Why do bethesda assume you want to do everything...

Post » Wed Jun 13, 2012 11:59 am

I feel like Bethesda was so terrified that the player might actually miss something that they specifically designed quests to lead you straight towards other, usually entirely unrelated, quests. This is why you can only refuse a quest 0.01 percent of the time, this is why you can find undroppable quest items for quests you've never even received, this is why your journal becomes so cluttered with stuff you don't even intend to do and you aren't even given the option of hiding those undesired entries, this is why you're practically drafted into every guild you overhear someone mumbling about. It's as though the magic compass highlighting every point of interest wasn't enough. They also had to build in what was effectively a quest arrow leading you by the nose to each and every yet undiscovered quest.

Look at Markarth: Jewelry stand lady sends you to deliver a ring to Calcelmo. This is an utterly worthless quest. You walk thirty seconds up the street and give some guy a random item. But this essentially ropes you into Calcelmo's spider killing/dwemer ruin mission. In Morthal: Idgrod has you deliver a letter to Whiterun's Danica Pure-Spring. Another worthless quest (though there's some distance at least), but it draws you into the Blessings of Nature quest. Skyrim is filled with these tiny, useless, boring quests whose only purpose seems to direct you to the real quests.

I really wonder just how many quests Skyrim would actually have if you ignored all these miscelaneous funneling quests.
You're saying this like it's a bad thing
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Wayne W
 
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Post » Wed Jun 13, 2012 9:26 am

I'd bet money that just as many people do have one character that does everything than doesn't. Heck probably more people than the one's that don't. Even some of the people that are fine with role playing also have the characters that do everything. I'm one of those people.
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NIloufar Emporio
 
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Post » Wed Jun 13, 2012 3:42 pm

Hmm... it almost sounds like you're saying that there are consequences for your character choosing not to use magic .... Also, I believe that it is possible to enter the college without joining.
Sneaking through the back and into the underforge, yup
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Mrs shelly Sugarplum
 
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Post » Wed Jun 13, 2012 5:43 pm

Sneaking through the back and into the underforge, yup

That's Whiterun
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Cheryl Rice
 
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Post » Wed Jun 13, 2012 10:05 am

Take away the lady at he entrance of the mage college and place her inside with the option of only here to see so and so.
Give us a dialogue option to bribe maybe after we declined to do something to lock us in the tb, that we pay such and such money to find out where such and such is to talk. Hell could pay something so that so and so Mets us on his terms instead of hideout.
Companions should give us the option to decline and side with the leader whos trying to get cured and many other things that someone posted.
give us the option to say no in finding that tablet or dragon situation when confronting the jarl in whiterun for seasons unending so we are not locked into the main quest or as the dragonborn.

Bah, so many others.
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Marguerite Dabrin
 
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Post » Wed Jun 13, 2012 1:21 pm

Is 'into' really the right word? I'd say more like 'towards'. Getting the DB word Walls isn't a stretch for a non-assassin in RP terms - yes you have to assassinate someone, but they are a proper piece of work to start with, and at the end of the day it's one rather unsavoury life in order to spare who knows how many more by obliterating the DB.
That doesn't really justify murder, though, particularly if you don't know there's a word wall there or know you can take out the DB that way. Couldn't you turn the person over to the authorities? That Companions think it's okay to beat people up as a way to solve problems.

The mages guild/elder scroll, big whoop, institution wants you to jump through some minor hoops before providing you with the info you need. You have to cast a spell in front of someone, that's not exactly pushing you INTO the MG questline is it?
It is when that's the first part of the MG quest line. Jumping through hoops is one thing, but joining up is another. It's like being made to join up with Harvard University if you just want to go talk with the Dean because the world is going to end.

Similarly, Esbern is hiding more or less with the thieves guild, so obviously you'll have a bit of contact with them. At no point are you cajoled or coerced into joining.
Yes you are, because that's where you're told to look, all signs point to it, and there's never any indication that the information can be found another way other than by joining. It doesn't help either that the TG contact accosts you the moment you enter the city.

Honestly, I don't think every questline should be entirely insulated from one another.
There's a difference between questlines not being insulated from each other and being forced to start them. The MQ interacting with the thieves guild and mages guild is fine, but there's a lack of reasonable choices when dealing with them considering characters may be neither a mage or a thief. Oblivion had you interacting with the Mages Guild for its MQ, but it didn't force you to sign up. I believe Morrowind had you interacting with the guilds too, also without requiring you to join up.
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Racheal Robertson
 
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Post » Wed Jun 13, 2012 9:27 pm

I intend to do everything in a single playthrough and then never play the game again, so I have no issue with the lack of consequences for actions. If we're talking about role-playing consistency, then I look at it this way...my character does whatever is necessary to obtain the best result from a situation. If helping somebody reaps the best reward then I'll help them, but if killing them reaps the best reward then I'll kill them. Whether good or evil, the choices I make will always serve my best interest. I even used to play this way in D&D when I was a kid, and I think it was refered to as having a "chaotic/neutral" alignment.
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Frank Firefly
 
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Post » Wed Jun 13, 2012 8:28 pm


That doesn't really justify murder, though, particularly if you don't know there's a word wall there or know you can take out the DB that way. Couldn't you turn the person over to the authorities? That Companions think it's okay to beat people up as a way to solve problems.

there's a rumour going round that this kid is trying to summon the DB. By stealing their thunder, that's bound to get their attention. Your only going to find them if they make contact with you, after all. And turn who over to the authorities, the little kid who they probably wouldn't take seriously, the assassin who would fight to the death or the unsavoury type, who is a nasty bugger but sadly within the bounds of the law?

It is when that's the first part of the MG quest line. Jumping through hoops is one thing, but joining up is another. It's like being made to join up with Harvard University if you just want to go talk with the Dean because the world is going to end.

considering the resentment and ill-will not just towards the college, but mages in general, that prevails throughout the whole province, your surprised they have such a vetting process for who they do and don't let in? "Hey, you are a complete stranger in a land that hates us, come in, come in!" see what I mean? You cast a spell and make the right noises, or tell them your dragonborn. How does that not make sense?


Yes you are, because that's where you're told to look, all signs point to it, and there's never any indication that the information can be found another way other than by joining. It doesn't help either that the TG contact accosts you the moment you enter the city.

so it's a surprise you have to ingratiate yourself to a certain degree with an illegal organisation in order to pass through their lair? Really?

There's a difference between questlines not being insulated from each other and being forced to start them. The MQ interacting with the thieves guild and mages guild is fine, but there's a lack of reasonable choices when dealing with them considering characters may be neither a mage or a thief. Oblivion had you interacting with the Mages Guild for its MQ, but it didn't force you to sign up. I believe Morrowind had you interacting with the guilds too, also without requiring you to join up.

you aren't joined up to either the MG or TG until you go and talk to so and so in both cases. You've blagged your way past the gatekeeper if you don't follow through with what they tell you to go and do. Nothing more. Hardly forcing one into doing the questline is it?
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Courtney Foren
 
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Post » Wed Jun 13, 2012 5:21 pm

...I didn't find any problems with this on my first, "good" character. Run into a Daedric quest that says "do bad thing"? Say "no", and move on. Khajit in the streets of Solitude says "Hey, sabotage the lighthouse for me!" Uh, NO. Pretty simple.

But you can't say "no". All you can do is ignore the quest you were already given. Thus the game assuming you are going to complete it.

Personally i don't mind quest entries in the journal that i'm not going to complete (i have the quests i am going to complete marked, and the compass modded so that it doesn't show quest arrows), but i do understand why some people do.
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xxLindsAffec
 
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Post » Wed Jun 13, 2012 8:39 pm

You're saying this like it's a bad thing
It is. The quests are not only banol, but they're blatant attempts to guide the player in certain directions. This minimizes discovery and serves to undermine true player agency. They aren't undertaken because the player, through their own agency, sought them out, but because the game is constantly reminding you of all the content you have yet to complete.

If the game is designed in such a way as to compel exploration and discovery because the world is, in and of itself, interesting and worth the examination, then one need not use transparent contrivance to goad the player into participating. This is why Skyrim's stories so often fall flat. There is little incentive for completion beyond completion itself. Quests offer few choices, fewer consequences, and most fail even to provide compelling linear narratives.
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Alexandra walker
 
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Post » Wed Jun 13, 2012 3:30 pm

there's a rumour going round that this kid is trying to summon the DB. By stealing their thunder, that's bound to get their attention. Your only going to find them if they make contact with you, after all. And turn who over to the authorities, the little kid who they probably wouldn't take seriously, the assassin who would fight to the death or the unsavoury type, who is a nasty bugger but sadly within the bounds of the law?

considering the resentment and ill-will not just towards the college, but mages in general, that prevails throughout the whole province, your surprised they have such a vetting process for who they do and don't let in? "Hey, you are a complete stranger in a land that hates us, come in, come in!" see what I mean? You cast a spell and make the right noises, or tell them your dragonborn. How does that not make sense?

so it's a surprise you have to ingratiate yourself to a certain degree with an illegal organisation in order to pass through their lair? Really?

you aren't joined up to either the MG or TG until you go and talk to so and so in both cases. You've blagged your way past the gatekeeper if you don't follow through with what they tell you to go and do. Nothing more. Hardly forcing one into doing the questline is it?

Firstly, it's very annoying when someone quotes someone then replies within the quote. It's kinda hard to follow.

Secondly, I couldn't agree more with everything you said.
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Jessica Raven
 
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Post » Wed Jun 13, 2012 10:17 pm

It is. The quests are not only banol, but they're blatant attempts to guide the player in certain directions. This minimizes discovery and serves to undermine true player agency. They aren't undertaken because the player, through their own agency, sought them out, but because the game is constantly reminding you of all the content you have yet to complete.

If the game is designed in such a way as to compel exploration and discovery because the world is, in and of itself, interesting and worth the examination, then one need not use transparent contrivance to goad the player into participating. This is why Skyrim's stories so often fall flat. There is little incentive for completion beyond completion itself. Quests offer few choices, fewer consequences, and most fail even to provide compelling linear narratives.

This.
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Nick Jase Mason
 
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Post » Wed Jun 13, 2012 10:32 pm

...of course, much of this debate is off the wild assumption that everyone plunged straight on with the MQ before exploring the rest of the world...
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Sophh
 
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Post » Wed Jun 13, 2012 9:58 pm

But you can't say "no". All you can do is ignore the quest you were already given. Thus the game assuming you are going to complete it.

Personally i don't mind quest entries in the journal that i'm not going to complete (i have the quests i am going to complete marked, and the compass modded so that it doesn't show quest arrows), but i do understand why some people do.

It has already been said that you can exit out of conversation before the quest is given, essentially saying no to the quest.

Evidently, as demonstrated by yourself, this is one situation where playing on a PC is much more beneficial.

It is. The quests are not only banol, but they're blatant attempts to guide the player in certain directions. This minimizes discovery and serves to undermine true player agency. They aren't undertaken because the player, through their own agency, sought them out, but because the game is constantly reminding you of all the content you have yet to complete.

If the game is designed in such a way as to compel exploration and discovery because the world is, in and of itself, interesting and worth the examination, then one need not use transparent contrivance to goad the player into participating. This is why Skyrim's stories so often fall flat. There is little incentive for completion beyond completion itself. Quests offer few choices, fewer consequences, and most fail even to provide compelling linear narratives.

You are not forced to do quests unless you choose to do a quest that essentially leads into another, and even then you can just let it sit in your journal. You can go exploring and never do a single quest if you like. The only quest you are forced to do in it's entirety is Unbound. Once that is over, you're free to do what you want. You need never do another quest again if you choose
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Frank Firefly
 
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Post » Wed Jun 13, 2012 2:27 pm

You are not forced to do quests unless you choose to do a quest that essentially leads into another, and even then you can just let it sit in your journal. You can go exploring and never do a single quest if you like. The only quest you are forced to do in it's entirety is Unbound. Once that is over, you're free to do what you want. You need never do another quest again if you choose
You weren't forced to grind for attribute multipliers in Morrowind and Oblivion despite it stunting your character's growth, you weren't forced to jump everywhere you walked despite it being a faster means of travel than running, you weren't forced to use fast travel even when a quest requires you to travel from one corner of the map to the other, you weren't forced to take the emperor's amulet to Jauffre. You are rarely forced to do anything. That does not mean, however, that the game doesn't strongly incentivize certain behavior, either because it improves your character's abilities or because it matches your character's motivations or because the world at large can't stop shutting up about the bard's college in solitude. Design of this nature should be minimized at the least, eliminated at best.
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Mimi BC
 
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Post » Wed Jun 13, 2012 2:02 pm

...of course, much of this debate is off the wild assumption that everyone plunged straight on with the MQ before exploring the rest of the world...

You'd be surprised. I've had friends who told me they rented the game, played for a couple hours, and then gave up on the way to High Hrothgar because they couldn't deal with the frost troll. If you get to High Hrothgar within two or three hours, you haven't been doing much exploration.
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John Moore
 
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Post » Wed Jun 13, 2012 10:48 am

It has already been said that you can exit out of conversation before the quest is given, essentially saying no to the quest.
Not when it's not apparent a dialog will give the quest, like rumors. Not when the conversation is marked as inescapable. Not when the quest is given before you have a chance to respond. Not when the quest is triggered just by being near people who are talking. Not when a quest is started just by reading a benign-looking book. Not when you get a quest by picking up a random item (which you then can't drop).
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sam westover
 
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Post » Wed Jun 13, 2012 7:42 pm

I think Todd Howard (or someone else at Bethesda) is the same kind of gamer, because I do get the impression that the devs expect everyone to play that way. It is true you do not have to, and I certainly do not, but I do feel that is the mind set Bethesda has when it comes to their main quest lines.

I get so tired of hearing people say my character is evil because I did the Daedric quests. You don't have to do the Daedric Quests. They even give you a chance to disengage the quest or work against the Daedra in some cases.

What does piss me off is that I have to join the companions just to get access to the fire breath shout, otherwise that dungeon is locked off. So I join them to get the shout and leave the mercenary scum alone, or in some cases complete the questline and kill them all. I hate mercenaries.
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LuCY sCoTT
 
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Post » Wed Jun 13, 2012 10:25 am


You weren't forced to grind for attribute multipliers in Morrowind and Oblivion despite it stunting your character's growth, you weren't forced to jump everywhere you walked despite it being a faster means of travel than running, you weren't forced to use fast travel even when a quest requires you to travel from one corner of the map to the other, you weren't forced to take the emperor's amulet to Jauffre. You are rarely forced to do anything. That does not mean, however, that the game doesn't strongly incentivize certain behavior, either because it improves your character's abilities or because it matches your character's motivations or because the world at large can't stop shutting up about the bard's college in solitude. Design of this nature should be minimized at the least, eliminated at best.

Character growth should be grind free, that much is true. If they haven't totally eliminated it then it is much improved from previous attempts this time around.

However, are you surprised that a game will at the very least try to tempt you into it's story arcs? Theres nothing wrong with not immediately delivering that amulet to jauffre for example. Maybe your character was a dodgy type and wanted to try and sell it. Maybe they just didnt fancy round 2 with the mythic Dawn.

Similarlyin skyrim, maybe your character does actually split up with the other guy after the cave, doesn't get to riverwood, ergo isn't asked to take a message to whiterun - the MQ isn't started. Maybe they just think 'screw whiterun, deliver your own message'.

No questline starts in such a way as to break immersion if you don't plow on with it straight away.
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Sabrina Schwarz
 
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Post » Wed Jun 13, 2012 2:29 pm



You'd be surprised. I've had friends who told me they rented the game, played for a couple hours, and then gave up on the way to High Hrothgar because they couldn't deal with the frost troll. If you get to High Hrothgar within two or three hours, you haven't been doing much exploration.

Not surprised at all actually. There's myriad ways to approach the game, not everyone will play the same way. One will plunge straight on with the main quest, another will break off and start something else (MG or companions for example) whilst yet another will go naked rock climbing.
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SaVino GοΜ
 
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Post » Wed Jun 13, 2012 9:19 pm

You weren't forced to grind for attribute multipliers in Morrowind and Oblivion despite it stunting your character's growth, you weren't forced to jump everywhere you walked despite it being a faster means of travel than running, you weren't forced to use fast travel even when a quest requires you to travel from one corner of the map to the other, you weren't forced to take the emperor's amulet to Jauffre. You are rarely forced to do anything. That does not mean, however, that the game doesn't strongly incentivize certain behavior, either because it improves your character's abilities or because it matches your character's motivations or because the world at large can't stop shutting up about the bard's college in solitude. Design of this nature should be minimized at the least, eliminated at best.

Wait... I thought people complained because there wasn't incentive to do certain things, now you're saying there is plenty of incentive. Sounds to me like not all of us are playing the same game.

Not when it's not apparent a dialog will give the quest, like rumors. Not when the conversation is marked as inescapable. Not when the quest is given before you have a chance to respond. Not when the quest is triggered just by being near people who are talking. Not when a quest is started just by reading a benign-looking book. Not when you get a quest by picking up a random item (which you then can't drop).

I treat all those as curiosities, of a sort. If my character gets curious about them, he'll pursue the quest. If he doesn't, he ignores them. So what if they sit in my journal? If I choose not to get involved in the civil war, am I to avoid any and all uniformed soldiers so I don't get the miscellaneaous quests to join either Imperial Legion or Stormcloaks? No, it's inevitible that you will pick up quests in your journey, put up with it.
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Undisclosed Desires
 
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Post » Wed Jun 13, 2012 5:24 pm

Not surprised at all actually. There's myriad ways to approach the game, not everyone will play the same way. One will plunge straight on with the main quest, another will break off and start something else (MG or companions for example) whilst yet another will go naked rock climbing.

:lol:
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Prisca Lacour
 
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Post » Wed Jun 13, 2012 8:20 pm

However, are you surprised that a game will at the very least try to tempt you into it's story arcs? Theres nothing wrong with not immediately delivering that amulet to jauffre for example. Maybe your character was a dodgy type and wanted to try and sell it. Maybe they just didnt fancy round 2 with the mythic Dawn.

Similarlyin skyrim, maybe your character does actually split up with the other guy after the cave, doesn't get to riverwood, ergo isn't asked to take a message to whiterun - the MQ isn't started. Maybe they just think 'screw whiterun, deliver your own message'.

No questline starts in such a way as to break immersion if you don't plow on with it straight away.
The game does not tempt you with it's stories, it tries to egg you into completing them. It constantly reminds you of the guilds you've yet to join, both through NPC dialogue and through the journal that updates if it even thinks it might have overheard something. A tempting story is both compelling in content and in the methods of completion available to the player. It doesn't require the rest of the world to redirect the player back towards quests they might have missed or avoided. If they missed a quest it's because they weren't driven to explore the area in which it is received. The only thing that should be required then, is a more compelling reason to explore that area. Fetch quests devoid of any real context or consequence are not compelling reasons.
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Jonny
 
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Post » Wed Jun 13, 2012 5:06 pm

But you can't say "no". All you can do is ignore the quest you were already given. Thus the game assuming you are going to complete it.
Yes, you can, they appear more often than not really. Yes, the quest still appears in the journal but I really don't get why that's such a big problem because it always worked that way.
It is. The quests are not only banol, but they're blatant attempts to guide the player in certain directions. This minimizes discovery and serves to undermine true player agency. They aren't undertaken because the player, through their own agency, sought them out, but because the game is constantly reminding you of all the content you have yet to complete.

If the game is designed in such a way as to compel exploration and discovery because the world is, in and of itself, interesting and worth the examination, then one need not use transparent contrivance to goad the player into participating. This is why Skyrim's stories so often fall flat. There is little incentive for completion beyond completion itself. Quests offer few choices, fewer consequences, and most fail even to provide compelling linear narratives.
These "transparent contrivances" are a way to compel exploration. The player won't just go and explore by themselves, they kinda need a guide for that, a path to start off with. These quests provide just that.
This is a similar thing than the quest arrows, both of them are complained about because they ruin exploration. How, in both cases you know the destination, but that's about it, if your goal is in another city entirely you still have to walk there, you still have to find the way, you still have to get there.
And it was mentioned before, you are not forced to continue with this quest.

They haven't missed a quest because they had no compelling reason to explore, could it be because they couldn't find it? You say this like Skyrim is missing in content, which is completely untrue.
In other words: EXPLORATION DOESN'T WORK THAT WAY!
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Louise Dennis
 
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Post » Wed Jun 13, 2012 9:47 pm

Skyrim isn't missing in content, it's missing in compelling content.
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Kim Bradley
 
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