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Post by Link"Guess"ski on Apr 18, 2017 17:14:49 GMT
Rowan Kaiser who is a journalist at Polygon wrote this opinion piece on Andromeda and BioWare's recent games describing why and how he thinks the studio has fallen from greatness despite how DA:I was yielded GOTY of 2014. I agree with most of his opinions but would like to see your take on it too. Here's a few excerpts below Full Article: www.polygon.com/2017/4/18/15324366/mass-effect-andromeda-open-world-bioware
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Post by Sparkz on Apr 18, 2017 17:23:48 GMT
I read this article this morning and agree 100%. It's not that I hate DA:I or ME:A, because I don't, I just really really want to play a true Bioware game, not some EA slog with the Bioware name slapped on it. In ME:A, I honestly feel like a robot, constantly scanning my journal for pointless tasks to do that have nothing to go with the story whatsoever. In the ME Trilogy, I don't recall ever having to open my journal, quests appeared and were completed organically.
If they need to go back to a linear corridor shooter style of play in order to tell a good story, then do it. Going open world has done nothing but diminish the quality of the story IMO.
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Post by decafhigh on Apr 18, 2017 17:30:21 GMT
Comes down to personal preference. This writer obviously just doesn't like open world type of gameplay, or at least prefers corridor style gameplay. I happen to find the ME2 style of non-stop follow the golden brick road type of game equally as boring as they find open world content.
The trick is reaching a happy medium between the two (unless you are great at one or the other like Bethesda). I did find MEA a little lacking in instanced straight forward elements but I didn't have any issue with the open world parts. If some of the open world quests lead to instanced story heavy dungeon crawls I think it would have struck a better balance.
The problem is BW will see "we didn't like the open world" complaints and simply return to all ME2 style corridors which is even worse than what we had in MEA.
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Post by chawktrick on Apr 18, 2017 17:30:37 GMT
I enjoy playing Andromeda, but this letter is pretty spot on for me. The part about "finishing out of obligation" struck a particular chord with me. I've never felt particularly invested in the side content, especially with the insane amount of travel often associated with completing a quest.
The Truth and Trespass side quest is a good example - while I enjoyed the quest plot, my journey took me from Havarl, the Nexus, to Elaaden and Kadara, all to end with what I felt was a somewhat anti-climatic finish. I spent more time traveling than I did doing anything quest related. It's not overly enjoyable.
I will say I've enjoyed some of the Allies and Relationships quests, but most of the Additional Tasks and many of the Heleus Assignments are forgettable.
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Post by chawktrick on Apr 18, 2017 17:32:48 GMT
The problem is BW will see "we didn't like the open world" complaints and simply return to all ME2 style corridors which is even worse than what we had in MEA. I sincerely hope they would realize that people aren't saying they dislike open world, they just dislike their open world. There are plenty of games that came out prior to this that laid an incredible foundation, even outside of Bioware, games like Red Dead Redemption and TW3. Blueprints and ideas for great games are out there, without necessarily recreating what another game did.
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Post by Sailears on Apr 18, 2017 17:38:41 GMT
I kind of disagree regarding Bioware trying to successfully merge open world and tight narrative and having to sacrifice one for the sake of the other.
So far I have not felt listless or aimless in the game because the overall theme and premise is clear - survive and establish a home in this new and unforgiving galaxy. That is all the motivation I need to provide purpose in anything I do in the open world environments. The core narrative weaves well through this overarching purpose, and any improvements to it can be made without needing to remove the open world concept and make the game linear.
In some ways I think they didn't go far enough creating vast expanses of mindblowing natural environments on alien worlds where we could stop and ponder the meaning of existence, or simply how far away we are from home.
What I feel the problem is is in the execution of certain gameplay elements - ie, mining, scanning, tasks, etc... This is a flaw of many rpgs - dull and repetitive tasks for the sake of either gaining xp, resources or some other abstract gameplay "currency" in order to improve either your character or some central plot element. This is really what needs to be changed with a fresh approach. It could be done by making the tasks more interactive and skill based, creating a certain amount of unpredictability and thus breaking up the monotony. Or it could be done by removing them and instead have tight side narratives as in (yes I have to mention it) TW3 - it can work in a Bioware game, even with the combat style and squad based nature of the game.
Anyway I like the open world of Andromeda, largely supported by the fact that the environments are beautiful and the combat is engaging and a lot of fun. Improvements can be made to merge tight narrative within an open world framework without needing to sacrifice one or the other. I believe Bioware will get there in the future with the right direction, though it may take more iteration on what works and what doesn't until they find it.
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Post by decafhigh on Apr 18, 2017 17:41:53 GMT
The problem is BW will see "we didn't like the open world" complaints and simply return to all ME2 style corridors which is even worse than what we had in MEA. I sincerely hope they would realize that people aren't saying they dislike open world, they just dislike their open world. There are plenty of games that came out prior to this that laid an incredible foundation, even outside of Bioware, games like Red Dead Redemption and TW3. Blueprints and ideas for great games are out there, without necessarily recreating what another game did. I hope so to, but BW (like many developers these days sadly) rely much more heavily on feedback from places like twitter and facebook. I doubt they are getting much if any in depth analysis other than 'we don't like this or that'. My hopes aren't high.
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Post by rpgmaster on Apr 18, 2017 17:43:09 GMT
This is a fallacy.
The reason the story and quests are bad is because the writers are crap, not because of the open world.
An open world has nothing to do with garbage auto-dialogue, horrible jokes, infantile characters, cringe inducing romances and insipid, drawn out fetch quests.
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Post by Iakus on Apr 18, 2017 17:43:44 GMT
Comes down to personal preference. This writer obviously just doesn't like open world type of gameplay, or at least prefers corridor style gameplay. I happen to find the ME2 style of non-stop follow the golden brick road type of game equally as boring as they find open world content. The trick is reaching a happy medium between the two (unless you are great at one or the other like Bethesda). I did find MEA a little lacking in instanced straight forward elements but I didn't have any issue with the open world parts. If some of the open world quests lead to instanced story heavy dungeon crawls I think it would have struck a better balance. The problem is BW will see "we didn't like the open world" complaints and simply return to all ME2 style corridors which is even worse than what we had in MEA. This whole open world obsession started when Skyrim sold a zillion copies and didn't suffer ending controversy... So clearly this is what fans wanted
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Post by suikoden on Apr 18, 2017 17:44:06 GMT
Comes down to personal preference. This writer obviously just doesn't like open world type of gameplay, or at least prefers corridor style gameplay. I happen to find the ME2 style of non-stop follow the golden brick road type of game equally as boring as they find open world content. The trick is reaching a happy medium between the two (unless you are great at one or the other like Bethesda). I did find MEA a little lacking in instanced straight forward elements but I didn't have any issue with the open world parts. If some of the open world quests lead to instanced story heavy dungeon crawls I think it would have struck a better balance. The problem is BW will see "we didn't like the open world" complaints and simply return to all ME2 style corridors which is even worse than what we had in MEA. Writer presumably does like open-world games - just not how Bioware does them. He mentions TW3 as an example..
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Post by Invellous on Apr 18, 2017 17:44:46 GMT
I must agree, the open-world is not working for them, though I think it has more to do with the story writing and quest design being so shallow at times which directly translates into the environment. A lot of the non-critical quests or 'tasks' are empty and feel like a MMO quests which amount to little more than busy work, errands. Which honestly can be at times demeaning as they are tasks that should be delegated to other members of the Initiative. Surely Ryder and company are not the only capable folks that came from the Milky Way, right? Right?...
In the next title and DLC for the current they should, in my opinion, drop the 'Tasks' and stick to their guns which means giving each quests depth and purpose. Make them matter. They have done so before and there are a few in Andromeda as well that are legitimately interesting but are far and few in between. I am okay with a open-world approach from them if they maintain the thought that "less is more" and "bigger is not always better". Condense the maps and flesh them out and reduce quests and flesh the ones you do have out.
It is a very realistic goal, honestly. They can do it. It is more of a question if they will. Here is to hoping.
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Post by mofojokers on Apr 18, 2017 17:46:52 GMT
Didn't really think about it buuuut....
The more quests that clutter a map — navpoints, in Andromeda — the more likely a player is to view these entirely mechanically. I don't think "I'm going in this direction because of the strong narrative pull" so much as "I'm going in this direction because it's the nearest location that lets me clear these quests from my log." That’s not fun, that’s the strategy we use when vacuuming our rug.
Kinda summed up how i handled the planets for MEA.😂
Ps that article kinda sums things up very very well. +100 OP
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Burninating the thatched roof cottages.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Pyrceval78 on Apr 18, 2017 17:49:20 GMT
Very, very accurate.
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Post by AnDromedary on Apr 18, 2017 17:51:26 GMT
I mostly agree.
I think an open world can work with story telling. It's just that devs need to get away from overselling their open worlds. I realize, it's a huge effort to build it and you want to show it off as much as possible. However, the design strategy should always be "what do I need it for, to deliver the coolest experience to the player". If something is not helping this goal, then cut it out. If they had developed ME:A under this creed, the mining zones, the "3 data-pads in random camps give you 1 navpoint" quests and the "visit 5 planets then the forst one again" quests would have immediately been gone. The planets would have been fine if they were 1/3 of their current size, each and much more condesed. You would still drive the Nomad but you'd do it for 15 hours instead of 45 of the total game time. The game would be shorter but it would still be 60 hours instead of 100 (and it would be the cool 60 hours).
Look at one of my favorite go-to examples of an open world game done right: ... no, it's not Witcher 3, it's actually Gothic 2 (with the Night of the Raven Add-On). It's an open world, but it's small. It's small, but it's chock full of recognizable land marks (you don't even need a map to find your way in a heartbeat), characters, interesting geography and interesting quests. During the adventure, you need to traverse the entirety of the world about 4-5 times. BUT, the story is divided into 5 chapters and each chapter changes the world (e.g. in chapter 3 there is an orc invasion), so whenever you traverse the world again, there are different quests on the way, new people around and new enemies to fight that were not there before. Everything in this world was made very consciously to deliver a new and exciting experience and as a result, you never feel like you are doing something repetitive. Piranha Bytes (the devs who made Gothic 2) never over-sold any of the game mechanics or visuals, they knew that you cannot rest on your lorels for half the game time, you need to deliver something worthwhile every minute of the players game time if you want to keep them invested. Whether that's a new story bit, a new enemy to fight or a new visually exciting area to explore, everything needs to come in small portions. Now, those devs also fell for the "bigger is better" trap with Gothic 3 but that's a different story. The point is, ME:A's open world iteslf is not the problem IMO, the problem is how this open world doesn't exist to serve the game experience but rather for it's own sake.
The story and the variety feels to thin - to quote Bilbo Baggins - it feels like butter, spread over too much bread. It doesn't help that the writing is pretty weak of course but IMO, the density of content is the main problem.
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Post by Sparkz on Apr 18, 2017 17:52:02 GMT
I kind of disagree regarding Bioware trying to successfully merge open world and tight narrative. So far I have not felt listless or aimless in the game because the overall theme and premise is clear - survive and establish a home in this new and unforgiving galaxy. That is all the motivation I need to provide purpose in anything I do in the open world environments. The core narrative weaves well through this overarching purpose, and any improvements to it can be made without needing to remove the open world concept and make the game linear. In some ways I think they didn't go far enough creating vast expanses of mindblowing natural environments on alien worlds where we could stop and ponder the meaning of existence, or simply how far away we are from home. What I feel the problem is is in the execution of certain gameplay elements - ie, mining, scanning, tasks, etc... This is a flaw of many rpgs - dull and repetitive tasks for the sake of either gaining xp, resources or some other abstract gameplay "currency" in order to improve either your character or some central plot element. This is really what needs to be changed with a fresh approach. It could be done by making the tasks more interactive and skill based, creating a certain amount of unpredictability and thus breaking up the monotony. Or it could be done by removing them and instead have tight side narratives as in (yes I have to mention it) TW3 - it can work in a Bioware game, even with the combat style and squad based nature of the game. Anyway I like the open world of Andromeda, largely supported by the fact that the environments are beautiful and the combat is engaging and a lot of fun. Improvements can be made to merge tight narrative within an open world framework without needing to sacrifice one or the other. I believe Bioware will get there in the future with the right direction, though it may take more iteration on what works and what doesn't until they find it.But I don't want to wait until they figure it out. I want my good Bioware feels now! I play my games like I read a book. Gameplay, graphics, combat, etc. all take a backseat to the story and character development. I guess if you want to make a big budget AAA game, you need to broaden your scope, but I feel like they are sacrificing their soul for the almighty $$$. And that breaks my heart.
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More coffee...? More coffee.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by Hrungr on Apr 18, 2017 17:53:46 GMT
While I agree BioWare's handling of incorporating 'open world' elements in their game hasn't fulfilled the promise it could have (especially MEA), I disagree that they should go back to linear-style games.
IMO, there is a lot potential there that is simply... untapped. It's not the open regions that are a problem, it's what you do in them. Through the story, I'd love to have more opportunities to make a real, tangible impact on the region you're in (eg. Crestwood quest). Being able to build, destroy, or change the region over time and seasons. Opening up new avenues to explore through your actions, but always with an eye on the story surrounding the reasons why you're doing these things, and how those actions impact the overall narrative.
The Frostbite engine, especially if they decide to dive into photogrammetry, is just too good to waste on just linear-style gaming. I love exploration, so long as it's meaningful and not just a series of fetch quests and shallow side missions.
I want to believe BioWare can find that balance.
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Post by R'Shara on Apr 18, 2017 17:55:14 GMT
But Skyrim has a different fanbase, or at least, their fanbase has different expectations.
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Post by aglomeracja on Apr 18, 2017 17:57:10 GMT
I'm playing SWTOR right now and it actually feels like story and dialogues are more thought out. Not all of them, but Sith Warrior is quite intersting so far- at least I don't need to travel to another planet for a 20 seconds long conversation only to progress a single quest.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by kino on Apr 18, 2017 17:57:27 GMT
I disagree with him. As a fan of the previous games I find myself enjoying being able to travel the world(s) that BioWare builds. In the sense of building an outpost in MEA, and strengthening the viability of that outpost, these "fetch quests" fit in that story model.
It sounds like the author wants more DAO. I, as a customer, am glad BioWare is doing what they're doing.
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Post by gplayer on Apr 18, 2017 18:04:34 GMT
I agreed pretty much with everything mentioned in the article. I am on my third playthrough now and just wondering if I even want to finish it. I feel like 99% of the content is time sink go-and-fetch crap. Its telling when I find myself wishing there was a Nomad speed mod so I could get task xyz done quicker. I actually search for one everyday. And Soduku in space really?
I also agree with what he said about Skyrim but would add that how easily that game was modded was a major boost for replayability.
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Post by Iakus on Apr 18, 2017 18:13:17 GMT
While I agree BioWare's handling of incorporating 'open world' elements in their game hasn't fulfilled the promise it could have (especially MEA), I disagree that they should go back to linear-style games. IMO, there is a lot potential there that is simply... untapped. It's not the open regions that are a problem, it's what you do in them. Through the story, I'd love to have more opportunities to make a real, tangible impact on the region you're in (eg. Crestwood quest). Being able to build, destroy, or change the region over time and seasons. Opening up new avenues to explore through your actions, but always with an eye on the story surrounding the reasons why you're doing these things, and how those actions impact the overall narrative. The Frostbite engine, especially if they decide to dive into photogrammetry, is just too good to waste on just linear-style gaming. I love exploration, so long as it's meaningful and not just a series of fetch quests and shallow side missions. I want to believe BioWare can find that balance. I wouldn't even say untapped. But dormant. The first two Baldur's Gate games were semi-open world, and they were games that put Bioware on the map. They just have to strengthen muscles they haven't flexed much in the last decade. And learn how not to trap players in a constantly respawning bear conga line...
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Post by armass81 on Apr 18, 2017 18:15:32 GMT
Comes down to personal preference. This writer obviously just doesn't like open world type of gameplay, or at least prefers corridor style gameplay. I happen to find the ME2 style of non-stop follow the golden brick road type of game equally as boring as they find open world content. The trick is reaching a happy medium between the two (unless you are great at one or the other like Bethesda). I did find MEA a little lacking in instanced straight forward elements but I didn't have any issue with the open world parts. If some of the open world quests lead to instanced story heavy dungeon crawls I think it would have struck a better balance. The problem is BW will see "we didn't like the open world" complaints and simply return to all ME2 style corridors which is even worse than what we had in MEA. Writer presumably does like open-world games - just not how Bioware does them. He mentions TW3 as an example.. I wish i had an euro everytime someone mentions "Witcher 3" here, id be a rich man by now. At least it would cover the annoyingness of it. Sigh...
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Post by Kappa Neko on Apr 18, 2017 18:19:52 GMT
This is a fallacy. The reason the story and quests are bad is because the writers are crap, not because of the open world. An open world has nothing to do with garbage auto-dialogue, horrible jokes, infantile characters, cringe inducing romances and insipid, drawn out fetch quests. It's both. MEA's writing sucks AND Bioware doesn't know how to design good open world gameplay. I wish it was only the open world part that sucked... could live with that. DAI was actually a pretty good game despite the empty maps. And for anybody who hates the constant Witcher 3 comparison, I'll throw in Horizon Zero Dawn as one of the best (open world) games I've ever played with a strong main story narrative and an amazing protagonist. MEA looks like a stinking pile of shit in comparison. Or compared to New Vegas, the list goes on... The developers of Horizon did what Bioware Montreal should have done: ask the best in the business how to do something they have no experience with. It paid off big time for Guerilla Games. They designed a breathing engaging open world, getting help from CDPR, hiring a writer who worked on New Vegas and so forth. Game's very polished too. THEY took the best elements of popular games and put out something that's incredibly fun to play, making you laugh or moving you to tears. There are SO many similarities to The Witcher and Geralt himself, it's AWESOME. Bioware used to do this too. Take inspiration from all their favorite sci-fi series to make ME1. It was a nerdy love letter to shows like Babylon 5. If you're going to copy something, copy the best. And do it properly, add your own spark. MEA is a sad sad attempt at copying the trilogy's success without the required talent, budget or time to it pull off.
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cotheer
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
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Post by cotheer on Apr 18, 2017 18:26:13 GMT
Can't stress this one enough.
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brandoftime
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by brandoftime on Apr 18, 2017 18:28:26 GMT
While I agree BioWare's handling of incorporating 'open world' elements in their game hasn't fulfilled the promise it could have (especially MEA), I disagree that they should go back to linear-style games. IMO, there is a lot potential there that is simply... untapped. It's not the open regions that are a problem, it's what you do in them. Through the story, I'd love to have more opportunities to make a real, tangible impact on the region you're in (eg. Crestwood quest). Being able to build, destroy, or change the region over time and seasons. Opening up new avenues to explore through your actions, but always with an eye on the story surrounding the reasons why you're doing these things, and how those actions impact the overall narrative. The Frostbite engine, especially if they decide to dive into photogrammetry, is just too good to waste on just linear-style gaming. I love exploration, so long as it's meaningful and not just a series of fetch quests and shallow side missions. I want to believe BioWare can find that balance. Agreed. Going back to 'on rails' game play totally sells all of us short, including Bioware given the power of the Frostbite Engine. Battlefield 1 is completely jaw dropping gorgeous - and smooth as fuck. Why this level of well - polish, wasn't incorporated in MEA, I'm not totally sure. But to use another cliche, I hope they don't throw out the baby with the bathwater. The last time they tried to reinvent themselves, we got DA2 which was so much potential, but rushed. DAO did it right, and as this article points out, they have strayed from what got them 9 and 10 out of 10's on so many earlier titles. Regarding MEA, it is fun to play, I want a sequel, but i felt that so much here is unused potential. There needed to be smaller worlds, and more variety. 2 of 5 of them are deserts and they wear thin after 90 plus hours. DAI had completely different world spaces and things never got stale (for me) even at the 300 hour mark. I miss that. Other than that, it's a great entry point, like ME1 and if the next game is as much improved as ME2 was from the first game, we could all be pleasantly surprised. What worries me is that the hate train will make them pull the plug on the franchise after a dlc or 2. Or just do like what happened to Deus Ex. I hope this sells well enough that they are willing to gamble on it (and us) one more time.
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