Wake up, quest designers!

Post » Tue Jun 12, 2012 9:18 am

unfortunately they're doing the mmo,
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Steeeph
 
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Post » Tue Jun 12, 2012 10:29 am

OP I totally agree, after 3-4 play throughs the game starts to feel more like a FPS exploration game then an RPG and for me it's the consequence factor. While playing my evil Orc war-lord I would like to be able to walk into town(any town) and have a sense of the towns people fearing me, or my ranger who is an exceptionally good character feeling praise as he walked through town.( I may catch some flack for this) Fable did a great job of this, if you where rather evil not only did your appearance change but the way the towns folk reacted to you changed as well, and it was the same for playing the "good guy" but Skyrim lacks this and it's too bad. Just giving the player this little sense of "being" in the game adds so much to RPGing IMO and I would lose myself even more in the world of Skyrim if I felt that I was making a change( even a little bit of a change).
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Jay Baby
 
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Post » Tue Jun 12, 2012 10:47 am

Well thought post op :goodjob:
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Louise Lowe
 
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Post » Tue Jun 12, 2012 9:27 am

( I may catch some flack for this) Fable did a great job of this, if you where rather evil not only did your appearance change but the way the towns folk reacted to you changed as well, and it was the same for playing the "good guy" but Skyrim lacks this and it's too bad.
(Here's your flack, ha.) While I do absolutely agree that Skyrim needs more observable consequences of your character's moral alignment, I don't think that Fable is the best game to refer to. Does asking your childhood love to leave his current lover and marry you instead really sound all that ethically repulsive? 'Course not! It's not exactly the nicest thing to do, but it's certainly nowhere near 'evil'. And yet that exact situation occurs in Fable 3 and, yes, it earns you a whole heap of negative karma. It's difficult to roleplay a character effectively when the game keeps thrusting its own ideas of morality on you. Skyrim neglects to give you the impression that your responses to moral dilemmas really mean anything, but at least it doesn't have you walking around with black wings and devil horns because your concept of good and evil conflicts with that of its developers.
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Syaza Ramali
 
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Post » Tue Jun 12, 2012 1:58 am



I know what you're saying Smokeyman, and I like games like that too, but let us have a game where we can use our imagination. This message board has lots of posts by people who are creating their own unique stories in Skyrim. I don't know if it was the devs intention, but you certainly get the tools to be creative in that respect.
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Josh Lozier
 
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Post » Tue Jun 12, 2012 6:06 am

I know what you're saying Smokeyman, and I like games like that too, but let us have a game where we can use our imagination. This message board has lots of posts by people who are creating their own unique stories in Skyrim. I don't know if it was the devs intention, but you certainly get the tools to be creative in that respect.

:shrug: Everybody wants something different than everybody else, that's a true fact . Well if it happens, it wouldn't be for years until the next TES came out, anyway. So you're pretty set as far as being able to play Skyrim your preferred way. I've got a few hectares of land in nord country that I haven't seen yet, and a couple dungeons that haven't been cleared, but once that's done, I don't see myself playing it a whole lot longer, as I prefer games that both provide a nice world to look at, and some variation in how it can played. Not variation I have to make up on my own out of whole cloth, but variation already baked into the cake. Played New Vegas around 900 hours, doubt Skyrim will see half of that, for that very reason. Thank goodness Diablo 3 is near!
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Stryke Force
 
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Post » Tue Jun 12, 2012 2:25 am

-implying beth is doing the mmo-


Zenimax Online != Bethesda Softworks.
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Rachell Katherine
 
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Post » Tue Jun 12, 2012 10:05 am

OP: AMEN!
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Timara White
 
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Post » Tue Jun 12, 2012 8:46 am

I agree, even fallout 3 and new vegas had choice and consequnces, seems like a huge downgrade in that department
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Ridhwan Hemsome
 
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Post » Mon Jun 11, 2012 11:31 pm

Look how broken quests are with just 1 possible outcome. Having a single quest have 3 outcomes would be a mess.
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Paula Rose
 
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Post » Tue Jun 12, 2012 9:06 am

(Here's your flack, ha.) While I do absolutely agree that Skyrim needs more observable consequences of your character's moral alignment, I don't think that Fable is the best game to refer to. Does asking your childhood love to leave his current lover and marry you instead really sound all that ethically repulsive? 'Course not! It's not exactly the nicest thing to do, but it's certainly nowhere near 'evil'. And yet that exact situation occurs in Fable 3 and, yes, it earns you a whole heap of negative karma. It's difficult to roleplay a character effectively when the game keeps thrusting its own ideas of morality on you. Skyrim neglects to give you the impression that your responses to moral dilemmas really mean anything, but at least it doesn't have you walking around with black wings and devil horns because your concept of good and evil conflicts with that of its developers.

Yes the transformation in appearance is cartoony, let me try again. It's the reaction from NPC's that impressed me, or how your dog would react, if you where evil everyone would go out of their way to avoid you and shop keeps would have a quiver in their voice while making you transaction, your dog would growl,snap,or pee on everyone or flat out chase em.While playing a good character everyone would flock to you, the fair maidens would swarm you, and your dog would run off and play with the kiddies the min. you walked into town or it would roll over for a belly rub etc... If just a little bit of this was present in Skyrim I would feel more immersion in my RPing.But the fact that I can walk into Whiterun as my evil Orc and destroy the entire place( except essentials) then stroll on over to Rorikstead and have the towns folk act the same as they always did is kind of a let down.
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An Lor
 
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Post » Tue Jun 12, 2012 6:24 am

(Here's your flack, ha.) While I do absolutely agree that Skyrim needs more observable consequences of your character's moral alignment, I don't think that Fable is the best game to refer to. Does asking your childhood love to leave his current lover and marry you instead really sound all that ethically repulsive? 'Course not! It's not exactly the nicest thing to do, but it's certainly nowhere near 'evil'. And yet that exact situation occurs in Fable 3 and, yes, it earns you a whole heap of negative karma. It's difficult to roleplay a character effectively when the game keeps thrusting its own ideas of morality on you. Skyrim neglects to give you the impression that your responses to moral dilemmas really mean anything, but at least it doesn't have you walking around with black wings and devil horns because your concept of good and evil conflicts with that of its developers.

Yes the transformation in appearance is cartoony, let me try again. It's the reaction from NPC's that impressed me, or how your dog would react, if you where evil everyone would go out of their way to avoid you and shop keeps would have a quiver in their voice while making you transaction, your dog would growl,snap,or pee on everyone or flat out chase em.While playing a good character everyone would flock to you, the fair maidens would swarm you, and your dog would run off and play with the kiddies the min. you walked into town or it would roll over for a belly rub etc... If just a little bit of this was present in Skyrim I would feel more immersion in my RPing.But the fact that I can walk into Whiterun as my evil Orc and destroy the entire place( except essentials) then stroll on over to Rorikstead and have the towns folk act the same as they always did is kind of a let down.
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Emily Martell
 
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Post » Tue Jun 12, 2012 8:55 am

All quests are essentially going to be "go to place X and do Y" it's all a means of making them appear more dynamic.
  • Quests that give the player a decision to make where choices aren't always easy to make. The quest with Saadia is a good example. The player has to make a choice that decides her fate but the truth of the situation is not fully revealed to the player so it's made some good conversation in forums about who made what choices.
  • Quests that out of the ordinary (not killing somebody/something). The stolen painting quest in Oblivion was memorable because of how different it was.
  • Quests that ruin/create relationships. I initially admired Delphine's dedication when I encountered her in Skyrim only to get upset with her and walk away once I realized she wanted to play me like a puppet to do her bidding. It's nice to have some quests that change the world around them in some way either by accessibility to some places... being banned from others.. making new friends and enemies.
The quests need to be a mixture of different elements and formulas to make for a more fluid world.
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Scotties Hottie
 
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Post » Mon Jun 11, 2012 11:57 pm

Well, with Skyrim, Bethesda did a beautiful job in putting more variety and detail into the game world, and dungeons. T'was a big complaint with Oblivion. (Love to see what an Ayleid Ruin would look like in the new graphic scheme!) So with TES VI, Bethesda should concentrate on improving quest story lines, seeking more depth within the writing and graphic execution of each tale. But they may need a new game engine to pull it off tho....

riting, and character development.
Quest lines (In particular, guilds) were far superior in the past games. Not only were they much better (They weren't generic), they also vastly outnumbered most Guild quest lines from Skyrim.

I agree that Oblivion/Morrowind had a bland dungeon design. While Skyrim has some more varied dungeons, almost EVERY single quest out there forces you to go to a random dungeon and reach it's end.
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Amy Smith
 
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Post » Mon Jun 11, 2012 10:44 pm

Moar Fallout 3 style quests.

Some of the Dark Brotherhood and Thieves' Guild quests were pretty good in Skyrim though. I actually like their structure too. The Companions and College force you into progression against your will.

A lot of the Daedric quests were really good too. Vermina and Malacath's probably being my favorite. Clavicus Viles would be, if Barbas would stop pushing me off cliffs.


Still, my favorite Elder Scrolls quest is probably Caius Cosades: Mission to Vivec.
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Jack
 
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Post » Tue Jun 12, 2012 1:04 pm

Quests that give the player a decision to make where choices aren't always easy to make. The quest with Saadia is a good example..
They certainly are not easy to make, nor should they be. RPGs either become classics or die out very fast, and it can all be attributed to how well it did it's quests, and how well the underlying game mechanics supported them. If I was in Bethesda's shoes, I'd take this aspect of the game very, very seriously.
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ImmaTakeYour
 
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Post » Tue Jun 12, 2012 1:14 am

If your idea of 'wildly different, multi-faceted characters' stems from being able to hit the esc button to abruptly end conversations you don't like, then I think you may be fooling yourself. Haven't you noticed that a lot of quests don't even have a 'No thank you, sod off you evil fellow' option?

[/i]

I can think of one. Hint: It was released before The Elder Scrolls 4: Oblivion but after The Elder Scrolls 2: Daggerfall...

Edit: I know the above sounded a little rude and I didn't quite mean it to be. But in response to .Joe. I really think that you're using your very active imagination to give yourself these great experiences and characters. This is a credit to you, not necessarily Skyrim or Bethesda. Think about it 'Sutclif the Ripper' will never be talked about by the people of Riften. No NPC in the game will gasp in fear as they whisper about the 'Riften Ripper', and if you commit enough murders then pretty soon Riften is a town of guards and NPCs too important for the game to risk you killing them. There's not any quest, infrastructure, faction, or in-game anything to support the idea of Sutclif the Ripper, it's all in your head, which just means that you're making up for the game's shortcomings with your great imagination.
That's what I *HATE* about this game. In Skyrim, the game doesn't care if I join the imperial legion and go around killing every imperial legion soldier that I see.There is nothing keeping track of whether the player kills every guard he meets and avoids killing bandits or what. The game is a very shallow game, that is ideally played in only one way.
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Budgie
 
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Post » Tue Jun 12, 2012 1:06 am

Every quest has the same formula. Go there, pick up an item or kill an NPC, bring it back and get rewarded by a next quest, item, stat upgrade or resources.

This x100. I was very disappointed by 99% of the quests following this type of formula. They are boring. and they have shown they can do better! There are some kickass fun quests personally my favourite quest was 'The Mind of Madness' it was interesting, great atmosphere, a cool story told while doing this quests and felt so refreshing compared to other quests. There are some more nice quests like 'A Night to remember' and 'Laid to Rest' but unfortunately they didn't do too many of interesting quests. Most follow the scheme you posted which is kinda lame.
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RaeAnne
 
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Post » Tue Jun 12, 2012 11:23 am

How about meeting an NPC in a cave, having the adventure, then moving on. The character then re-appears sporadically , maybe to save your Ass, maybe you save them, or maybe it's just another chance encounter. There's some of this, but it's so hollow in its execution, and so infrequent, that no sense of connection is made.


This made me think, do you ever see that woman again who approaches you in the wilderness after escaping from bandits at Mistwatch? Wouldn't it me interesting if you meet her again and she has a story to tell or maybe she could join you as a follower? And I've never met up again with the thief that gives me some enchanted item he stole and tells you he will be back and don't double cross him (or whatever he said). Does he actually come back for the item? I held onto it once for a short time, but ended up selling it.

EDIT: @ .joe, although I agree that you can define your character by choosing to do or not do a quest. But couldn't you even moreso define your character by doing the quest, not doing the quest, doing the quest but maybe turn on the quest giver and siding with the "target" if it was a kill npc quest, extort more reward from the quest giver, or decline the reward as you were doing a good deed, etc....?
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Alessandra Botham
 
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Post » Tue Jun 12, 2012 3:02 am

Take yourselves seriously, as the world needs you!
It's 2012 and we are still doing countless one-dimensional quests with an incentive of sorts (gear, gold, stat upgrades), and it simply won't service anymore. It's time to look at quests as a form of art - a benchmark of how good an RPG really is, rather than a "means to and end" type of filler content that's only purpose is in forcing players to explore or engage in other gameplay mechanics.

There needs to be a complete shift in priorities. Quests need to be realized in their full potential.


How Skyrim handles questing
Every quest has the same formula. Go there, pick up an item or kill an NPC, bring it back and get rewarded by a next quest, item, stat upgrade or resources. It all sends a clear message - the developers only looked at quests as a method to force players to explore. Thus, Skyrim ends up feeling like an Exploration/FPS, rather than a real RPG.

If the quests are done right, players are encouraged to explore every inch of the beautiful world in order to find chances to exhibit their character's personalty. And each new playthrough feels unique.


The untapped potential within quests
A quest is a gameplay experience defining moment. A chance to bring the NPCs and the world alive. It cannot be downplayed into this randomly generated "content" that you do for their meaningless rewards.

The thing that makes role-playing games different form other games is that they should, ultimately, be replayable. Skyrim offers none of this. All characters will eventually end up doing the same quests and all the quests have same outcomes, choices don't matter and there are no consequences to speak of. This is wrong! Lazy! We are supposed to be playing an epic role-playing game (as advertised), not an Exploration/FPS game with swords and sorcery.

Playing a role is not about min-maxing and making a character "build" (what armor type he wears and what weapon he uses). It's about how he chooses to behave in the situations the quests put him in, and about dealing with the consequences. Old games, like Baldur's Gates (1998) realized this and used a primitive alignment axis (good/evil, lawful/chaotic) that would shift as a player would choose different reactions to different quests.


Quality>Quantity
One quest that has three possible outcomes is better than 3 quests with one possible outcome. It relieves a lot of pressure from the art department as the same graphical content, voice acting and story can be reused in the form of expecting players to revisit it during multiple playthroughs. Also, if you manage to get players guessing what might've happened if he had chosen differently, you have them much more emotionally invested within that character. Everybody wins.


Summary? TLDR?
+3 points towards Evil and the hateful, fearful reaction from NPCs is an infinitely better quest reward than Iron Boots of Peerless Magicka. Here's to hoping. Maybe next time.


Do you realize that the reason why there are not that many quests or main quests is because the CK IS BUGGED?!

The only stuff you can do right now is implement some new items play with the Stuff and create some new dungeons or the like , plain stuff , some more expert can play with scripts and create some new features but .... other features that are "Vital" to make new quests are LODS not working , Navmesh not working and other amenities not working ...
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SWagg KId
 
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Post » Tue Jun 12, 2012 11:26 am

I wonder if a lot of these issues can be fixed simply by bringing back in the "reputation" stat. I'm not usually one who moans about things that have been taken out - each game is different, after all - but that was the way certainly Morrowind handled adjusting how the world responded to you. I wonder why they took it out?

(As with a lot of other things, I think New Vegas got this right - faction reputation was crucial to the later stages of the game.)
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Damien Mulvenna
 
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Post » Tue Jun 12, 2012 1:04 am

hooray, another long pretentious wall of text that basically says "make things better" and millions of people going "OMFG THIS" AND "WHY DON'T BETH LSITEN".

quests like this are already in the game, quite a few of them. Oh sure, they all end up in "get item X" or "kill Y", but guess what, IN EVERY OTHER GAME OUT THERE EVER, THE QUESTS ARE THE SAME, including Baldur's Gate, Morrowind, Mass Effect, KOTOR, Wizardry, Ultima, Daggerfall...
You can simplyfy all quests in existance to this basic formula. Oh sure there are twists here and there, but it's not like Skyrim doesn't have those (actually people claim some of these twists ruined their character)
there are number of moments where you have a choice.

And frankly, this is hardly any different from the past games, hell Morrowind barely even had similar choices, like whether or not you'll murder someone for a Powerful Artefact, quests were as linear as they can get and there were at least the same amount of "boring fetchguests" there as it is in Skyrim (at least in Skyrim they try to randomize it).

Quests are about rewards and expz? No kidding, they always had been.if you expect more than the quest giver saying thanks and random rumors about it, then you have way too big expectations about mostly minor and unkown quests...
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asako
 
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Post » Tue Jun 12, 2012 1:06 am

derp
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m Gardner
 
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Post » Tue Jun 12, 2012 9:08 am

hooray, another long pretentious wall of text that basically says "make things better" and millions of people going "OMFG THIS" AND "WHY DON'T BETH LSITEN".

quests like this are already in the game, quite a few of them. Oh sure, they all end up in "get item X" or "kill Y", but guess what, IN EVERY OTHER GAME OUT THERE EVER, THE QUESTS ARE THE SAME, including Baldur's Gate, Morrowind, Mass Effect, KOTOR, Wizardry, Ultima, Daggerfall...
You can simplyfy all quests in existance to this basic formula. Oh sure there are twists here and there, but it's not like Skyrim doesn't have those (actually people claim some of these twists ruined their character)
there are number of moments where you have a choice.

And frankly, this is hardly any different from the past games, hell Morrowind barely even had similar choices, like whether or not you'll murder someone for a Powerful Artefact, quests were as linear as they can get and there were at least the same amount of "boring fetchguests" there as it is in Skyrim (at least in Skyrim they try to randomize it).

Quests are about rewards and expz? No kidding, they always had been.if you expect more than the quest giver saying thanks and random rumors about it, then you have way too big expectations about mostly minor and unkown quests...
They could have done something original. For example, in Nier they got that original concept of quests that ask you to spend hours doing gardening to breed through random chance and 0 info available ingame the plants you are looking for through a process that bears little reason or logic, all that to get absolutely NO ingame reward in the end, along with a message from the final NPC hinting at him doing something bad thanks to your help while it still had absolutely zero effect in the game past that point (it's an optional subquest after all) :D


A RPG of Skyrim scale HAS to have some filler in all forms. As long as the whole game isn't only filler, it's fine.
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SWagg KId
 
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Post » Tue Jun 12, 2012 7:08 am

hooray, another long pretentious wall of text that basically says "make things better" and millions of people going "OMFG THIS" AND "WHY DON'T BETH LSITEN".

quests like this are already in the game, quite a few of them. Oh sure, they all end up in "get item X" or "kill Y", but guess what, IN EVERY OTHER GAME OUT THERE EVER, THE QUESTS ARE THE SAME, including Baldur's Gate, Morrowind, Mass Effect, KOTOR, Wizardry, Ultima, Daggerfall...
You can simplyfy all quests in existance to this basic formula. Oh sure there are twists here and there, but it's not like Skyrim doesn't have those (actually people claim some of these twists ruined their character)
there are number of moments where you have a choice.

And frankly, this is hardly any different from the past games, hell Morrowind barely even had similar choices, like whether or not you'll murder someone for a Powerful Artefact, quests were as linear as they can get and there were at least the same amount of "boring fetchguests" there as it is in Skyrim (at least in Skyrim they try to randomize it).

Quests are about rewards and expz? No kidding, they always had been.if you expect more than the quest giver saying thanks and random rumors about it, then you have way too big expectations about mostly minor and unkown quests...


Get the "do this - get a reward" distillation of game play. What makes gaming rewarding ( or not) is the sense of adventure and discovery which accompanies it. (Bet you knew that :biggrin: )

Just finished re-establishing the Thieves Guild subquest in Skyrim which was about the most mundane thing I've ever encounted in an ES game. Did 30+ "jobs" which include burglaring the same 4 items over and over, reverse pickpocketing jewel stones, or stealing 500septim of stuff from one of 5 cities, all randomly determined. Yes there were two or three more extensive quests mixed in, but even this failed to add any real flavor IMO, because they connected so loosely to the goal at hand. The main Thieves Quests on the other hand were much more interesting because they were written events/ stories, and avoided the repetition / sameness quotient.
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Dylan Markese
 
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