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The Comeback of the Immersive Sim | Game Maker's Toolkit

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    2016 has been an interesting year, all things
    considered, but nothing has caught me by surprise
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    quite like the comeback of the "immersive
    sim".
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    Deus Ex is getting a fourth game later this
    month, and Harvey Smith is making another
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    Thief-like stealth game at Arkane Studios.
    Which is also making a new Prey game which
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    is said to be a spiritual successor to System
    Shock 2.
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    Which is getting an actual successor courtesy
    of Warren Spector, who is also helping Paul
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    Neurath make an unofficial sequel to Ultima
    Underworld. And the first System Shock is
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    getting a remake, too.
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    But if you haven't heard of those games, or
    haven't heard of those names, or you're wondering
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    what the hell an immersive sim is and want
    to know why should we care that it's getting
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    a huge revival, then... this is Game Maker's
    Toolkit, I'm Mark Brown, and in this episode
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    we're looking at the rise, fall and return
    of a truly fascinating game design philosophy.
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    You can't talk about immersive sims without
    first talking about 1992's Ultima Underworld:
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    The Stygian Abyss. A.k.a the most influential
    game you've never played. Its 3D engine prompted
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    John Carmack to write a better one and make
    Wolfenstein 3D, and putting an RPG into that
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    3D world inspired Bethesda to do the same
    with the first Elder Scrolls game.
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    But Underworld's standout feature was using
    clever systems, artificial intelligence, and
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    even rudimentary physics to try and simulate
    a believable space that wasn't completely
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    predetermined by the developer.
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    The overarching design goal was to give players
    unique stories, and then let them come up with
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    personal solutions to quests, much like in
    a Dungeons and Dragons campaign. Only, replace
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    the human dungeon master with a complex nest
    of intertwining systems.
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    The game's developer, Looking Glass Studios,
    would explore this idea of simulated spaces
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    and player agency in all of its major games.
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    System Shock took Ultima into outer space,
    and killed off all the humans to avoid those
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    immersion-breaking conversations. Thief used
    advanced artificial intelligence and open-plan
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    design to forge one of the first proper stealth
    games. And at Ion Storm Austin, ex-Looking
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    Glass staffers mixed System Shock's shooting
    with Thief's sneaking for the incredible Deus Ex.
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    Or Dooz Ex, as you called it in the year 2000.
    Don't lie. You totally did.
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    So what is an immersive sim? What ties all
    these games together, and makes them different
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    from the other first person games being made
    around the same time? Well here are my, personal,
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    tenets of what makes these games special.
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    Immersive sims, for one, offer high levels
    of agency.
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    Which means you can achieve goals in multiple
    ways, and pick your own routes, tactics, and
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    gameplay style. The designers tell you what
    to do - like, break into Lord Bafford's Manor
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    and swipe his sceptre in Thief - but doesn't
    tell you how to do it.
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    The designers provide a large open space,
    perhaps a handful of predetermined routes
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    that support different playstyles, and often
    some suggestions for how you can finish your
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    mission. But the rest is up to you.
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    To avoid overwhelming the player with choices,
    your options are sometimes limited by decisions
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    you made earlier. In System Shock 2 you can
    only carry so many items, and you can only
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    use the powers you've installed and the skills
    you've developed, so sometimes it's about
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    finding the path that matches the playstyle
    you're developing, rather than randomly picking
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    new ones for every moment.
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    Immersive sims are also highly systemic.
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    Most games are heavily scripted. Crazy stuff
    happens when you stand on invisible triggers,
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    characters play one-off animations at specific
    bits, and obstacles in the game world just
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    do exactly what they need to do in that moment,
    and nothing more.
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    Immersive sims, however, are built from systems.
    So elements have globally defined characteristics
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    which means every alarm post works the same
    way, every torch can be extinguished, and
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    while different doors might have different
    properties, they're all based off the same
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    generic door mould.
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    There are also endless rules that the world
    follows. Enemies can find you based on sight
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    and sound, and will then run off and trigger
    an alarm. Footsteps sound louder on tiled
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    floors, turrets shoot who you tell them to
    shoot, and objects fall when pushed. Remember:
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    physics were still novel back then.
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    For a neat example of scripting versus systems,
    note how in Thief: The Dark Project, you can
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    attach rope arrows to any wooden surface.
    Whereas In Thief 2014, which dropped a lot of
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    the emergent sim stuff you can only plunge your grapple into beams marked with white rope.
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    The less prescripted stuff means that immersive
    sims can be emergent.
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    When two systems talk to each other, interesting
    new behaviours can emerge.
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    These interlinking systems
    give the player opportunities to come up with
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    smart, intentional strategies that exploit
    the game's rules. Put a gas grenade on an
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    alarm and then let yourself be spotted, to
    create a nasty trap. Coax this self-detonating enemy
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    near a fragile door, and then kill it, to open a passageway.
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    Emergent gameplay can also lead to a mad chain
    reaction that you could not possibly predict,
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    and puzzle solutions that the developer simply
    didn't foresee. Like using LAM mines - which
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    the player can safely stand on - as an endless
    ladder to clamber up walls.
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    Immersive sims are consistent. They try to
    avoid special cases and one-offs, and there
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    are rarely any failure states for anything
    other than getting killed. You won't find
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    these games telling you to return to the mission
    area, or making you restart the level because
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    an ally was killed in duty. The simulation
    just continues.
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    There are limits, though. You can shoot any
    character you like in Deus Ex, but you can't
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    just kill plot-relevant characters... until
    you're actually allowed to.
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    And at that point, you'll find that immersive
    sims are reactive.
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    The plot doesn't have to drastically change
    to reflect your choices, but characters will
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    act in different ways and say different things
    to reflect on your decisions. Even if you
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    thought no one would notice...
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    MANDERLEY: By the way, Denton, stay out of the ladies
    restroom.
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    The games judge your actions during gameplay,
    not in clearly designated choice sections.
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    Clint Hocking, who was inspired by immersive
    sims with Far Cry 2, has said "by creating a
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    chain of influence that cascaded between the
    narrative and the WASD keys, Deus Ex allowed
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    players to experience the repercussions of
    their immediate input level actions as they
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    echoed upward into the very plot of the game".
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    So these are the tools that Looking Glass
    and Ion Storm used to make games that felt
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    immersive. Not with photorealistic graphics
    or by getting rid of the HUD, but by letting
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    go of the player's hand.
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    Deus Ex, for example, was "designed, from
    the start, as a game about player expression,
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    not about how clever we were as designers,
    programmers, artists, or storytellers" says
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    director Warren Spector. "The game was conceived
    with the idea that we'd accept players as
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    our collaborators, that we'd put power back
    in their hands, ask them to make choices,
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    and let them deal with the consequences of
    those choices".
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    To those of us who played them, immersive
    sims felt like the future. They let us do
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    what we wanted, they reacted to our decisions,
    and they operated in spaces that acted more
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    like a simulation of a real place than a phoney
    video game rollercoaster ride.
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    But there were, after all, only a few of us.
    Deus Ex sold like 500,000 copies while Half
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    Life - equally brilliant, but for a very different
    reason - shifted millions.
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    Deus Ex was a cult classic, not a landmark
    title that would start a revolution.
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    Immersive sims muddled along with the forgettable
    Deus Ex sequel Invisible War, the contentious
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    third Thief game Deadly Shadows, and the more
    well received spiritual successor to Underworld,
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    Arx Fatalis. But the closure of Looking Glass
    in 2000 and Ion Storm Austin in 2005, and
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    the booming blockbuster success of more linear
    and scripted games, meant the design ethos
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    kinda went away.
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    It bubbled up here and there, mostly thanks
    to new Elder Scrolls and Fallout games, as
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    well as BioShock from System Shock 2 designer
    Ken Levine, and Eastern European efforts like
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    Pathologic out of Russia and STALKER out of
    Ukraine.
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    But now, the genre seems to be making a triumphant
    return as games and names and ideas from Looking
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    Glass and Ion Storm history have returned.
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    The new Deus Ex games are made by all new
    people but are pretty faithful to the original
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    game, other than the crappy inconsistent boss
    characters (who were mercifully changed in
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    the director's cut edition), and slightly
    less scope for emergent gameplay. You'll get
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    plenty of that in Dishonored, though, which
    comes from Deus Ex lead designer Harvey Smith.
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    This stealth games lets you juggle loads of
    magic powers, and lots of interweaving systems,
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    to come up with unique ways to assassinate
    your targets. It's also highly reactive to
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    your playstyle, with rats becoming more plentiful
    if you choose to murder loads of guards.
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    And then there are all the upcoming games
    I mentioned in the opener, which should be
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    very interesting. "While I've seen some efforts,
    especially from the guys at Arkane, to sort
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    of extend the design philosophy of Looking
    Glass - I'd like to go further with that,"
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    says Spector. "It's nice to
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    see more people trying, but I think there's
    a ways we could go as well, in terms of empowering
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    players to tell their own stories. Those are
    the directions I'm going to try to go in".
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    What I'm most excited by, is the opportunity
    to update this old philosophy with the tech
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    and design of today.
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    Immersive sims really take advantage of, well, sims. Simulations. And games are now much better at
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    simulating crowds, artificial intelligence,
    fire, weather, and physics.
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    This genre can also learn from other types
    of games, and borrow stuff like
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    stories that
    dramatically react to your actions like in
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    Shadow of Mordor. And yes, they can also benefit
    from the photorealistic stuff to make these
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    worlds even more believable.
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    And going forward, there's VR: perhaps immersive
    sims are the perfect match for virtual reality.
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    Indeed, even in the earliest days of Looking
    Glass, the studio thought about future technology.
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    Major contributor Marc LeBlanc said "everyone
    was hearing about how virtual reality was
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    coming and most people thought that virtual
    reality was a hardware thing. We were kinda
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    coming at it from the software thing: if there's
    going to be a virtual reality that you're
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    interacting with then it's gonna have to have
    rules and a simulation and stuff like that".
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    But, ultimately, this a design ethos that
    just needs to be explored further. Immersive
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    sims, with their system-driven worlds and
    consistent behaviour - are never going to
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    be as flashy (or as profitable) as crazy,
    scripted, rollercoaster rides. But
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    sims like Fallout and Deus Ex, and games with
    similar design goals like Metal Gear Solid
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    V and Hitman, do something truly unique.
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    "Simulations allow players to explore not
    just a space but a 'possibility space'," says
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    Warren Spector. "They can make their own fun,
    tell their own stories, solve problems the
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    way they want, and see the consequences of
    their choices. That's the thing that games
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    can do that no other medium in human history
    has been able to do".
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    Thank you so much for watching. If you are
    wondering where Boss Keys is, the episode
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    on Majora's Mask is up next. As for Game Maker's
    Toolkit it is funded entirely by people on
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    Patreon, who are amazing and I want to thank
    them all right now. But I'm going to give
  • 11:05 - 11:09
    a special, on screen shoutout to everyone
    who donates $5 or more.
Title:
The Comeback of the Immersive Sim | Game Maker's Toolkit
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Duration:
11:29

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