain Lightning is.



#254
tanerb123

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Bioware stopped caring about story long ago.


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#255
RoboticWater

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Exactly the right place to draw attention to their deficiencies.

Or would you prefer this forum be an echo-chamber?

Draw attention to their deficiencies, yes. Dismiss their innovations as failures, no.

 

That still doesn't change the fact that any definition of BioWare that marginalizes their most popular franchise (or second most; I'm not about to scrounge up the numbers between it and DA) is inaccurate.


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#256
Sylvius the Mad

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If you don't like a story-focused games don't play them. Seriously. I prefer strong narrative games because I always though most RPGs had sh!t stories and I prefer my RPGs (pen and paper) to be more than dungeon crawls.

You're arguing against a position I'm not advancing.

Tabletop RPGs are often great stories, but those stories are character-driven. CRPGs can't do that because the developers don't know anything about the main character. As such, the story needs to be emergent, not authored. It arises from the player's choices, and through the consequences of the mechanics.

Those can still be great stories, but the story each player discovers will be different. Each playthrough of the same game should have the potential to produce a different experience.

The more tightly woven the game's authored narrative, the less true that becomes.

The market has been changing before you for decades now it can't be a surprise that this is where RPGs are headed. Your crusade to stop this from happening has failed.

I fail only when I stop fighting. Defining my success or failure based on what other people do is lunacy.

Bioware is NOT going back to BG or NWNs or even DA:O. At least not anytime soon.

Except they did. They made DAI, which is their best release since NWN (and possibly their best since BG, and possibly their best ever). I love DAI. If DAI is any indication, BioWare is heading in exactly the direction I prefer.

There's way more game than there is story. The protagonist is a blank slate. They've reduced the incidence of cinematics, even reintroducing non-cinematic conversations for the first time since NWN.

It's not perfect, but it's marginally better than DAO and vastly better than anything else they released in the KotOR to ME3 period.

#257
Silcron

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Well, regarding DAI, my greatest problem with it was that in most of the zones you did nothing of note. The justifications for going there were weak at first and as we cleared the areas, well, there was nothing there that needed me. Inquisition troops could have done it all by themselves.

It does feels like a shallow mmo, and tbh my expectations before launch were from an mmo. I wanted the optional areas to feel like SWTOR, to have an storyline of their own just like each planet had one that worked aside the main storyline of your character. That's what I loved about SWTOR, I can have my SP while going along with a friend, and the planets offered a coop story for us to do together.

Aside from that the chapters or missions in DAI are fine, the problem is that as a whole they don't work together. The pacing is horrible, and that's without taking into account the hours that can be between main missions. By this I mean, that after you get to Skyhold the story looses all tension and the only thing it progresses is the gradual revelation of Corypheus as a joke. The great mastermind with so many troops and agents to be on so many places and it gets thoroughly defeated every single time except 2. One because you weren't there (mage and templar missions), and the other one is when he marches on Haven, the only move in the entire game in which he seemed to actually take his plan seriously. After that second act we get our climax, with big lore revelation on top. Genuine yay! What do you mean there more? You mean the epilogue? Like the party at Denerim at the end of DA:O?...Final boss fight?...oh right Cory... :o So it turns out Cory is actually powerful and why didn't he just lift Skyhold and drop it? Why didn't he use all that amazing power to just crush us? Oh I guess we're ending and the true villain was Solas. Ok.

And this might be personal but the gameplay was just boring, and attemp to make it more like a CRPG but without implementing actual CRPG mechanics.

Is it a horrible game? It's ok, but it's worse than its predecessors (yes, I prefer DA2, even with its third act beating you on the head with Mages and Templars).

So if they're going to have a focus on exploration for ME:A I'd rather they take a different approach than DA:I. Put interesting sidequests that compells us to explore the map. They don't even have to take place in cool areas, just something like in the way to complete that sidequest we may see something that draws our attention, hinting other interesting places in the map. Or, here's an idea, we could go explore the whole map, then get the sidequest and hey, we have inadvertedly completed some.

I don't need everything to be full of content, the desert map at night in DAI. I would have prefered actual bioware storyline with the reason we go there but I'd leave the rest as it is, even if there are large expanses without anything. Why? Because it was highly atmospheric, and you could actually see points of interest to go to. With this said, I think it won't come as a surprise that my favourite area in DA:I is Descent (technically several, but I count it as a vertical, singular area), if only the last seconds didn't ****** me off.
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#258
Cyonan

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You're arguing against a position I'm not advancing.

Tabletop RPGs are often great stories, but those stories are character-driven. CRPGs can't do that because the developers don't know anything about the main character. As such, the story needs to be emergent, not authored. It arises from the player's choices, and through the consequences of the mechanics.

Those can still be great stories, but the story each player discovers will be different. Each playthrough of the same game should have the potential to produce a different experience.

 

On this note some of the most memorable stories from games I have, have nothing to do with the main plots.

 

Like my thief in Oblivion that intentionally got himself captured in every city just so he could boast that he's broken out of every single jail in the land.


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#259
sjsharp2011

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LMAO.

 

I see players say these things and I just laugh. Gamers complain when dev change things, the complain when they don't. They complain when they keep telling stories with the same protagonist over and over . They complain when they change the protagonist. They complain when they are left with open ended endings and complain when all the lose ends are tidied up. It is impossible to please gamers.

 

I swear I suspect that some people on these forums buy bioware games just so they can complain about how bioware is ruining games.

 

If you don't like trespasser why don't you UNINSTALL IT? you don't have to play it. If you like DA:I without trespasser then either play it without or LET. IT. GO.

Want to say something along these lines on the Codemasters forums? It seems to me as if they need someone saying stuff like this to some of the users on there as well. I buy games to enjoy them but you'er right some people do like to complain about every little thing that's wrong about the game instead of focusing on what's most important which is enjoying it and having fun.


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#260
Cyonan

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Want to say something along these lines on the Codemasters forums? It seems to me as if they need someone saying stuff like this to some of the users on there as well. I buy games to enjoy them but you'er right some people do like to complain about every little thing that's wrong about the game instead of focusing on what's most important which is enjoying it and having fun.

 

To be fair, some people also like giving criticism of a game on the developer's forums. That's how BioWare knows where they can do better.

 

I'll not hesitate to talk about how DA:I lacked interesting side things to do in the zones, or how they lacked evil options which limits the range of characters you can RP, or how many of the side quests felt like generic "Get me 10 ram meat" MMO style quests. I'll also not hesitate to point out how other games have done things well, like The Witcher 3 taking a simple side quest about getting a pan for an old lady and putting an interesting story into it.

 

That doesn't mean I don't enjoy the game or think it has no upsides. The environments are beautifully crafted and the companions have plenty of excellent dialogue. Short of a few gripes, you do have a great range of little details you get to fill in about your character.

 

What it means is that I'm saying to BioWare "This is how I think you can improve upon your current formula", but I have often been called both a "complainer" and a "fanboy" over me voicing my opinion on the forums. Sometimes both over the same forum post, oddly enough.

 

The only way BioWare does better is when we tell them that they're messing up. I think everybody, even the developers themselves, want the games to be better, and there's always room to do better. I have criticism for every game I've ever played, even Half-Life 1 which is my favourite game of all time.



#261
RoboticWater

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On this note some of the most memorable stories from games I have, have nothing to do with the main plots.

 

Like my thief in Oblivion that intentionally got himself captured in every city just so he could boast that he's broken out of every single jail in the land.

DA:I (and every other BioWare game I've played) doesn't even facilitate that kind of storytelling. If BioWare want these sorts of memorable stories, they need to focus more on systems and interaction. All those "awesome Skyrim stories," are built upon randomness and domino-style AI interactions. I don't know if BIoWare is devoted enough to that concept to build their entire gameplay around it.


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#262
sjsharp2011

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To be fair, some people also like giving criticism of a game on the developer's forums. That's how BioWare knows where they can do better.

 

I'll not hesitate to talk about how DA:I lacked interesting side things to do in the zones, or how they lacked evil options which limits the range of characters you can RP, or how many of the side quests felt like generic "Get me 10 ram meat" MMO style quests. I'll also not hesitate to point out how other games have done things well, like The Witcher 3 taking a simple side quest about getting a pan for an old lady and putting an interesting story into it.

 

That doesn't mean I don't enjoy the game or think it has no upsides. The environments are beautifully crafted and the companions have plenty of excellent dialogue. Short of a few gripes, you do have a great range of little details you get to fill in about your character.

 

What it means is that I'm saying to BioWare "This is how I think you can improve upon your current formula", but I have often been called both a "complainer" and a "fanboy" over me voicing my opinion on the forums. Sometimes both over the same forum post, oddly enough.

 

The only way BioWare does better is when we tell them that they're messing up. I think everybody, even the developers themselves, want the games to be better, and there's always room to do better. I have criticism for every game I've ever played, even Half-Life 1 which is my favourite game of all time.

I do agree and there are areas they can improve I agree and there always will be but there are some people that do take their complaining a little too far and I have to admit it can get tedious when that happens. There are quite a few on the Codemasters forums of late that have been. And they wonder why there's such a high turnover of community managers on that site.



#263
Cyonan

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DA:I (and every other BioWare game I've played) doesn't even facilitate that kind of storytelling. If BioWare want these sorts of memorable stories, they need to focus more on systems and interaction. All those "awesome Skyrim stories," are built upon randomness and domino-style AI interactions. I don't know if BIoWare is devoted enough to that concept to build their entire gameplay around it.

 

It can happen, but as BioWare likes to focus on telling a story it's pretty rare.

 

I have some views about Carth in KotoR that don't line up with the whole "He's useless" I've seen other people talk about around here, because I remember him being a complete badass and soloing an entire squad of Sith soldiers after the rest of my party got wiped quickly. There's just no focus on it, so the little stories don't really pop up as much.

 

The permadeath of the older games also can help to create these stories, despite my not liking how games like Baldur's Gate worked with it(mostly a fault of D&D mechanics and characters being stupidly squishy at low levels).


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#264
MrFob

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I think not every game needs to be the same. If Bethesda makes the more systems focused RPGs like Skyrim (haven't played FO4, so can't comment on that), BW focuses more on the story driven RPGs and CDPR makes something in the middle, I am perfectly fine with it.

 

I definitely disagree with Sylvius, who seems to think that there is one and only one right way to make these games. Diversity is great, let's keep it.


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#265
RoboticWater

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It can happen, but as BioWare likes to focus on telling a story it's pretty rare.

 

I have some views about Carth in KotoR that don't line up with the whole "He's useless" I've seen other people talk about around here, because I remember him being a complete badass and soloing an entire squad of Sith soldiers after the rest of my party got wiped quickly. There's just no focus on it, so the little stories don't really pop up as much.

 

The permadeath of the older games also can help to create these stories, despite my not liking how games like Baldur's Gate worked with it(mostly a fault of D&D mechanics and characters being stupidly squishy at low levels).

I think the easiest thing BioWare could do is copy Far Cry (and, by extension, TES games). I've heard so many stories start with "this animal came out of nowhere and almost mauled me..." and then spiral off into daring feats of dexterity or ingenious spur-of-the-moment diversionary tactics.

 

I should be able to trace an interaction chain from, say, random encounter with giant spider-> stumble into bandit outpost during fight -> jump off cliff to avoid bigger fight -> hide in nearby cave -> stumble into ancient artifact in cave -> etc. These are the fundamental building blocks of a story, but they need to be placed together to form something compelling. Right now, encounters in BoWare games are just too isolated to create these story chains. In a game like ME2, the isolation allowed the devs to create a more exciting individual experience, but in a looser game like DA:I, it just doesn't work that way.

 

Funnily enough, the closest BioWare ever got to this in DA:I was a scripted fight between a dragon and a giant. If BioWare want Skyrim's storymaking appeal, then these kind of encounters need to become ambient. Unfortunately, this runs the risk of cheapening each experience through repetition or restricting BioWare from inserting their own character reactions (see Oblivion's radiant dialog).

 

I think not every game needs to be the same. If Bethesda makes the more systems focused RPGs like Skyrim (haven't played FO4, so can't comment on that), BW focuses more on the story driven RPGs and CDPR makes something in the middle, I am perfectly fine with it.

 

I definitely disagree with Sylvius, who seems to think that there is one and only one right way to make these games. Diversity is great, let's keep it.

Certainly. However, if BioWare is intent on emulating the design of others, they should at least do it well. Preferably, they could integrate other design philosophies in ways that are harmonious with their own current ones, but I'd settle (albeit disappointedly) for outright replacement if the game itself was still good.


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#266
Sylvius the Mad

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Uh... That can happen even in games without a strong story focus. It's just a fact of the player not being omnipotent. You want something (whether it's a story or a combat strategy or whatever) to work out one way, but circumstances you didn't predict occur and it goes a different way.

It's not about whether things work out the way we'd like. It's about whether we're even allowed to attempt those strategies.

For example, during the Qunari assault on Kirkwall in DA2, we meet Meredith during the chaos. We should be allowed to attack Meredith there. Depending on Hawke's previous dealings, she might alreasy look villainous, so not being able to attack her is potentially character-breaking.

However, Act III obviously requires Meredith to be alive, so obviously we can't be allowed to defeat Meredith then. Attacking here might trigger a cinematic where guardsmen archers appear on rooftops and kill Hawke, followed by an epilogue slide (like the ones DAI has when the Herald dies during a story mission).

We shouldn't necessarily get to dictate how the game reacts to what we have our character do, but we should get to dictate how our character reacts to the other in-game events.

#267
Cyonan

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I think the easiest thing BioWare could do is copy Far Cry (and, by extension, TES games). I've heard so many stories start with "this animal came out of nowhere and almost mauled me..." and then spiral off into daring feats of dexterity or ingenious spur-of-the-moment diversionary tactics.

 

I should be able to trace an interaction chain from, say, random encounter with giant spider-> stumble into bandit outpost during fight -> jump off cliff to avoid bigger fight -> hide in nearby cave -> stumble into ancient artifact in cave -> etc. These are the fundamental building blocks of a story, but they need to be placed together to form something compelling. Right now, encounters in BoWare games are just too isolated to create these story chains. In a game like ME2, the isolation allowed the devs to create a more exciting individual experience, but in a looser game like DA:I, it just doesn't work that way.

 

Funnily enough, the closest BioWare ever got to this in DA:I was a scripted fight between a dragon and a giant. If BioWare want Skyrim's storymaking appeal, then these kind of encounters need to become ambient. Unfortunately, this runs the risk of cheapening each experience through repetition or restricting BioWare from inserting their own character reactions (see Oblivion's radiant dialog).

 

Well I don't think BioWare should go full on Skyrim, but it's nice to encourage it at times. The more open world nature of DA:I is a start to doing that, you just have to make a few tweaks here and there to really let things happen.

 

BioWare's real strength in my opinion has always been their characters, so I would say focusing on that is also good. I feel like DA:I is at its best when I'm discussing the fade with Solas or talking about how mages should be treated with Vivienne. Likewise it's at its worst when I'm out in the world doing side stuff because there just isn't much out there. The environments are beautiful, but they don't give you those stories like Skyrim does nor are they filled with interesting side quests like The Witcher 3 is.

 

Either shifting towards interesting side quests or the Skyrim style of mini-stories, I feel like they need to do something about the open world if they're insistent on keeping it.


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#268
Sylvius the Mad

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On this note some of the most memorable stories from games I have, have nothing to do with the main plots.

Like my thief in Oblivion that intentionally got himself captured in every city just so he could boast that he's broken out of every single jail in the land.

Exactly. And a more tightly woven narrative might not have allowed that.

#269
Sylvius the Mad

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DA:I (and every other BioWare game I've played) doesn't even facilitate that kind of storytelling. If BioWare want these sorts of memorable stories, they need to focus more on systems and interaction. All those "awesome Skyrim stories," are built upon randomness and domino-style AI interactions. I don't know if BIoWare is devoted enough to that concept to build their entire gameplay around it.

We should encourage them to do so.

And Baldur's Gate did produce some moments like that. It might be the only BioWare game that ever did, which is why I think it's the best BioWare game.

#270
Beerfish

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The exploration part of DAI I was fine with, the bad and frustrating quests I as not fine with. If you are going to make me traipse around every map to gather shards 1/4 of them better not be in 'trick ' positions in which the level designer stuck it there just to ****** off the player.



#271
RoboticWater

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We should encourage them to do so.

And Baldur's Gate did produce some moments like that. It might be the only BioWare game that ever did, which is why I think it's the best BioWare game.

We should as long as it doesn't hinder the other pillars of these BioWare franchises.

 

Loose systems and emergent storytelling may result in a good game, but not necessarily a good Mass Effect game or even a good BioWare game.


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#272
Elhanan

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The exploration part of DAI I was fine with, the bad and frustrating quests I as not fine with. If you are going to make me traipse around every map to gather shards 1/4 of them better not be in 'trick ' positions in which the level designer stuck it there just to ****** off the player.


I was not made to collect Shards; chose to do it for the rewards. It is optional. The only side content that felt forced to me were the Bottles of Thedas, and do contend that this quest could be improved.

For me and others, more optional content in a good thing, as it allows each Player to tailor their game as they wish.

#273
Sylvius the Mad

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We should as long as it doesn't hinder the other pillars of these BioWare franchises.

Loose systems and emergent storytelling may result in a good game, but not necessarily a good Mass Effect game or even a good BioWare game.

Some aspects of ME's design actively inhibit those. I want that known. The interrupts are a travesty.

But I continue to applaud ME's revolutionary combat interface. Putting RPG combat in a shooter interface, while maintaining a pause-and-play gameplay, was genius. That's something the ME games did extremely well.

But I don't talk about that as much, because it isn't under as much threat.

If MEA scraps the pause-to-aim mechanic, then I'll start making a lot of noise on that topic.

#274
Sylvius the Mad

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To be honest I don't remember it applying the paralyze status effect at launch either.

I used it extensively. It was terrific. And yes, OP.

It seems like it would be pretty OP if it did and would likely be in need of a nerf given how spammable Chain Lightning is.

When they nerfed DAO's magic in Patch 2, I used a mod to undo it.

I don't like ability nerfs. Yet another reason why moddability is valuable.

#275
RoboticWater

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I was not made to collect Shards; chose to do it for the rewards. It is optional. The only side content that felt forced to me were the Bottles of Thedas, and do contend that this quest could be improved.

For me and others, more optional content in a good thing, as it allows each Player to tailor their game as they wish.

But when is collecting shards ever good? If BIoWare goes to the trouble of making a structured quest, they should follow through on making that content interesting, because a game developer shouldn't be content knowingly releasing their game with lame content under the assumption that it's optional. Personally, I like to complete things to learn more about the world (or anything really), and maybe my character wants to know about these shards, so the shard quest may be compulsory. However, neither my interest in knowing things nor my roleplaying change the fact that picking up shards is inherently boring.

 

Imagine if all DA:I's side quests tasked you with pushing a bunch of big colored buttons strewn about each region (incidentally, many of DA:I's sidequests aren't very far off from this kind of design). Would you still be defending them because they're optional?

 

Also, believe it or not, but the very existence of a journal entry is a subliminal cue to the player that this activity is probably meaningful. Combine that with the promise of reward (like the one the shard quest has), and the developer may inadvertently string the player along a tedious slog for an outcome that doesn't make up for the time wasted to get there.

 
Honestly, I might be more sympathetic to this viewpoint if these kinds of boring quests were in the minority of DA:I's optional content, but this isn't the case.
 

Some aspects of ME's design actively inhibit those. I want that known. The interrupts are a travesty.

We're not idiots; we know full well that many of ME's core mechanics actively inhibit you're preferred type of RPG design. We just don't care. Mechanics like interrupts are most certainly not a travesty. They improve dialog a great deal, just not in a way that you would like.
 

But I continue to applaud ME's revolutionary combat interface. Putting RPG combat in a shooter interface, while maintaining a pause-and-play gameplay, was genius. That's something the ME games did extremely well.

But I don't talk about that as much, because it isn't under as much threat.

If MEA scraps the pause-to-aim mechanic, then I'll start making a lot of noise on that topic.

I thought you said you'd finally leave the franchise behind with the understanding that it's neither your kind of game nor was it ever trying to be.


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