All podcast content by Mark Rosewater
Okay, I’m pulling out of my driveway! We all know what that
means! It’s time for another Drive to Work.
Okay. So last time, I started talking about something called
communications theory. Which I had done an article on. And—for those that might
not listen to last podcast, go listen to it, this is Part II. I was talking
about what I had learned in school. I went to communications school—to be
accurate, Boston University’s College of Communication School. And what I
realized is what I learned about communications has lots of applications
towards game design. And so I’m talking about sort of what I learned, this one
particular theory I learned, and then I’m talking about how it affects game
design and other aspects of media and such.
Okay. When last we left, there were three major things that
communications theory says that you need for your audience. To make them happy,
essentially. So one is comfort. And I talked a lot about that last week. Oh,
the one thing I did forget last week, let me quickly sum this up is, I talked a
lot about individual game design. But I didn’t talk about sets and making Magic sets, and being that “Hey, this
is about making Magic sets,” when we
talk about comfort, I forgot to add—get this in before I get to the next part.
Is when you’re making a set, one of the things that people
think a lot about is, and we’ll get today to surprise, is the new thing. But
another very important part of a Magic
set is, if a Magic set doesn’t feel
enough like Magic, the audience will
reject it. You know, if we made a set where everything’s different and people
just go “I can’t—I can’t connect with this! It’s too different!” It would be a
problem. Now, people like new things, and we’ll get to surprise in a second, but
it’s important when designing a Magic
set that you have enough comfort. And what the comfort means is, enough
familiarity.
Now luckily, if you understand how Magic is designed, the crux of each Magic set is very similar. There is a formula, if you will, to how Magic sets are put together. Now,
there’s room for variance, but the core essence—you know, common green will
have a Giant Growth spell. Common red will have a Bolt of some kind. Common
blue will have a counterspell. There’s just things that we have. And certain
colors do certain things and that’s true, you know, there’s constants. The
color philosophy’s a constant. The—you know, the percentage of creatures is
roughly a constant. You know.
There’s a lot of things we do that, even though there’s
differences, there’s lots of similarities. And that’s really important, because
when people come to your game, especially come back to your game, they want to
recognize it as the game they love. Yes, they want to see new things, but they
also want to see old things.
But that’s a segue
into new things! Okay, so last time I talked about sur—sorry, I talked
about comfort. Next I’m going to talk about surprise. So these two things kind
of sound contradictory, don’t they? Humans, they—they fear change and they—they
really like things they know and are comfortable to them. Also, humans like
surprise! Wait a minute! Humans—fickle humans!
So, let me explain this, because this concept is sometimes
confusing people in a vacuum. But luckily, I can explain it to you. What humans
like is: once there is a level of comfort, once they’re in an area where they
feel safe, then they like an element of surprise.
So what that means is—so for example, I’ve been using a
bunch of different examples here to talk about this. So, I used movies last
time to talk about—or stories. I mean, not particularly movies, but stories in
general. And Act I, I said, is about comfort. Act I is about “Let’s get you
familiar with the people and the place of the movie. Or the story.”
And the reason for that is, you want the character—sorry,
the character. You want the—the audience to bond with the character. And with
the situation. And so the first act is mostly about getting you to go “Hey,
this person in some ways is like me. I understand what they’re going through.
Wow, I can relate.” And then Act II is where the surprise comes in. Act II is
where something happens that doesn’t happen to you. You know.
So Act I is all about “Hey, meet this guy. He’s kind of like
you.” And then Act II is, “Watch something happen to him that will never happen
to you.” And so once you create a level of comfort, then surprise is something
very positive. So why? Why is surprise positive? To the best of my ability,
here’s what I—here’s my theory what I think is going on.
Humans have curiosity. Why? Why do—so I explained last time
that, like, built into our genes is this desire to, like, clutch to the known. To
make sure we stay safe. So if that’s the case, why do humans have curiosity? And
the answer is that there’s—different parts of the body doing different things.
One part of your body just—part of your brain—the very—the reptilian part, I
guess if you will. It’s just trying to keep you alive. Just trying to keep you
safe. It’s like “Where’s food? Where’s danger?” It’s just trying to keep—just
trying to keep you alive.
Another part of your brain, little more advanced part of
your brain is like, “I need to learn things. Knowledge is important.” You know.
“How do I do what I need to do? I need to learn.” And so part of your brain is
very, very geared toward learning. I talked last time about how pattern
recognition is part of your brain’s—a tool of your brain to learn.
So another thing, another thing that comes in pre-built into
the human brain, to use my computer metaphor, is curiosity. And the reason of
curiosity is, humans naturally have this quality to want to understand thing
they don’t understand. Which forces them to kind of leave their comfort zone.
And the reason that is important is if you study learning,
one of the thing about the human brain is that the human brain—essentially, you
create pathways. Every time you use your brain, you create neural pathways. And
the idea is, humans that—the human brain is constantly evolving and changing
and every—every—every time you learn something, you’re affecting your brain and
changing your brain.
Now when you’re real little, when you’re young, your brain
is even more—more plasticity than—than it will later. But even throughout your
life, even later in life, your brain still has the ability to change. And it’s
interesting, because I—I had a real talk—I had talked to a neurologist one day
just about—somebody I had met on a plane, and we got to talking about our
careers, and I talked a little bit about game design.
And what he said that he loves, as a neurologist, is
that—like scientists understand so much. Doctors understand so much about the
human body. But that the brain is like—not that they don’t understand some
stuff about it, they do. But that it’s—it is this really, in some levels, still
a mystery. There’s so many things the brain does that they’re still just trying
to understand.
Because the brain is this amazing thing that just—you know,
one of the things that’s interesting is, each person’s brain is unique, and as
you get experiences, your brain does different things. So—but one of the things
is, the brain craves new experiences, because new experiences create new neural
pathways.
And so one of the things they talk about when you have a
kid, exposing them to a lot of different things is good, you know, letting them
try out different things. Because you want the brain to sort of have the
opportunity to test out different areas. And curiosity is kind of the brain
going, “Give me more stuff! Give me more
stuff! I need more stuff!” That it is the brain kind of seeking out more
information.
Now, another part of the brain, you know, which is a
different part of the brain, is definitely going, “Be careful. Be careful. Be
careful.” But this part of the brain is like “No no no! Learn! I want to learn!
Show me new things!” And so what—the way—the compromise the brain came to is
one part of the brain goes, “That’s dangerous!” And the other brain goes “I
need to learn!”
So what they’ve come to grips is, the brain says, “Okay,
okay, okay.” You know. “As long as something is deemed safe, you know, then can
we explore?” And the brain goes, “Okay, okay, okay.” So humans are happiest when
they’re in an area they have some understanding of, and some sense of safety.
Now, there are obviously people who push to the danger edge, and there’s a lot
of risk-taking that goes on in humanity. But we’re talking about the crux of
humanity. They’re most comfortable learning in a—in an environment which is
comfortable.
So for example, in media, like let’s take the website. So we
want to create a structure to create comfort. How do we do that? We create
daily content. Every day you come, there is Magic Arcana. There is Card of the Day. There’s certain things, you
know, decklists, and there’s things that are everyday.
And then we have a weekly thing. There’s columns. Every
Monday is my column. Every—you know, there’s people that show up at this exact
same time every week. So we create a comfort, a pattern for you. If you show up
in any one day, you know exactly what to expect. You know the columns that will
be there, you know the daily content that’s going to be there. But we have
feature articles. Sometimes we have articles that just go up on a random day.
We don’t tell you when they’re going up. They just go up.
So why do we do that? And the reason we do that is, we want
an element of surprise. Because if you know exactly what’s going to be there
every day, it can get a little more routine. You know. And it’s comfortable,
and people like the routine, but if you just throw a little bit of surprise in
there, it makes people even more eager to come. Because not only will they get
the things they already know they love, but maybe—maybe there’ll be a little
treat for them. Maybe there’ll be a little surprise.
And the way the human brain works is that you do not need to
give it a surprise all the time. You need to give it a surprise some of the
time. They’ve done a lot of testing—so for example, this is a classic science
experiment with… monkeys, I think? And… I think it’s a monkey. It’s some kind
of animal. So the idea is—or maybe it was guinea pigs? Anyway, some kind of
animal.
What they did is, they had a tube where if you pushed a
button, food would come out of the tube. So they pushed the button, food pellet
comes out, you eat the food pellet. And they tried two experiments. Experiment
number one, food pellet came every time. Experiment number two, food pellet
came some of the time. And what they found was, if the food comes every time,
they grow lackadaisical. “It’s always there. The food is there.” They know it.
And so they kind of press the button when they need the food.
But, if the food comes some of the time, they push the
button more often. And from a media standpoint, you kind of want your media
people pushing the button. You want them checking in. You know. And so one of
the fun things about having some variety is it makes people check in.
Okay. Now let’s switch (???), go back to the storytelling.
So in storytelling, the reason that you want surprise is, part of going to a
movie is “I sit down, I’m in a comfort zone because I’m in a movie. I
understand that nothing in the movie is honestly going—I mean it’s emotionally
going to affect me, but it is not going to physically affect me.”
So for example, if I go to a horror film, well yes. I—I open
myself up to seeing scary things are going to happen. But it’s in a very safe
way. Nothing’s really going to happen to me. I mean, I might get scared, but
it’s scared in a fun way where there’s no actual threat. You know.
Where if you were—it would be a lot worse to go, “Hey, why
don’t you go out in the dark and maybe something will happen?” Like, that’s
really scary. Because you don’t understand the comfort. But here, look, I’m in
a dark theater, and I’m in my chair. Nothing’s going to come through the screen
at me. You know. It’s much safer.
And, once you have the confines of storytelling, that’s also
comfortable. “Okay. Something’s going to happen, and it is fun.” The thing
about it is once you feel safe, you love—humans love surprise. It is a lot of
fun. Surprise is fun.
So in Magic sets,
basically what we do is we say “Okay.” We create a layer of comfort for you. Okay.
So okay, you know, the color wheel—it has great consistency, and the percentage
of creatures, and we do a lot of things and certain types of spells, and
there’s just certain things that always happen. That, you know, any Magic set you play has a certain—basics
you understand.
But what makes Magic fun
is on top of that known quality, it’s Magic,
we throw curveballs at you. We do different things. You know. You come to
Zendikar and all of a sudden, land has a—land means something that it doesn’t
normally mean. Drawing land late game or—sometimes you want to save land. You
don’t just want to play land. That’s—“Ooh, don’t be wasteful. Hold onto your
land and play it carefully.” You know. That a land drop means something. You
know.
And you get to Scars of Mirrodin, and all of a sudden, you
know, infect exists, and like, you know, you’re making sacrifices that you
wouldn’t normally make. Like a 1/1 creature comes at you—“Does it have infect?
I might want to block that thing. I might be at twenty life and I’m still
scared of it.” You know.
You get to Innistrad, and Innistrad, you know, there’s
tribal components. Or death matters. You know, morbid says “Hey, my opponent’s
attacking. Maybe he wants me to block and kill the thing. Hmm. Maybe I
shouldn’t kill it.” You know. And that—each of these environments, different
things happen. You know, Return to Ravnica is all about the guilds and the
colors and thinking about in terms of the colors and how you play things.
And each of those environments is different. Magic is Magic, and Zendikar and Scars of Mirrodin and Innistrad and Return
to Ravnica, that’s all Magic. And
there’s still a Giant Growth, and the colors still have—you know, everything is
true about the core basis of Magic,
yet each one there are things that are different. That you have to think about
it in a different way. And that is where the surprise to Magic adds in the value.
Okay, so, now let me walk through sort of good surprise and
bad surprise. Okay? Because surprise isn’t necessarily—any surprise isn’t good.
I don’t want you to walk away and going, “Well, once they’re comfortable, you
can do whatever you want.”
So the important thing about surprise is, there’s two
different types of surprise. One surprise is where—well, I guess you can have
two bad outcomes, but that’s just—who likes two bad outcomes? So let’s talk
about the other one, which is good—good outcome/bad outcome, and good
outcome/different good outcome.
Well, in the first good outcome/bad outcome, the idea is
sometimes I get something good and sometimes I get something bad. That is a
high variance, and there’s a certain style of people that enjoy that. There are
definitely Timmies who get a kick out of it who like “Woohoo! I’m rolling the
dice!” You know. And there are people that enjoy that kind of risk factor, you
know, within the confines of, you know, comfort.
But not a lot of people—that is a—you have to use that kind of
surprise much more carefully. Because a lot of people don’t like that. It
creates anxiety in them. Because—“I like the good thing—oh, I don’t like the
bad thing.” And—and to be honest, the worse the bad thing is, the more anxiety
you create.
An example I gave in my article, which is—so let’s say you’re
going to flip a coin. And on heads, I give you fifteen dollars. And on tails, I’ll
punch you in the face. Well, that’s—I don’t want to get punched in the face! You
know. Hey, fifteen dollars sounds like a lot of fun. You know. But then you go “Oh,
well is a chance to get fifteen dollars worth a punch in the face?”
Now, at some point I’m giving you enough—let’s say, you know,
you get a thousand dollars. Maybe you go “Well, fifty/fifty for a thousand
dollars… okay, I guess I’m willing to get punched in the face once or twice for
those odds.” You know.
Now. The example of good—now, usually with good, there’s a
variance. It could be two equally good things. But different. Or it could be like
“Hey, heads you get ten dollars, tails you get five dollars.” Now in that version,
I want heads over tails, there is—there’s a little bit of anxiety in that there’s
something I want, but if you say to me “Hey, do you want to flip a coin—heads
you get ten dollars, tails you get five dollars?” I’m yessirree Bob. Because nothing’s
going wrong there. Because the worst case scenario is I get five dollars. Hey,
I didn’t have five dollars. That’s good.
You know, hey, best case scenario I get ten, but the anxiety’s
low because how bad can it go. You know, the worst case scenario is not that
bad. And best case scenario is great. You know, assuming getting ten dollars is
great. I’ll say it’s great.
So when you are using your surprise, be careful in how you
surprise—so first off, one: the surprise has to do with variance. In general, people
do not like having to worry about bad outcome. So you have to be very careful
when you use that.
Now, in a game, and games are different than media, in a
game people are more willing to take a bad outcome. Because the nature of games
is overcoming outcome—overcoming obstacles. You know. That part of what makes a
game fun is that there are obstacles in the way. So in a game setting, if you
say “Reward or obstacle,” the obstacle is not as much a negative as it would be
in media or some other form.
Because in a game, an obstacle is kind of a bonus. In the
sense that, you know, I—I want challenges. Like when you play a game, you want
the obstacles, because you want to overcome them. So when you have an opportunity
to go “Ooh, I could get a reward, but there’s an obstacle,” well, that obstacle
is like “Okay, I’ll have to overcome that too.” That—that’s seen as less of a
negative than it would be in other places. You know.
So if you have a Magic
thing where it’s like positive or negative, people are much more willing to go
into that because they’re playing a game. And in a game, you’re much more
willing to have some negative outcomes. Because the negative outcomes aren’t as
negative because there’s some expectation of them in the first place.
Now in stories, the way surprise tends to work is one of the
things that the audience likes is the audience likes a level of comfort to the story.
Meaning archetypes are very popular in stories, and the reason for that is, I
want a general gist of what is going on. You know. And what people don’t realize
is how archetypal most storytelling is. You know.
Like if I see a movie—I use this one all the time, but the
romantic comedy. Like if I go see a movie or read a book, whatever, I’ll talk
about movies I guess. If I go see a movie, and the movie’s about two people getting
together, odds are—I mean, maybe it’s a drama, but odds are it’s a romantic
comedy, and there are just certain things that are going to happen.
Now, one of the fun things about telling a story, and this
is where surprise comes in, is once you have the basics, once you have the base
formula, the base story, you are then allowed to trick—you know, you’re then
allowed to surprise the—the audience by saying—like even playing into
expectations. One of the fun things to do is go, “Well, this normally happens.
Well I’m going to—I’m going to turn that on its ear. I’m going to play with that.”
So one of the fun things to do in storytelling is take the
formula and then mess with it a little. You know. That you—you use people’s
expectations of what’s going to happen to have some fun with them because, you
know, they’re in the little comfort shell, you can now have some fun and play
with them.
So the big thing about storytelling and where surprise from
storytelling is, is humans like… humans, while they want to have some level of
comfort to understand the premise of the story, they do like to not know
exactly where things are going. Just because it changes things up and makes it
different. You know.
So let me talk about variety, because surprise and variety
are very—are related. Which is there is in game-playing in general, there is a—there’s
two sides. One is consistency and one is variety. Consistency says, “The same
thing will happen every time.” And what some players like about consistency is it
rewards—it rewards skill, it rewards knowledge, like if I understand how it
works.
So let’s say (???) playing a game when I come up against
Thing X, “Oh, well, Thing Y solves Thing X.” Well, that’s good. And I have now
learned. And if I come up against Thing X and Thing Y doesn’t always work,
well, okay, now I have to figure out what does work. And that—if that doesn’t
have a pattern to it, if I can’t figure it out, then it feels random to me, the
game player.
Now, some players love that. Some players really enjoy the “Ooh,
what’s next?” But some players like to have some sense of control. So this
schism is what I’ll all the Spike/Timmy schism. Which is Spike plays games for
the experience—sorry, for the—to prove something. Spike wants to be able to use
the game to show something about himself. So it’s very important for Spike that
he understands and has control.
Timmy is in it for the experience. And so what Timmy wants
is fun. Timmy wants something that he can, you know, wants something visceral and
something exciting and something to happen. So, for a lot of Timmies—not all
Timmies, but a lot of Timmies, the—the variance is exciting to Timmy. “Oh my
God, I don’t know what’s going to happen.” You know.
So for example, let’s take coin-flipping. Which is—to Spike,
coin-flipping cards are frustrating. “I’m going to lose because I flipped the
wrong thing?” You know. That it’s very frustrating, because they’re like “Oh,”
like “I don’t—I need something and I can’t depend upon it.” But to Timmy, once
again I’m generalizing here, but to Timmy it’s like, “Oh, good, it’s—yay! A
coin-flip is an awesome thing! Something neat’s going to happen! I have this
great moment of—of suspense. Of drama. What’s going to happen?” You know.
And the idea is that Spike likes a more predictable game.
And Timmy likes a more varied game. Now, that’s not to say Spike doesn’t enjoy
variance. I talked about this in my randomization
podcast. Spike likes adapting to things and
showing that they can—you know, whatever you throw at them.
Which means that for Spike, if you put the variance earlier,
it makes them happier. And that you build the variance into the thing they know
they’re doing. Meaning Spike doesn’t like the game hinging on variance, but
they don’t mind variance setting up the parameters for the challenge.
And so hopefully you’ll see today—I’m kind of hopping around
a little bit to show you that there’s a lot of different ways to use surprise. You
know. Surprise could just be something you never expected, but surprise could be
variance. Surprise could be twisting of expectations, so that what the audience
gets isn’t quite what they—you know, what they always know.
Now in games, the idea in games is when I first teach someone
a game—this is a general game, not Magic
specifically, but it applies to Magic,
is when you first sit down somebody with a brand-new game, the first thing you
want them to do is you want them to feel comfortable. Okay? So the reason by
the way that—that these are the order, I’m saying comfort then surprise then
completion is, there is an order to them. You want them to happen in an order.
You do not want to surprise somebody before they are
comfortable. Because then they’re on edge. Then it becomes a scary thing, and
not a fun thing. And that’s really important. So when you’re teaching someone a
game, first thing you want to do as a game designer is make a game that has
enough components that they get that it’s comfortable.
Now, how do you do that? One might be your flavor. You know,
you’re throwing something that’s so familiar to them that right away it leads
to some understanding parts about what the game’s going to be about. It might
be using game components from games that people know.
Like a real popular thing that I’ve seen in gaming the last
ten years is saying “Oh, here’s something that became famous from some…”
Usually a game that’s been around forever, you know. Gin, or chess, or whatever.
But anyway, you take a game that’s been around for a long time, maybe hundreds
of years, but maybe, you know, fifty years, and you take a component that people
have learned, that they have just—it’s become part of the—the zeitgeist, that people
kind of understand that game mechanic, and just—people know it.
And then build your game around it but doing new things. But
your core, your game mechanic is a known quantity that people can pick up
easily. You know. And that—like I said, the very first thing you want when you
are making a game is the audience—the first thing you want the audience to go
is (contended sigh). That’s what you want to do first. “Okay. I get it.”
Now, the more hardcore gamer that they are, the more willing
they are to do the uncomfortable thing to learn what’s going on. And so the
more advanced the game player, the more willingness there is to experience
discomfort in trying to understand the game. But in general, you want to create
some comfort so people understand what’s going on.
Now, once you create comfort, once they’re like “Okay, I got
it, I got the basics of the game,” then now you’ve got to add your surprise. So
every game—look, you have to do something that other people haven’t done. If
you make a game in which every single thing you’ve done has been done by somebody
else, then why don’t they go play that game? Why are they playing your game?
Now, let me be clear. It is not important that any one
component be new. You can take old components and combine them in ways they have
never been combined before. That’s also true with storytelling. I don’t—I don’t
have to make up something new, but part of what makes me surprising you is
taking components and mixing them in a new way. You know.
Maybe I’m going to tell a romantic comedy, but I’m going to
subvert it. I’m going to tell it backwards. I’m going to, you know—you know, it’s—one
person’s an alien. I—whatever it is, whatever you’re subverting it with, that, you
know, you’re throwing something in the mix that’s like “Well, normally this is not
true, but in my story it is true.” But like you’ve set up the confines of “This
is the kind of thing I’m doing. This is the kind of story I’m telling, this is
the kind of game I’m running.”
So once you’ve set up the comfort, you then get to surprise
them. But—and once again, remember that the way you surprise them and how you
surprise them—all surprise is not equal. And—I talk about this all the time in
my column.
Surprise for the sake of surprise--meaning surprise has to
have value beyond the surprise. You don’t surprise them just to surprise them,
you surprise them because you want to do something new and have them experience
something new, and the surprise is a means to do that.But, for example, if I’m
making a game, I don’t want to say “Hey, I’m going to add this component. Just because
it’s never been done.” Well, does it make sense in your game? Does it tie in to
your game? Is it organic from your game?
So, part of layering down comfort first means that the
surprise will come out of the comfort. For example, on the website, we set up “We’re
going to do articles. We’re going to have columns. We’re going to have daily
stuff.” So when we do a feature article, that’s coming out of what we’re doing.
It’s not like “Whoa, whoa, I wasn’t expecting articles out of this website.” No
no no, we have articles. We have daily, weekly articles.
And this says “Okay, well these articles are not as planned
as the others, but…” And even then, we do actually—there is a planned feature
on Mondays. So Monday has—like you know there’s a feature, but don’t know what
it is. That’s a little bit of surprise. And then, every once in a while we
throw extra features in, but you don’t even know what day they are. Right?
So notice—once again, surprise can be layered. That it’s not
like—surprise is not an on/off switch. There’s an amount of surprise. And you
want to make sure that you—in fact, what you normally intend to do is, you
slowly build in the surprise. So when the website started, the first thing we
did is we had Monday feature articles in which you didn’t know what they were
until that Monday, so “Ooh, there’s a little surprise today.”
And then eventually we started saying “Okay, now here’s
other feature articles that show up at special times, you know, and part of it
is sort of building—ramping up the surprise. And in Magic, one of the things there is, you’ll notice that at common, we
tend to pick one or two things. Whatever the new thing is, we focus that in
common. We do not do lots and lots of different things.
And in fact, even if we do a new mechanic, what normally
happens is, we figure out one way we like to do it at common, all the commons
do it that way, and then at higher rarities we branch out. We start doing other
things. But the idea is, when we present to you this new thing, we—we sort of
trickle the surprise slowly.
Because remember, in trading card games, common is your
introductory. That you don’t know what order people will see things in, but you
know they will experience more commons before they experience higher rarity
cards. So if you want to educate them, what you do is you make commons—this is
what New World Order is all about.
Make commons the entry-level experience you want, and then
allow the higher rarities to be the flavoring. You know. That the—that common
is sort of the base experience, and that you—you then use the higher rarities
to let people have other experiences, but you do it in such a way that the
common experience, ironically, is common. I guess that’s not ironic at all.
English language.
So, once again, when you’re using surprise, you want to make
sure that you establish comfort first, you want to make sure that you’re slowly
ramping into the surprise, and you want to make sure that surprise comes out of
the comfort. That it’s not out of nowhere, but that it’s—it’s core to what is
going on.
Okay. But what is no surprise, I hope, is that it’s thirty
minutes and I’ve got to work. And so I hope today has taught you a little bit
more about how surprise works. I also filled you in a little more about
comfort. So that means that the last podcast on my—my communications theory
will be completion. Because how could I not… complete the series?
Anyway, I’m now at work, and it’s time for me to go, so
thank you guys very much for joining me for Part II of my communications
theory, and it’s time for me to go make the Magic.
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