GSL Popularity - Page 60
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mmdmmd
722 Posts
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Avaloch
241 Posts
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Slakter
Sweden1947 Posts
On January 09 2011 23:48 Avaloch wrote: I am rather curious as to what KeSPA and the BW e-sports community would do if Blizzard did take the case to court and subsequently win the case. It might be a possibility that the lukewarm response to SC2 is due to the still big BW scene in Korea. They would piss so much people off in Korea that SC2 would become even smaller. | ||
mmdmmd
722 Posts
On January 09 2011 22:51 CreepCrepe wrote: So WC3 survives as an e-sport on the back of it's mindbogglingly difficult macro mechanics? Cool story. WC3 macro is incredibly easy compared to even SC2, yet it still marches on. I don't see how the amount of time, money and effort already invested into Western E-sports is just going to fade away. I don't get why everyone is so content being an e-sports reactionary when it comes to BW and SC2. What game are all the current SC2 pros going to go to when GSL drops the prize money down a few thousand dollars? Back to Brood War? Hilarious. Sorry, I thought u were talking about BW and SC2 as an esport. I didn't know you changed the subject to WC3. No the pros(Koreans at least) won't go back to BW, because most of them are failed/failing BW players. | ||
RvB
Netherlands6190 Posts
On January 09 2011 23:48 Avaloch wrote: I am rather curious as to what KeSPA and the BW e-sports community would do if Blizzard did take the case to court and subsequently win the case. It might be a possibility that the lukewarm response to SC2 is due to the still big BW scene in Korea. Didn't they already bring it to court? They just didn't order an injuction or something which means that the MSL and OSL can still be broadcasted. And even if they win the case Blizzard won't shut brood war down they will only ask money from the broadcasting stations to broadcast the OSL and MSL. But I am not sure on what I just said so take it with a grain of salt for the moment :p. | ||
psycow
55 Posts
On January 09 2011 14:24 TeWy wrote: Starcraft 2 Beta was released nearly 1 year ago, this "it's a brand new game" argument doesn't work anymore. This blind faith that eventually Starcraft2 will finally turn out to be much more micro/harass based as time passes is really unconvincing and I can see no evidences of this in my BNet division, nor in the GSL games. Having larger maps wouldn't change anything, the game will just be even more boring as people will wait to be maxed before making 1 big a move all-in, not to mention that it will also show the huge imbaness of Zerg macro in late-game. The real issue with Starcraft 2 is that there's no real need for harass based play thus people take no risk and do NOTHING. If you create a balance dynamic where a race is FORCED to do damage at a certain point using a certain kind of hardcore micro (such as the mutalisk/reaver harass in BW) then you have an interisting MU dynamic. If there are no clear incentive to harass/multitask at any point of the game and if there are no exciting spells/units such as scarab/mines (HSM and Vortex the 2 most awesome Starcraft 2 spells are totally unusable) then the game will keep being extremly boring and fade away quite fast. ^ THIS BW is exciting because there's an ebb and flow to the game. A typical situation is TvZ where the game flows from Z --> T --> Z --> T --> Z. The players must inflict some kind of damage to each other while they have the advantage or they must face the consequences later. But in SC2, it always comes down to cheese rushes or 200/200 mass ball fights. I think this thread has run its course. It was always bound to end up as a shit flinging match. But for those of you who've been wondering why SC2 is so boring, now know you are not alone. In fact a very large number are beginning to see what a bad game SC2 really is. | ||
Ido
Germany661 Posts
On January 09 2011 14:24 TeWy wrote: Starcraft 2 Beta was released nearly 1 year ago, this "it's a brand new game" argument doesn't work anymore. thank you for pointing that out. damn true. | ||
Rickly
United States18 Posts
+ Show Spoiler + On January 09 2011 14:25 Rickly wrote: Well, believe it or not, I have read most of this thread :x. Many good points and bad points were made on (oh, I hate to say this) "both sides." And honestly, the whole issue of popularity of SC2 in Korea is, I think, a VERY complex subject with a plethora of factors. It's just not as simple as some make it out to be. I mean, think about it. It has been ~11 years since the release and initial growth of the previous Starcraft (BW ofc). What has changed since then? (technologically, socially, economically, etc.). There are too many to list here, but here are a few (many of which have already been mentioned). 1. World wide economic crisis (which must have SOME type of affect on this). 2. Percentage of population that owns a personal computer and/or the internet (and their increase in power/speed) 3. The whole progaming scene (since it didn't really exist before the BW scene got started) 4. Lack of a single game dominating an entire country (perhaps laughable back then). Even if Kespa and Blizz were buddy buddy, I can only see BW and SC2 and competing for the same viewers (this would be their "coexistence"). But considering how ingrained BW is in the hearts, minds, and very culture of Koreans (and given other circumstances like GSL's poor map choice and the fact that the game just isn't as good as BW yet), you can't expect anything more of SC2 right now (Blizz/kespa conflict notwithstanding) 5. SC1 developers having to come up with a brand new lore complete with units, characters, three races, and some type of crazy/unprecedented balance between these races where the incredible contrast between them (the look and style, the economic workings, and overall distinct "feel" of each race) does not clash with the fact that they should be balanced (which they obviously didn't get right the first try). In all honesty, SC2 inherited a lot of these kind of incredible aspects of BW, which allowed the new developers to focus elsewhere. Although don't get me wrong, I realize that newer mechanics combined with new units means this had to and still must be worked out some. However, much of the core "essence" that is our beloved StarCraft was worked out through BW. 6. Since there was no scene, there was no Kespa, meaning there was no Kespa/Blizzard legal conflict to hinder the growth of BW. Of course, Blizzard never meant BW to become what it did (else the legality of organizations hosting tournaments with your game to make money would have been hammered out waaaay back then). 7. BW came out and grew during the dawn and toddler years of the internet age (and the growth spurt of the ownage of personal computers). Even back then, the system requirements of BW were not demanding, so it was affordable to host it in internet cafes. Compare that with SC2. We have cable internet, video streaming, a pro-scene, etc. etc. 8. Along with #5, there was no predecessor (let alone an unprecedentedly popular one) with which BW could biggie back on. Sure, you could say Warcraft II, but look what happened when Blizz tried to use WII engine (which works for WII units, environment, lore, and general system) to make SC1: (this is a very important point with regard to #5). 9. BW has had time! It is natural (atleast to me) that BW is still the best/most entertaining competitive RTS around after SC2 has been out for only 6 months. Although it is true that the experience of 10 years of awesome BW means that players aren't starting from scratch with regard to broad aspects of game play (ex: The deep concepts of economy and the balance between two different resources: minerals and gas), I would like to keep an open mind and assume that I cannot possibly guess what high-level SC2 play is like 3-5 years down the road (especially considering the potential of two expansions worth of new units! :O). 10. MORE STUFF I CAN'T EVEN THINK OF!(I suppose "etc." would do lol) So, given all these factors, I find it difficult to say things (as I did in #9) like "it's only 6 months old, give it time to become more skillful!" as if this is a singleton, simple reason/explanation as to why SC2 (or more specifically, GSL) progaming hasn't taken hold in Korea the way I expected it to (expectations were perhaps too high). My whole point in posting this was just to bring up the fact that this isn't a simple issue. So much so that (as one user already said) it may be impossible for SC2 to explode in Korea in the same way that BW did (again, think of the points listed above as 1. reasons why BW exploded and 2. why SC2 may not necessarily do the same). If pro SC2 in Korea fails, then even given the improvement of western attitude towards professional gaming, I can't see pro SC2 in the US or any European countries being as huge as pro BW was in Korea at its height and continues to be (a bonifide national sport that even has a freaking air force team!). Even so, this doesn't necessarily sadden me as I am content with what I have (I don't need a crowd in the tens of thousands, entire tv stations, and governments devoted to my game of choice, as long as I can still enjoy it and enjoy watching people exceedingly good at it display their skill. For example, I greatly enjoyed Dreamhack! Of course, that level of popularity would be nice). Now! I must admit that I am a huge BW fan and that I wouldn't mind seeing high-level Korean BW for another 10 years (as believe it or not, BW is STILL evolving!).However, the possibility for SC2 having a chance to be like this isn't 0 and as the SC community, I like to think that it is our responsibility to flesh the game out and give it constructive criticism so the game can grow (which thankfully many have been doing, but some of you are just flaming... on "both sides"). IMO, we must be critical and honest about SC2 without being jerks to each other as I feel this is a more effective method for getting the job done (and it doesn't split the community further). So here is my criticism (or opinion, which isn't all original) Achievable changes: 1. BIGGER MAPS NEEDED(I think everyone here has agreed with this). 2. Better sounds. Although an earlier user posted this, I thought the same thing when I first played the game. Especially since I am a zerg in BW, I am disappointed with the sound of hydras and zerglings attacking (before, the sound of 24 hydras destroying a main helped to create a feeling of exhilaration). They don't need to be the same (using the same archaic sound bytes would = lulz), but they should instill more fear/excitement than they do now. 3. The clarity of units against backgrounds and during fights. Although it is by no means bad, compared with the crystal clear visuals of units in BW, it seems as if it could be improved (I think brightening up the units and environments and perhaps turning down special effects may help!). Absurd (meaning improbable at this stage) things to change: 1a. The "WoW-ish" look of some units (ex: zealots looking like a warrior in battle stance mode). 1b. The Warcraft 3-ish look of buildings (kinda blocky, bulky looking. Then again, I don't know what words to use to describe the BW look of buildings lol). These sometimes make it feel a bit less StarCrafty for me. I actually consider these to be minor issues (especially considering 1. an overhaul of even a single unit's appearance is probably too late now and 2. some of this is a direct consequence of going 3D). Also, this is most likely my BW bias (lol), so I probably just need to get used to it and except it as the new game it is. 2. Return of some missing BW units like the lurker, speed vulture, and reaver (once again, probably BW bias, expecially considering the game isn't complete yet. Two expansions to go!) 3. KERRIGAN'S STUPID VOICE! (lol) I'm sorry, but I miss hearing the overmind's voice when managing my zerg base. Kerrigan's "we require more overlords" is soooo annoying and sounds too forced xD (e.g. she's "trying" to sound evil). Yet again, this is relatively minor ;-). In conclusion, I am very excited for the future and potential of SC2. The only thing I didn't mention in my "achievable wants" was having a more in-depth meta game. The reason is because: SC2 is young! So this must develop (Honestly, BW has transcended gaming in the sense that its meta game is incredibly complex and after all the years is still evolving healthily)! This is what I feel (once again, blizzard/kespa issues notwithstanding): SC2 "progaming" should not have been broadcast in Korea straight away. Its meta game is unstable because it is young and should have been allowed to stabilize (with our help) more before being presented as high-level SC2 in a massive/expensive tournament (like throwing a 5 year old into the workforce where his 50 year old brother had dominated before and continues to do so. The 5 year old needs time to mature and gain work experience. Perhaps an internship lol). Dreamhack and MLG level tourneys (smaller scale/cash prize) are better suited now IMO. A safe environment for SC2 to develop and grow (just like the internet cafes and small tournaments in Korea were a safe place for BW to develop to the level where it could be broadcasted and profitable)! I do hope that SC2 can break into the Korean scene and help boost progaming for not only itself, but also BW! Since u like the old sounds, you should do what I do and get the bw soundpack. Its what i use and the game is way better now. And i play protoss, but i know that the race that most greatly benefits from the sound changes are Zerg, so i highly recommend you try it. http://www.mediafire.com/?cymwjuyd2jv Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=117317 Interesting. Yes I liked the BW soundtrack better. However, I don't think SC2 needs the the exact old sounds/music. But I feel like the current sounds could be improved upon ![]() I wish my first post had been as cool as yours. LOL. I've been lurking hardcore! Also, I have only been following the pro-scene since early 2009. However, With SC2 coming out, it sparked my interest in BW (which I had played noobishly before). And oh boy! I didn't know that BW was so freaking good! So you could say I came to pro Korean BW through SC2 ![]() | ||
Fungal Growth
United States434 Posts
On January 09 2011 14:25 Rickly wrote: Good post! Agree about the sound. Liked it so much better in BW...... Also agree with the graphics. I HATE the WOW look. Why on earth do the protoss units have crocodile eyes now? Remember the look of the protoss unit on the original SC case cover or Tassador in the cinematics? I liked that look... Can't stand these punkified exaggerated unit models that blizzard seems to be so proud of. Much prefer the clean, bright, elegant, look of BW with actual rounded corners! Some of the SC2 artwork is quite good (most done by Peter Lee who is uber talented and one of the few competent artist on staff IMO). The mothership, colossi, corrupters and some of the other units do look great. I know why Blizzard went for the angular look...it's easier for their 3d engine to render. And they went 3d to take advantage of the war3 engine they already invested years of time in creating and to make it more novel and 'modern' for impressionable young gamers who care about game play only as an after thought. It would have been much better to create this game on a 2d engine. Rounded corners could come back. We could ditch the stupid trapezoid cam (rectangle cam is so much more intuitive for an RTS even if it "doesn't look as good". The game would have been finished MUCH sooner (3d programing and modeling is hard and it taking up way too much dev time for modern games now days which is taking away from game-play dev time). Just my 2 cents... | ||
oneofthem
Cayman Islands24199 Posts
On January 09 2011 06:29 Bleak wrote: You are correct but where should the line be drawn? To what extent should the game mechanics be kept flawed so that players can do amazing stuff? I'm all for smart pathfinding, but auto-muta stacking seems a little dumb tbh. i prefer to think of it not as a line, but as a standard or guide for design. there are clearly good inefficiencies and bad ones, and without being too precise, we can identify some reasons that make the good inefficiencies good, and the bad ones bad. the rough standard i have is a simple stage process 1. does a particular feature add more interesting content to the game 2. does adding this feature affect competitive and casual play disproportionally to the point of presenting a severe balance problem. 3. (for competitive gaming) does this feature look cool for an audience? another way of approaching this question is to examine what your typical player wants to do in an rts. a large number of people play bw simply to "crush noobs," which involves doing things better than the other guy. this competitiveness makes learning each and every one of the game's imperfections a rewarding experience. the game has its own rules and instruction menus, but nobody ever plays by the design menu. rather, the player usually tries to game the game, so to speak, and take pride in figuring out how stuff really works. as evidence, you can look at the large amount of "micro tourney" UMS games in bw. effort spent in the pursuit of GODLY KOREAN MICRO is validated by the hidden fact that not everyone can do it. the idea here is that each unit's use experience is in itself a part of what constitutes game content. the way dragoons are so STUPID in bw can actually make playing with that unit fun, over and beyond the intended design of the unit. even though sc2 stalkers are smarter and comes with an active spell, dragoon in a sense has more content because the difference in effectiveness between micro'd and unmicro'd units is larger for goons than it is for stalkers on many occasions, and the difference is more visible for competitive play. the worker mining ai in bw is clearly a bad inefficiency because it's tedious and doesn't add any exciting content to the game. things like queuing units can be in this category too. refinement in macro is pretty good, and sc2 does a decent job of building micro into the units. however, whereas sc1's micro space is unintended and thus often beyond the expectations of the viewer, sc2's micro is more expected. when you are given a dumbass unit like goons and make them look like butterflies, it's more impressive. | ||
mprs
Canada2933 Posts
On January 09 2011 14:24 TeWy wrote: Starcraft 2 Beta was released nearly 1 year ago, this "it's a brand new game" argument doesn't work anymore. This blind faith that eventually Starcraft2 will finally turn out to be much more micro/harass based as time passes is really unconvincing and I can see no evidences of this in my BNet division, nor in the GSL games. Having larger maps wouldn't change anything, the game will just be even more boring as people will wait to be maxed before making 1 big a move all-in, not to mention that it will also show the huge imbaness of Zerg macro in late-game. The real issue with Starcraft 2 is that there's no real need for harass based play thus people take no risk and do NOTHING. If you create a balance dynamic where a race is FORCED to do damage at a certain point using a certain kind of hardcore micro (such as the mutalisk/reaver harass in BW) then you have an interisting MU dynamic. If there are no clear incentive to harass/multitask at any point of the game and if there are no exciting spells/units such as scarab/mines (HSM and Vortex the 2 most awesome Starcraft 2 spells are totally unusable) then the game will keep being extremly boring and fade away quite fast. It is kind of sad that now a days, a game that has been out for 6 months is considered a brand new game. I guess every gaming company releases sequels every year and we are just used to that. No, 1 year after release still counts as new. Also, how the fuck can there be no need for harass. People need to take advantages and leads. Even in SC2. If you can do what you want, + add a warp prism with 3 zealots to take a few SCVs, why the hell would you not do it? This game isn't even close to figured out. I love how in the same sentence, you mention dynamic balance, and then follow it with a RESTRICTION that a race MUST do lol. Yes, it would be cool if HSM and Vortex and other micro intensive spells are more viable. But that is SUCH AN EASY FIX. All it takes is 1 patch. We have years to figure this out. SC1 didn't figure it out. BroodWar didn't figure out. It was a patch after BW that made the game magical. All it takes is ONE patch. This game is already so damn close to BW in terms of balance, all it needs is some tweaks. If the expansions add some exciting game play or an exciting unit, then this game would do even better. And yes, BW games RIGHT NOW are much better than SC2 games. However, there are some gems of games scattered all around since Beta. They aren't consistent, but its there. We look to Korea to be the best of the best and have people play ridiculous good, and if that is not good enough, then it automatically suck. Look no further than yesterday's REDDIT tournament (which will be continued today) for some RIDICULOUSLY good games. + Show Spoiler + White Ra vs Janook G3: Some ridiculous harass on White-Ra's part. RSVP vs Catz G2 (i think): Just an outrageously entertaining and fun game. KiwiKaki vs Machine series: Kiwi just decides to reinvent PvZ every time he plays. Watch the good, ignore the bad. Things will get better. In beta, the game was horrible. Few patches later, even better. GSL 1, some good games, and a hero Zerg that won against all odds. GSL 2 was much better. GSL 3 was even better. Games like Leenock vs Clide G3 is a good example of what this game could be. All it took was for two good players to play on a macro map like Shakuras. If we were to give this game 10 years, I have no doubt in my mind that it will be even better than BW. How can it not be with a supportive community and a supportive development? | ||
lowkontrast
United States855 Posts
Maybe it's just Korea that isn't accepting Starcraft 2 well? If so, can't Blizzard get Europeans to host the GSL? Look at the huge response Dreamhack got. Plus it had free HD streaming, lol. | ||
oneofthem
Cayman Islands24199 Posts
the question is, do you patch the "bug" and return the game balance to its previous ideals, or do you allow that to play out and balance the aftermath, after judging that the bug is a good part of game content? there are different rewards and risks associated with each. the high demand for balance from players can actually contribute to decreased interesting content because it increases the risk of letting the bug play out. players have to take things less seriously and have fun with the bugs of the game, and that spirit was what made bw fun for me. but i dunno about sc2 people. :/ | ||
mprs
Canada2933 Posts
On January 10 2011 01:27 oneofthem wrote: i'm sure muta micro was considered abuse when it first got invented. the history of that little bug can be illustrative when we consider the proper approach to balance patching. the question is, do you patch the "bug" and return the game balance to its previous ideals, or do you allow that to play out and balance the aftermath, after judging that the bug is a good part of game content? there are different rewards and risks associated with each. the high demand for balance from players can actually contribute to decreased interesting content because it increases the risk of letting the bug play out. players have to take things less seriously and have fun with the bugs of the game, and that spirit was what made bw fun for me. but i dunno about sc2 people. :/ Actually a good point. I wish they would have balanced around "Fazing" rather than removing it. | ||
IamBach
United States1059 Posts
On January 10 2011 01:27 lowkontrast wrote: I just really have to ask, because I was not a follower of Starcraft 1 competitive gaming, but it just seems that Starcraft 2 is getting so much more exposure. A lot of my friends at school are familiar with the scene, even with ones who don't even game on PC. However, before Starcraft 2, no one really knew what Starcraft was. Maybe it's just Korea that isn't accepting Starcraft 2 well? If so, can't Blizzard get Europeans to host the GSL? Look at the huge response Dreamhack got. Plus it had free HD streaming, lol. Well sc2 was advertised on the youtube homepage so basically anyone that used youtube probably saw commercials for it. Korea isn't accepting starcraft 2 right now because of the lack of interesting games. Making foreigners run the tournament wouldn't fix that problem. | ||
infinity2k9
United Kingdom2397 Posts
On January 10 2011 01:27 oneofthem wrote: i'm sure muta micro was considered abuse when it first got invented. the history of that little bug can be illustrative when we consider the proper approach to balance patching. the question is, do you patch the "bug" and return the game balance to its previous ideals, or do you allow that to play out and balance the aftermath, after judging that the bug is a good part of game content? there are different rewards and risks associated with each. the high demand for balance from players can actually contribute to decreased interesting content because it increases the risk of letting the bug play out. players have to take things less seriously and have fun with the bugs of the game, and that spirit was what made bw fun for me. but i dunno about sc2 people. :/ This is like the myth of muta stacking or something though... people always stacked their mutas before when using them by clicking on mineral patches and so on. It's not like the game was completely changed after Shark found that 'bug' - which isn't even a bug, just the way the engine handles moving in formation. If you have a unit outside the formation box with any unit then they do not move in formation and attempt to stack, even land units. When moving a lurker line for example you don't have another lurker select that's outside of the box or you don't keep your line straight. So honestly patching it wouldn't make sense, its an important part of the engine in regards to unit movement and formations. Any air unit can be stacked with the same method it's just a side effect of that. | ||
Bleak
Turkey3059 Posts
On January 10 2011 01:16 oneofthem wrote: the idea here is that each unit's use experience is in itself a part of what constitutes game content. the way dragoons are so STUPID in bw can actually make playing with that unit fun, over and beyond the intended design of the unit. even though sc2 stalkers are smarter and comes with an active spell, dragoon in a sense has more content because the difference in effectiveness between micro'd and unmicro'd units is larger for goons than it is for stalkers on many occasions, and the difference is more visible for competitive play. Blink micro is equally amazing imo. I think the point you're trying to make is that things like Blink is the product of a design philosophy, which means that it feels artificial, but fighting with a unit's retarded AI to pull of amazing stuff feels more natural. However, consider this: You are making a brand new game. With improved resources and technology. Why would devs intentionally create retarded AI for the purpose of creating an e-sport out of it? It doesn't make sense, it is against common logic. What they would rather do (and what they did) is to add things into the game with those additional resources and brainstorming, like Blink or ability to hop up and down into cliffs with special units. For example spreading creep, it is an amazing idea. I can't think Zerg without it, or Toss without Warpgates, they both make the game really interesting. You can be anywhere, any time, and create your own terrain for your advantage. True, it also makes all-ins like 4-gate possible, but perhaps mutalisk stacking in BW (for the record I don't know too much about the game's history so correct me if I'm wrong) could be considered an abuse of game mechanics , perhaps it wasn't intended in the original design, if you think that way, one of them abuses warpgate flexibility, which I don't think was intended to reinforce right at the ramp of your opponent but to make Toss macro interesting, and other abuses the game engine. One of them requires huge APM and other does not. The issue is here: If both are the results of an unintended perspective that devs did not intend for while making the game , why does it matter if it takes 300APM or 50 APM to make use of? | ||
Rickly
United States18 Posts
This is what I feel (once again, blizzard/kespa issues notwithstanding): SC2 "progaming" should not have been broadcast in Korea straight away. Its meta game is unstable because it is young and should have been allowed to stabilize (with our help) more before being presented as high-level SC2 in a massive/expensive tournament (like throwing a 5 year old into the workforce where his 50 year old brother had dominated before and continues to do so. The 5 year old needs time to mature and gain work experience. Perhaps an internship lol). Dreamhack and MLG level tourneys (smaller scale/cash prize) are better suited now IMO. A safe environment for SC2 to develop and grow (just like the internet cafes and small tournaments in Korea were a safe place for BW to develop to the level where it could be broadcasted and profitable)! Once again, this is just IMO. I mean, even if Kespa was allowed to take up SC2 and broadcast it as pro SC2 play, does anyone else feel that the constant cheese in the SC2 Korean scene would sustain a SC2 OSL or MSL for long (BW meta game has transcended "gaming" by this point)? Of course, I could be wrong lol. But given the instability that is the meta game right now, it isn't entirely clear that this would be the case. | ||
infinity2k9
United Kingdom2397 Posts
Again read my above post mutalisk stacking was just part of the way the engine worked. The reason why if 300 APM or 50 APM is required is important, is completely obvious; the skill gap between players and spectators, and the skill gap between the pro's themselves is what makes games impressive/interesting. | ||
wideye
United States209 Posts
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