Multiplayer games should have toggles to allow more than 4 people. Why do we need to install mods or change a 4 to a 6 in some config file?
This obviously doesn’t work for games like It Takes Two where more than 2 players would be senseless, but your survivalcraft game shouldn’t be limited in the same way.
The ability to pause should be a requirement for single player games. Not being able to pause long cut scenes, combats, etc. is so frustrating when nobody else is impacted.
Any game completely opposed to pausing for whatever design reason should instead be required to have a minimum of 30 seconds between pauses to allow for interruptions while playing without it allowing for rapid pauses to impact game play. 30 seconds minimum is because of how many interruptions are immediately followed by another interruption by kids/spouses/parents/pets.
I’m sure I have seen it before, but I can’t think of a single game that lets you pause during a cutscene. It really sucks for turn-based games where you need to watch whats happening when it’s not your turn in order to respond correctly.
I remember a game I used to play years ago that had no ability to pause, so what i would do is alt+tab to the task manager and suspend the process, and then resume it later. Obviously that’s way more clunky than just hitting a pause button.
I have played a lot of games where pausing the game to get to game menus pauses cutscenes, generally ones where they use in game assets to do the cut scene. I would have to check to confirm, but I think BG3 let you pause by going to the menu and there was also a separate option to skip the cuts scene.
Definitely played a lot with unskippable cut scenes too. Mostly avoid those games now.
It’s been a very common feature for the last few years and has been very rare before that so it really depends on when you started playing new releases. I’m in my mid-30s and pausing mid-cutscene definitely happended after I stopped being excited about my birthday.
Cutscenes especially. The pause button should pause cutscenes, with an option to skip the cutscene on the pause menu. The pause button should never just outright skip the cutscene. It should always pause the cutscene.
So many times as a kid that my mom would walk in and start talking right as a cutscene started. And when I’d go to pause it, it would just skip the entire fucking cutscene instead.
Yeah, pause and skip should be separate things. I have some games pm PC where the ESC key pauses and brings up the menu but to skip the scene you have to be watching it and then hold some specific button like mouse 1 for a couple of seconds to skip. Those are my favorites because I have time to reconsider skipping!
Oh yeah that was the worst. Game devs really shooting themselves in the foot with that design.
Once paused, should it just be a single button? Maybe a menu with an “are you sure? Y/n”, or maybe a hold down one or two buttons together for a couple seconds like on consoles?
Yeah no-pause feature was cool for one or two games as a gimmick, but Jesus h christ I’m an adult now and sometimes you need to freeze everything RIGHT NOW and single player games that you can’t pause are stupid as hell. Like I get maybe not pausing for accessing gear menu. But then at least give us a separate pause in case I have to run to the post office or take a business call or something
Watch Dogs 2 had an “invasion” system like Dark Souls, but it also allowed pausing in the world anytime you weren’t being invaded. It’s been a nice thing to point to anytime Souls fans make that excuse.
I thought about this right after replying. Really, the GC, Wii and Wii U were more exception than rule with Nintendo. They’ve always liked their cartridge formats.
I remember Nintendo getting trolled for still using cartridges with the Nintendo 64 when Sony was already using discs and it looked like the future. Nintendo’s response even then was the cartridges were faster, basically eliminating load time.
People seem weirdly attached to the idea of discs, in my experience. Without anything but anecdotes to back it up, I feel like people view discs as adult and cartridges as childish.
Might be a generational thing you’re perceiving. For someone about my age, carts were what we used as little kids (NES, SNES) and a little longer if you stuck with Nintendo (N64) over PlayStation. The PlayStation kids tended to view Nintendo as “kid stuff.”
Kinda moot these days when everything is using flash storage. Transfering a Blu-Ray to storage at 100MB/s before playing is an acceptable compromise if it means you can use the fastest possible storage for all games, without the cost.
Of course, this wouldn’t work on a portable not named PSP
I rather a game load a little bit slower than having to spend hundreds more for expanded storage or waste hours manually installing and uninstalling games.
Nothing can reach an nvme drive. I heard Switch 2 had longer loading times from cartridges vs loading from internal storage or micro SD express card. And there is no way to store 100+GB games in there. Yeah textures in 4k hurt.
I’m okay with a little chromatic aberration and vignette.
Why? It’s literally something that pro camera tools have added in-software fixes for to remove them. Like - if you’re simulating an old JVC vidicon tube camera and wanting to make something specifically look like an image capture device from a specific time, I get it, but otherwise, it just seems like a way to hide the fact that your graphics aren’t quite hitting the realism mark and you think if you obscure it a bit, players will think it looks more “real.”
I’m very aware, I’ve spent quite a bit of time over the years removing them from photography projects.
For vignette, it accomplishes a lot of the same thing in games as it does in photography in general: it is a subtle focus shifter. For some games - like some photos - I enjoy that little bit of extra emphasis on the center of the screen.
For chromatic abberation, i generally avoid it in photography, but it can be used for effect. I feel like that’s also true to a point in games. Over the top CA feels like trying to watch something without 3d glasses. A little bit on the fringes can give a smidge of retro (and, oddly, futuristic) style for effectively no compute cost. It’s definitely overused though, and I tend to turn it off more often than not.
Agreed on the “shifting focus” part for vignetting specifically - but everything else… outside of specifically tailoring to fit a particular “aesthetic” I think are crutches that are generally used to obscure an overall graphical presentation in order to work in a similar way to how squinting your eyes works.
I agree that highly stylized games like “Bodycam…”
…use things like a specific kind of grain, noise, distortion, aberration, etc. to create a highly appealing visual aesthetic designed to match an actual low-fidelity police body camera, but Battlefield and CoD have much less excuse in my book.
The camera aesthetic stuff only makes sense on things like the AC-130 killstreak in CoD where you’re emulating the on-aircraft cameras actually used in the real deal.
For over-the-shoulder games, separate field-of-view AND CAMERA DISTANCE.
For player-hosted games, an option to reject hosts using unsuitable hardware or low bandwidth, high latency networks. My gripe is specific to Warframe on the Switch 1, but if the developers of any game can’t/won’t operate public game servers and choose to offload the responsibility to the players, the choice should belong to the players.
This is totally unrealistic but it would be sweet if there was a button for showing you a compilation of recent cutscenes or something for when you havnt played a story heavy game in a while and forgot what’s going on.
Like in the main menu give me a memory button or whatever that basically brings me up to speed to where I left off. Could be replaying cutscenes or showing me text of recent events, who knows 🤷♀️
But there are too many times i have to put a deep rpg down and then life gets in the way and picking it up again becomes impossible when it doesn’t feel like I’m there anymore
One of the latter Final Fantasies did this. I think it was 13? Despite that game’s many other rather glaring shortcomings, that part was pretty neat. I agree it should definitely be standard for most RPG and heavily story driven games.
I’ve seen a variety of half baked implementations. Sometimes you have a decent in game log but sometimes it’s also just the dialogue of your last conversation and nothing more 🥲
Customisable difficulty. Have a single or multiple presets balanced to what you’d like your players to experience but give me an option to adjust some of the stuff to my liking. There are SO MANY games I’d love to play way more than I do but none of the difficulty options feel “right”, bringing the whole experience down.
It’s also a great feature from an accessibility standpoint - pretty important thing for those who literally can’t play your game for reasons that could be easily worked around if such customisation was there.
“But my artistic integrity and vision!”
No, shut up. Your vision doesn’t mean squat if my experience with the game is annoying to the point where I don’t even care about the lore implication of an enemy placement or how gameplay systems intertwine with themes and story of the game. It’s important, sure, but it shouldn’t be more important than player’s enjoyment of your product.
Balance your game how you imagine it but let me play with the sliders to make it feel how I want it to. Just drop a scary message about it not being the intended way to play and it’ll be fine.
I’m generally with you, but there are implications for the online game and matchmaking in the likes of Dark Souls games. By the time they got to Elden Ring, they seemed to care way less about things like invasions.
Oh totally, I’m mostly focusing on solo and co-op titles like Terraria/Minecraft/Raft or whatever is popular for multiplayer these days. That said, it’s not like Souls games have to by played with online functionality even now - it’s already off when not in human form after all.
It’s not a perfect choice for every single title but a good chunk of games could support it without worrying about matchmaking and the like.
No, shut up. Your vision doesn’t mean squat if my experience with the game is annoying to the point where I don’t even care
Nah, miss me with this bullshit. Not every game is for you, and it doesn’t have to be. An artist is not required to water down their vision because you’re picky.
I agree to an extent but there’s a difference between “we made a specific design choice because it fits with what we want the game to convey” and “well, normal mode works like X and feels super easy to anyone experienced with gaming but on hard all the enemies are bullet sponges with 5x HP and player dies in one hit”. The latter approach brings nothing to the table and that’s what I’m against. Plus already mentioned accessibility options for those who need them.
Besides, many games ALREADY HAVE easy modes - giving me ability to adjust things manually (which in my case is usually up, not down) wouldn’t affect their vision any more than it’s already possible.
Monopoly has been one of the most popular board games for about a century, and hardly anyone plays by all of the official rules. Once I buy a game, if I want to play with house rules, I should be able to. Putting the sliders and such in game, even with the warning message mentioned above, just makes it easier to do so without having to rely on the community to make mods.
I have successfully (?) played (sometimes semi-suffered, cough, Sekiro) through a buncha popular hard games and have a way less „strong“ opinion on this but also think that an „easy mode“ as an accessibility feature is a good thing.
If, for example, a parent wants to connect with their child and also experience that game they‘re playing, it‘s really no big deal to me if they could turn on easy mode in, say, Sekiro to stand a chance. Not like it‘d impact my own experience at all, and I don‘t feel the need to force them to go through my own experience either. In Celeste, for instance, you can literally fly through the whole game if it makes you happy, and yet I still grabbed all strawberries the normal way and don‘t care if others did as well or just flew to them.
It‘s less of a demand from me and more of a „if you can you should definitely include it,“ though. Obviously doesn‘t work for full on competitive multiplayer titles or something similar though.
Not even sure how much of this addresses your remark specifically, but my feelings on this felt best placed below yours lol
Sekiro can be used to make an interesting point about easy mode. One could argue that the first playthrough is the easy mode because in new game plus you can give away Kuro’s charm which means only perfect blocks prevent chip damage. Does easy mode mean it has to easier or does it mean it has to be without challenge?
Absolutely. Normal is easy mode, charmless is normal mode and charmless with bell demon is true hard mode. After I completed a charmless run, normal really did feel so much easier.
Whether it should have a dedicated “easy” mode or not, I’m really torn. It took me months to get through my first playthrough but the sense of achievement was immense and like no other gaming experience before. I simply wouldn’t have had that feeling without the struggle. But I also have no accessibility concerns so it’s a very one sided opinion.
I’m fully of the opinion that difficulty is a matter of determination. If a quadriplegic can beat Elden Ring then I really don’t know what kind of a disability someone would have to have to not be able to play difficult games.
I’m not against difficulty options. I turn the difficulty down in some games because I think the higher difficulties simply funnel you into a certain playstyle (looking at you Bethesda). But difficulty options IMO are more of am accessibility for the sake of convenience rather than a necessity and as such I don’t think every game requires difficulty options.
Video games are the only art medium where people find it acceptable to gate-keep the art from the unskilled or the disabled.
Imagine buying a movie ticket, then the theater goes “no you aren’t good enough at watching movies to watch this movie. You only get to see the first 10 minutes. It just isn’t for you.” Imagine paying to go to a museum, and they tell you “sorry, you are only allowed to look at the art in the foyer because you aren’t good enough to enter the rest of the museum.”
Difficulty settings are, first and foremost, accessibility settings. Don’t want the game to be too easy? Don’t fucking turn down the difficulty. Saying “I don’t want the game to be easier” is really just saying “I know I don’t have any self-control, and would inevitably turn down the difficulty when I hit a roadblock.”
Video games are the only art medium where people find it acceptable to gate-keep the art from the unskilled or the disabled.
Yes, deaf people are famously well-accomodated by music, and paintings are always very accessible to the blind. Games are the first medium to ever be inaccessible to people.
Don’t want the game to be too easy? Don’t fucking turn down the difficulty. Saying “I don’t want the game to be easier” is really just saying “I know I don’t have any self-control, and would inevitably turn down the difficulty when I hit a roadblock.”
You’re complaining about players opinions, but I’m saying the artist is not required to sacrifice their vision for accessibility reasons. Not all art is for everyone, and that’s fine. You don’t have to play every game.
That’s a pretty ignorant take. I work in a music venue and art gallery as an event planner and curator, so it’s pretty funny that you listed those two things specifically. I personally know three blind artists who consistently blow me away with what they are able to produce.
One has tunnel vision, and can see an area about the size of a quarter held at arms’ length. He tends to work with textiles and wood carvings, which he can feel.
The second can see shades of brightness, but very little color; she primarily works in shades of grey or sepia. She has a bright light over her workbench, so she can see the contrast as she lays down darker material that soaks up the light.
The third went fully blind in his 20’s due to a degenerative condition. He grew up with full vision, then he had to adapt later in life as his vision degenerated. He uses paint thinner to thin out the various colors to different consistencies, so he can feel which colors are where. I have one of his prints hanging on my office wall right now, and it is absolutely breathtaking even before you learn he’s fucking blind.
Art galleries have taken steps to make things like paintings accessible to blind patrons. Unless it’s something like watercolor that soaks into the canvas and lays flat, paint has depth and texture. Especially thicker paints like oils. 3D scans of paintings allow people to feel the paint layers on printed busts. Artists like Van Gogh used paint texture as an inherent part of their piece, and galleries have attempted to turn that into a tactile experience. You haven’t truly seen Starry Night until you have seen it in person, (or at least seen a 3D scan of it). Flat prints simply don’t do it justice. And for other mediums, guided tours have descriptive service options for blind patrons.
And we get deaf/HoH patrons at concerts all the time. They enjoy the crowd experience, and they can feel the beat via vibration. Hell, I just organized a concert for next week, where we have an ASL interpreter. Deaf/HoH people regularly have music fucking blaring on kick ass sound systems. They may be able to hear certain parts of it if it’s loud enough, or maybe they just enjoy the beat. But regardless of the reason, they absolutely can enjoy music.
You gave lots of examples that accommodate these disabilities, and that’s awesome and obviously I support that!
What you aren’t arguing for anywhere in this comment is that every artist be required to do these things. Somehow game developers are exempt from this grace? You called out watercolor but don’t appear to be angry at watercolor artists like you are at game developers. Why are all games required to accommodate all people, but other art isn’t? Why is that where your line is drawn?
What you aren’t arguing for anywhere in this comment is that every artist be required to do these things. Somehow game developers are exempt from this grace? Why are all games required to accommodate people, but other art isn’t? Why is that where your line is drawn?
Quite the opposite. I fully believe that if art can be accessible, it should be. That’s why I listed things like 3D scans for oils, descriptive services, or textiles and sculptures that people can feel.
And things like ASL interpreters are legally required by law, and we as the venue can be sued if we refuse to make reasonable efforts to accommodate them. We can’t even charge those patrons extra for tickets, despite the fact that the ASL interpreter is more expensive than the entire price of their ticket. If they request it within a reasonable timeframe, we are legally obligated to hire an interpreter for the show that the patron will be at, even though we know we will lose money on it. We can’t even ask for proof that the person is deaf, because that would put an undue burden on the person with the disability; We just have to take them at their word, and hire the ASL interpreter on blind faith that they’re not forcing us to spend money extraneously.
We also have hearing assist devices integrated into our sound system, for the HoH patrons who just need a private audio feed. We can provide either wireless headphones, or a magnetic loop which hearing aids can tune into. So they have the option of controlling the volume directly with headphones, or using the hearing aids they already have and like. That cost is taken on entirely by the venue, because it allows those HoH patrons to get a similar experience as the rest of the audience. Because (again) the law requires that we make reasonable accommodations to ensure every patron (including those with disabilities) gets an equivalent experience.
As someone who regularly has to do extra work to accommodate people with disabilities: People with disabilities shouldn’t be excluded from art simply because it is extra effort to accommodate them. Accessibility isn’t something that should be optional, because it helps everyone eventually. Would you argue against accessibility ramps for building entrances, because it would ruin the architect’s artistic vision for a grand staircase? Would you argue against subtitles for a movie, because it would take up screen space that the director had intentionally used for action? Would you argue against Velcro or bungie-lace shoes, because the fashion designers had flat laces in mind when they designed it? Would you argue against audiobooks for blind people, because the author is dead and couldn’t collaborate to choose a narrator that fit their artistic vision? No? So why is other art required to take reasonable steps to provide accommodations, but video games aren’t? Why is that where your line is drawn?
Difficulty settings are, first and foremost, accessibility settings.
I’m not opposed to more options but I think this tactic is distracting and generates more pushback than it wins converts.
Are games art? I’d say so, usually. Some are more like toys than art, but many have creative expression
If they are are, must all art be accessible to all people? Well, what does accessible mean exactly? To understand it completely? Then I’d say trivially no, because there are many books that are incomprehensible to many people. No one is going to say “House of Leaves” is inaccessible and the author did a gatekeeping by writing it as such. No one is going to say Finnegans Wake is ableist because it’s hard to understand.
Must all aspects of all art be completable by all people? I’d also say trivially no. You might have a segment in French that doesn’t translate well. You can dub it or subtitle it, but the original experience will remain inaccessible unless the audience spends years mastering French.
I bring that up because some games will have within the game, not a metagame menu setting, easier or harder routes. For example, Elden Ring with a big shield and spirit ashes is significantly easier than a naked parry build. Is the expectation that everyone should be able to finish in both styles? If there’s a hard mode, must everyone be able to finish it?
Should everyone be able to trivially 100% every game?
Personally I think the floor is everyone should be able to interface with the game. Change inputs. Add subtitles.
I don’t really think “I can’t party this spear guy” is an accessibility problem the same way “I’m color blind and can’t read the text” is.
But again, I don’t care if someone wants a god-mode with auto-parry. It just feels like it’s bundling some unrelated ideas together. You’re not necessarily disabled if you’re bad at parrying in dark souls.
Difficulty settings are, first and foremost, accessibility settings.
I have to disagree with this. Difficulty settings are at best a bandaid solution to accessibility. The vast vast majority of difficulty settings change the overall gameplay experience, games are far too complex for ‘just make it easier’ to be an appropriate approach to accessibility.
Just reducing enemy health, simplifying enemy ai, etc. can only make a game more accessible as a side effect, it doesn’t address the actual accessibility issues people might have.
I also don’t think games should have hard modes. They should have exactly 1 difficulty the developers balance around.
There absolutely should be accessibility options that have the side effect of making the game easier but making the game easier is the wrong approach to make it accessible.
My suggestion would be stuff like tuning response windows to the results of a reaction time test, aim assist options, visual cues for sound effects, etc. Those make the game easier but do it by addressing a single specific issue, or combination of issues, someone’s dealing with instead of just slapping on a one size fits all solution.
I think it’d be better to have assist modes than difficulty options. As difficulty is traditionally associated with changing things like health and damage (or worse, opaquely disabling mechanics) that are fundamental to game balance I think it is too easy to be abused as a cop out from having to balance the game.
Things like slowing the pace of the game, adding aim assist, visual indicators for audio cues, more lenient hit boxes, more frequent saves would be way more useful imo. Optional mechanics or modifiers can exist, but they shouldn’t be bundled with other random stuff.
I completely agree that accessibility/assist modes are more important and if I had to choose I’d go with that. Since we’re in a fantasy land however I’m still going to advocate for customisation because, let’s be honest, most of the difficulties (besides “the main one”) are usually not that great.
I’m speaking from a perspective of someone who tends to go for the higher difficulty options which extremely often go with the laziest possible decisions like turning enemies into damage sponge and increasing their attack power. That’s it. Stuff like improved enemy awareness, faster reaction times, smarter tactics aren’t exactly common and that’s my main pain point when selecting difficulty. There are also other things like ammo/loot scarcity, need drain in survival games etc.
Having an option to tweak at least some of these things could help folks like me who often end up in a situation when one difficulty is piss easy and the other feels like a drag. Peoples skills and expectations vary way too and there’s simply no way few basic difficulty settings will be right for everyone. And if someone damages their experience? Oh well, let people make mistakes and take responsibility for their choices. Inform them that changing this stuff will affect their experience and leave them to their decisions. We can’t (and shouldn’t) baby-proof everything, in my opinion.
I’m fine with that, dishonored 2 did a really good job of this with its custom difficulty option. I’d argue that games should just have 1 difficulty, developers can balance around that. Let people mess with any of the easy values difficulty modes usually change
I’d be down with that. Or at the very least give us modifiers like skulls in Halo games - dunno if that’s just Master Chief Collection addition or if they became a thing after 1 but it’s better than nothing.
And by OFF, we mean actually off. The last thing I want is the game to push out a minor update 5 years after its last update, and all of the mods I have are now broken.
Yeah, you should be able to pick a specific version number for single player games. I’m fine with it defaulting to “latest”, but at least give me the option to stick to a specific version.
Also, fuck the “Would you like to share all data with the publisher, or only limited data” bullshit. It’s a single player game with no multiplayer whatsoever. I shouldn’t need to share any data with the publisher. If I see this shit, the game immediately gets blacklisted in my firewall.
That is a reason why offline installers are so important. At the very least we should be able to disable auto updates and still launch the (outdated) game.
Reminds me of one of my biggest pet peeves - a bunch of games will pop up a warning “Oh no, you’re not on the Internet! Some stuff won’t work!” on start up, always. Hate it, unless I’m trying to connect to a multiplayer mode of some sort.
The most frustrating for me was Immortals: Fenix Rising on the Switch. I refused to create an Ubisoft account and actually had to put my system on airplane mode so it would stop trying to force one on me.
If there is something better than opensnitch for this on Linux someone tell me. It‘s so annoying to block applications from accessing the internet on it. I‘ve tried like 4 different methods.
All fighting games (or anything that runs deterministically on all players’ machines, like fighting games do) should always have a performance test requirement before you hop online. We figured this out over a decade ago, and plenty still don’t do it, resulting in people with weak computers causing matches to appear laggy.
As a society, we should agree on which menu subtitles belong in. Is it language? Audio? Display? Game Settings? Sometimes I’ve seen games put them in multiple menus so that we always find them where we’re looking for them.
I’m no expert on colorblind settings, but I tried playing Monaco with someone who’s red/green colorblind, and that game was nearly impossible for him.
If your game runs online, I should be able to host the server myself, and launching a listen server from within the game ought to be present, too. It might be nice to surface port forward information there as well. LAN is nice; Direct IP connections are better. (Thanks, Larian, for including both!)
I’ve seen games with either a totally separate “accessibility” section or tab, or the settings in related tabs and those settings also all in the accessibility menu.
I really really like this modern gaming thing where accessibility settings are now standard.
If you try to play it casually it’s absolutely awful because there’s no guidance on what to do and some of the tasks are awful if you don’t know how to skip them.
But if you watch enough speed runs and LPs of the game you start to figure out why the game breaks, how to do the bad parts, and how to intentionally mess with it. And it’s hilarious to do so. It’s like an unintentional broken sandbox. And the best part is even when you’re not trying to it breaks anyway.
Also the physics in the game are absolutely WILD. It’s one of the few games on earth that’s so bad it’s hilarious.
Turok 2 for GameBoy Color. It was one of my first games for the GameBoy and I still love it, although, objectively speaking, it might not even be average. The translation was bad and left me confused (non-native English speaker), the levels were not particularly well designed and the platforming and shooting was very bland. But I did not care and it really threw me into the Lost World (was a huge fan of the Lost World movie based on the novel and also the cheesy 90s TV series). The music was great, though, to the point that I would consider it to be in my top 3 all-time gaming OSTs (I think the composer was Alberto Gonzales). Nowadays, I replay it from time to time on my retro handheld. Despite the general forgettable nature of the game, I still have fond memories playing it and the music plays a big role in this as well.
Kingdom Hearts. The writing is equally sappy and edgy fanfic crossover slop. But there’s something so satisfying about the combat, especially after the introduction of the command deck.
I remember back when streamers and big YouTubers weren’t a thing. I watched a complete play through of kingdom hearts when i was sick. No commentary nothing. I’m still not convinced that game isn’t a fever dream. Somehow i never really heard of it, just the name and i don’t know anyone who has played it.
There are a few that are actually fun as games, Tifa Tanx2 being the only example that comes to mind, it’s a fun Kung Fu (NES) like beat’em up with easy combos. There are even some work-safe gameplay videos of it on YT
A lot of the games are visual novels, this is where you find a decent variety of styles, though a lot of them use daz3d models, which I don’t like. I’d wager that hentai games are like 60% VNs, 30% RPG Maker, 10% everything else
I guess Genshin also counts. The monetisation is horrible, the character designs are facepalm-worthy, the localisation is so bad it makes me wince, Paimon is the worst, but damn, I love the exploration gameplay, landscapes and music 🤷 (Also it helps that I’m f2p, so at least I’m not supporting Hoyo’s predatory practices…)
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