GDC Microtalk: How Designing for Love Can Change The World

At Game Developers Conference this year, I was very lucky to be able to participate in a Games for Change ‘microtalks’ session, on the topic of “How Designing for Love Can Change The World”. The session was moderated by Jane McGonigal, and compared by Jane Pinckard, and featured talks by Chelsea Howe, Martin Hollis, Scott Brodie, Michael Molinari, and myself. The session was, very kindly, covered on a number of outlets, and also, is now available on the GDC Vault, I believe.

My biggest takeaway from this experience, though, was that trying to talk about complex things, including complexity in five minutes is really difficult. Because, essentially, this is what this talk was about: the complexity of love, and of human experience.

My original draft was at least twice as long, as George Kokoris in front of whom I practiced (he can attest that I was trying to talk twice as fast) can assure you. So, in the interests of time, my talk became way more polarised than I’d have liked – and, of course, there was plenty of l’esprit d’escalier in there too; I think I realised that subtlety really  doesn’t really well, work when addressing a crowd.

I’ve written up the session here for posterity, with added notes where appropriate.

So, here it is. Click to expand...

Please note: the format was such that it was 20 seconds per slide – so, there are many slides, and therefore many pictures.

This tak is about romantic love, and the scientific method. These things may seem contradictory, but bear with me. Though first, let’s talk about space. Most of you will already know, that expanding out from the earth is a sort of ‘bubble’ of radio waves; all the broadcasts that have ever been sent, by anyone on the planet.

We’re sending out children’s TV shows & speeches by dictators, all our achievements, all our follies, all the Kardashians. Our media forms a sort of weird mix tape of the human experience, for anyone who might care to listen. It’s been asked a number of times: what would any extra-terrestrial observers make of it all? What would they make of us?

Edit: Of course, we have not been meaning to send out these messages, so this might be a weird analogy. Perhaps a better analogy would be that of  the Voyager probes, 1 & 2 sent out in 1977, containing the famous Golden Record – intended as a ‘cultural Noah’s Ark’.

Obviously, we haven’t been broadcasting games (or sending them out on Voyager…), but it’s interesting to ask ourselves: if alien beings, far in the future, were to assess what life on Earth was like, from only our archive of videogames, what would that teach them? What legacy are games leaving for us? It’s likely a very narrow sort of picture of what it is actually like to be human.

Edit: Regarding games leaving a narrow picture – mostly about shooting things: this stuff is fine, obviously, but, as I said, narrow. There is nothing inherently wrong with games about conflict over borders, or ideology; conflict is often one of the greatest sources of human complexity. However, the problem is that games don’t really reflect this complexity very well, which should be something that games are basically ace at doing.

Moreover, what would our games or broadcasts say about the human experience of love? There’s any number of love stories out there already, but, rather than telling one particular story as such: how do we model the very experience of love itself? What it’s like to love? Because we could look at any one relationship, any one couple…

… for example, this one. But as we start to expand out, we see that the details we think are so important, do not matter at all from a cosmic perspective. After all, aliens would not care about our silly obsessions with borders, or shades of skin, or limits we place upon sexuality or gender. From afar, none of those things seem important.

Edit: The meandering point I was actually trying to get at, here: F*ck a heteronormative approach.

Love is the most interesting bit, and ours is a planet full of people in love. At the Digital Romance Lab, we took the approach that this notion suggests: if we want to teach someone who is not human about our experience of love, and we had only the medium of games to express ourselves, how would we do it?

[Note: not like this.]

We adopted a philosophy of experimentation and iteration (a bit like dating, one might say). If we have an idea, we simply build it, in hopes of discovering whether it is a design path worth pursuing, even if it is a failure, and we’ve had a few of those. But, we also ask the question of which part of love’s complexity we want to portray.

After all, love is paradoxically both universal and personal, experienced in many different ways. It’s this complexity that makes love so compelling when it comes to games. There’s a lot to cover, a lot to model. It presents a fascinating opportunity for developers to explore this experience, which both unites us and gives rise to so much diversity.

Love stories are also interesting when they go a bit wrong. Perhaps it is failures in love that make the successes all the better, prepare you for them, make them ever more victorious. Just like games. The discordant feedback of unrequited romance easily parallels the feedback loop of a game. We explore, we struggle, we learn, we move forward.

[Edit: the next few slides were a very fast, sweeping overview of some of the game-jam projects that came out of Dirolab, to illustrate the purpose and ideology behind the project, so omitted here.]

Some of this thinking has fed into a game I’m working on independently, called Redshirt. It’s a life sim set on a space station, blending classic sci-fi tropes with the impact that social networking has on our emotions. Amongst other things, it’s about capturing things like the uncertainty of sending a flirty message, seeing they are online, awaiting a response. It’s about allowing social experimentation, and trying to navigate social physics.

Games in which we may love but also fail at love, are about allowing players to think systematically about their actions & their consequences when it comes to romantic decisions. Games can be models for understanding real things, important things, and particularly useful for trying to interrogate things as weird and as complex as love. Games are the ideal engines of interrogation.

After all, video games may increase our capacity for complex systems thinking. They teach us that things – including love – may be complicated and beautiful and universal all at once. They allow us to poke and prod at its weirdness, via the scientific method; harnessing our natural awe, wonder, and curiosity about the world, interrogating it through logic and iteration.

Perhaps our best traits as humans, really, are also our most basic of traits. Yet, they are also the ones we forget about so often: how to love, and how to explore.

On “Fake Geek Girls” and Gratuitous Gendering of Actual Human Problems

Last week, Forbes published an article entitled Dear Fake Geek Girls: Please Go Away. Written by technology blogger Tara ‘Tiger’ Brown, the article appeared, on the surface, to be about unceremoniously ousting out somehow-exclusively-female ‘posers’ who weren’t as into some arbitrary measure of ‘geekiness’ as they ‘should’ be. Given this angle, it attracted many good rebuttals criticising the piece and calling for inclusivity, all of which were totally correct in their internal logic, of course.

But, the thing is, I feel that everyone, including, sadly, Brown herself, seemed to miss the point of what she was actually trying to unearth with the article, and what happened instead as a result.

I noticed this when I saw that some friends, a few hours after the post went viral, were pointing at Brown’s twitter feed, as purported examples of further internalised misogyny. I had a look, and, what I found most striking amongst the barrage of replies she was fielding was her repeated vague references to not wanting to name names in the article, and references to there being people who laugh behind the backs of ‘geek guys’, apparently explicitly for profit.

Indeed, it seems that Brown actually wanted to write this article about people – who, perhaps, in her own cross-section of life have been mostly women – whom she knows, whom she had in mind, and who have been openly disingenuous and specifically insincere in their intentions towards others.

But instead, I think this happened:

I hope you can see the parallel.

What happened here isn’t necessarily Brown’s fault, because this exists in a culture in which women are systemically called out for behaviour which, when attributed to their male counterparts, wouldn’t raise any eyebrows – or, is even valued. It’s the same crap that calls out women for ‘self-promotion’, yet this is apparently, perfectly acceptable for men, and actually helps them to get ahead. It also reminds me of this quote I read in a Guardian piece in December 2011,  which asked why British public life – in radio, television, and across media – men dominated. Dr Katherine Rake said:

“The number of women at the top often hovers around a third, and then stalls.” Once women reach that level of visibility, she suspected, there was a feeling they were everywhere, and their presence was becoming a bit too dominant.

Emphasis mine. The above astonished me, though I’ve since noticed that exact fallacious thinking surface a few times in casual discussion. In short, we notice when women do things which we’re not expecting them to do, and men are often not held to the same standard – and this disdain can come from both men and women. All this is the reason why the ‘idiot nerd girl’ meme surfaced in the first place, and this erroneous thinking on Brown’s part fed straight into it. It’s a cultural problem, and it is up to us all as a culture to be wary of this.

Indeed, Brown isn’t entirely without blame. She was not helped by the hit-grabbing headline when it came to misrepresenting herself, misrepresenting women. As an apparent advocate for women in technology, this was a massively irresponsible move on her part, as it plays not only into the aforementioned cognitive bias to gratuitously gender behaviours, but also, because it plays into the existing stereotype of ‘women-attacking-women’. Stereotypes which are admittedly perpetuated by a whole cornucopia of complex factors, but nonetheless, need to stop.

Brown’s article was not about ‘fake geek girls‘ at all, even though she thought it was, due to the way we gratuitously attribute gender to problems which need not be gendered. It was, instead, about calling out the very real, very undesirable human behaviour of insincerity. This is a far cry from women – and men – who are superficially into popularised ‘geek culture’, who self-identify as ‘geek’.

Insincerity and disingenuity bother me. Really bother me, and, believe me, I’ve personally experienced it spewing forth from all corners of the gender spectrum. Insincerity is a problem, and I do think it should be called out wherever it appears, but let’s recognise it as a human problem. Turning it into a gendered issue simply plays into our weird culture-induced cognitive biases, and is simply harmful.

I’d seen Brown make some mention of a follow-up piece to clarify the statements she’d subsequently made on Twitter, though as far as I’m aware, it has not yet appeared. (Do correct me if I’m wrong.) I’d be very interested to see how she extends her original discussion beyond the glittery lights of the Forbes blog.

A reminder.

An always-pertinent reminder. From http://collections.vam.ac.uk/item/O1137440/poster-your-heart-is-a-weapon/

I think I originally saw this via Laurie Penny, who said, on Twitter: “I want to paste this over every bloody ‘Keep Calm and Carry On’ that I see”.

Announcing Redshirt

I’m so pleased to be able to finally talk about the game I’ve been working on these past months! It’s called Redshirt. Here’s a little blurb about it:

“Redshirt is the comedy sci-fi sim about social networking aboard a space station, starring the station’s most ambitious low-ranking peon: you!

Navigate the professional and interpersonal politics of the ubiquitous “Spacebook” to curry favor among friends and colleagues. As intense intergalactic conflict rages around you, it’s up to you to accrue those all-important “likes” on your status updates! Whether you’re looking for love, opportunities for promotion, or even a chance to play Zero-G golf with the captain, you can schmooze your way through social circles and claw your way up the career ladder. Perhaps you too can finally achieve the dream of an off-station transfer, or even the Redshirt’s opportunity of a lifetime: being sent on an away-mission!”

So basically, it’s about a future (as represented by many of your favourite science fiction franchises!) in which we’re all still obsessed with social networking. The game is due out sometime in 2012, and is being published by fellow UK indie dev Positech Games.

For more information, visit the website, or, if you’re feeling really meta, you can also like the Facebook Page! Keep an eye on there, and The Tiniest Shark‘s blog, for more information shortly. I’ll start posting a series of (really, quite cheesy but informative!) development video blogs soon.

 

On Women in Game Development

Late last year, I was very lucky to be asked by the Guardian’s Keith Stuart (after accidentally volunteering to be on his GameCity Breakfast Panel) if I’d mind answering some questions for a piece he was writing on women working in the games industry. Being as passionate as I am about diversity (in all things, and especially so in those who create our most important medium), I was, of course, very happy to help.

The article appeared in G2 in print, though is also available to read online here. Keith did an excellent job with the piece, and I was very happy to be quoted a couple of times. The experience was particularly useful as it gave me a chance to express, in longform, my thoughts on the subject, about which I care so deeply, yet I haven’t written about properly for a very long time (and, also, since I got older and wiser more of a clue, quite frankly).

I thought I’d share my answers, in case I do not get round to expressing this stuff elsewhere on this blog any time soon.

 

So, here are my long-form interview answers, posted in full. Click to expand.

 

1. What made you decide to get into games development?

I think the realisation hit me comparatively late that there are actually people whose full-time job it is to make the games I’d loved my whole life. I was about twelve years old or so when it happened, which, coincidentally, was around the time that I also started to teach myself programming. However, game development did, admittedly, take a back seat to my other (rather embarrassing) aspiration, which I genuinely pursued for far too long: to be an astronaut! That’s right. I even did Computer Engineering at university; secretly hoping that maybe I could still hedge my bets a bit. However, when I finally realized that the dream could not be (I was rubbish at sports), I finally knew that I was going to make games for a living. Even then, it wasn’t straightforward. After graduating, I started a videogames-related PhD at the University of Portsmouth – which I’m still finishing off – but, I also decided that if I wanted to make games, something I was genuinely passionate about doing, then I should actually, you know, start making games. So, I decided to start my own company, and make games independently.

Who knows, perhaps if this game dev thing works out really well, perhaps I can ‘do a Garriott’ and indulge in a bit of space tourism later on?!

 

2. How do you think women are represented in development? Are there anywhere near enough working in the industry?

I think it’s appallingly clear that women are profoundly underrepresented in games development (and gender, and other points of view, are generally not at all well-addressed). Things are getting better, of course, but it will take a lot of work to get numbers to where they should be. I’ve been attending Game Developer’s Conference for the past three years; this year (2011) was the first time that there was a line for the ladies’ loos. That was a nice (though inconvenient!) sign of progress, at least.

 

3. Why do you think the numbers are so low in the mainstream industry? Do you think it’s that historically games haven’t appealed as much to women, or is there something else about the industry itself?

It’s not that games “don’t appeal to women”, to suggest that would be incredibly simplistic; instead, the reason why we haven’t associated gaming as a ‘thing that women do’ is a complicated mix of marketing, early arcade culture, and deep-seated cultural expectations, as well as many other factors.

There is nothing about the form of video games that precludes women from playing; however, there are, unfortunately, a lot of things that in games – and gamer culture – which women could point to and go “this isn’t for me”, whether that’s eyerollingly hypersexualised female characters, or just the openly misogynistic attiudes to be found within many gaming communities. There are still too many games which fulfill their own stereotypes, and that definitely makes me cringe a bit. Games don’t need to appeal to women; they just need to stop actively offending them.

 

4. Do you think the industry, or the education system, should be doing more to attract women into the industry?

When I was younger and naïve, I liked to think that things would somehow reach some sort of automatic equilibrium with respect to the number of women in the industry; but, unfortunately, that doesn’t take into account all the factors which are actively dissuading women from entering the industry. When I think of incidents such as the recent Dead Island controversy, in which some not-meant-to-be-seen code was found, referring to the game’s female character as a ‘feminist wh*re’, it boggles the mind; it’s no wonder that developer friends have often admitted that development feels like a bit of a boys club.

It’s a complicated issue, though, which does go hand-in-hand-with wider cultural sexism; but I do think that as an industry, we should be doing as much as possible to counteract this sort of culture. After all, the form of video games and the content of individual games, are two separate things; there is nothing about the form of games, which means we have to produce content that can potentially isolate half the world’s population. I believe that if we love our medium, then it’s our responsibility – regardless of gender – to make sure that we are maximising its potential.

The lack of women in the industry also goes hand-in-hand with the wider issue of a lack of women in other science, engineering, and technology disciplines. The responsibility for fixing this divide, I think, lies with education, at the earliest possible levels, both at home and at school. You don’t, for example, see girls being encouraged to play with LEGO as much as boys, which is sad. [Edit: This was written before the whole 'LEGO for girls' thing, which, quite frankly, misses the point entirely...]

I think games, though, are themselves a great way to get girls interested in engineering; for example, programming in isolation might not inherently appeal to some people, but the creativity involved in making something as fun as games might be just the hook they need. Indeed, when I went back to do a careers fair at my old (all-girls) high school, most girls looked a bit dubious at the ‘Computer Science’ banner above my head. However, when they discovered that I make games, they were immediately interested.

Getting kids – both boys and girls – hooked on the creativity of making games at a young age is key. Luckily, there are increasing numbers of tools which make it easy to do just that, such as Scratch, or Microsoft’s Kodu.

 

5. Do you think there are any games or game trends that have drawn more women into the industry recently? Everyone likes to think that casual titles and platforms like Wii and iPhone have brought in more female players – would you agree?

That does seem to be assumption, and it’s possible that with ‘casual’ titles, there is less scope for content that might potentially isolate a female player. Or, perhaps, the oft-quoted suggestion that the (majority) number of women who play Facebook games don’t actually consider it to be a game – but rather than activity that they do online – so avoid all the ‘baggage’ that the term ‘computer game’ might come with.

However, rather than creating games which are targeted at women, the solution lies partly in developing a wider range of good-quality games which appeal to kids. I think if we get kids – girls and boys – passionate about games from a young age, then that is a significant proportion of the battle won. We need to get games to a stage where they are gender-agnostic.

 

6. Who do you think are some of the most influential women in games development today and why?

 It’s difficult to assume who might be ‘influential’ – it’s often said, anecdotally, that women are more reluctant than men when it comes to ‘promoting themselves’ (and, once again, the reasons for this are complex – but also to do with being more likely to leave themselves open to criticism which wouldn’t necessarily be aimed at her male counterparts) so it’s possible that the most hardworking of women aren’t even very well-known at all.

(That said, there are definitely numerous prominent women in the industry, whom I admire, for example, Brenda Brathwaite, Jane McGonigal, Kellee Santiago, Robin Hunicke, to name just a tiny handful.)

 

7. What would you say to female students or young women coders and designers thinking of entering the games industry – how would you encourage them?

Well, I haven’t ever worked for a proper, commercial studio, so I’m not sure what to advise with regards to that – instead, I’ve jumped straight into independently making games, having started my own company. Now is a great time to do just that; if there’s a direction you’d like to see games take, then do as much as you can to make that change yourself. Start making games. That advice goes for everyone, regardless of gender. I’d say that overall, my path into development has been a bit unconventional; but the truth is, I don’t think there is really a properly ‘conventional’ route into games. The industry is wonderfully eclectic like that.

 

8. Recently, several major titles – the likes of Gears 3, Uncharted 3 and Deus Ex – have been written by women. Do you think that having women in major development roles on games has a palpable effect on the content? In other words, do women bring something new to game narratives and construction, or is that too much of a generalisation?

Well, I think it’s difficult to assess what ‘women’ as a whole might bring to a medium; everyone is an individual, after all, and my skills and interests are probably very different to any other women’s skills and interests. However, it is fair to say that having women in major development roles would make games less likely to be actively offensive to women (and by extension, to everyone); after all, this is the only thing games really need to do in order to achieve gender egalitarianism. This also goes for any other gender or cultural identity. Diversity is a wonderful, incredibly healthy thing, and we should always embrace it.

Re-post: Gaming Made Me: EverQuest

Note: this is a repost (for posterity) of my contribution to Rock, Paper Shotgun‘s Gaming Made Me, a series of highly personal retrospectives on landmark computer games. This is dated 18th June 2011. Original article can be found here.

EverQuest was like magic.

I feel like I’m cheating a bit writing this; after all, this isn’t about one of the games that I played when I was the tiniest, my perception of the world at its most plastic. The games I played then – illicitly, on a Commodore 64 that wasn’t mine; and later, on a series of hand-me-down consoles – certainly defined a lot about the person I would become. However, not all of our most formative experiences happen when we are tiny, young, and impressionable. Instead, many happen when we’re at our most vulnerable, our most confused, our most lost: during our mid-teen years. When I was 16 years old, EverQuest made me.

The thing is, I don’t know quite how to tell you about this. Lots of clever people have said lots of clever things about what games could mean, what they could be. It seems trite, almost, to speak of an experience which was, essentially, about a simple sort of escapism. There are, after all, so many anecdotes about just that. My life was in a complicated sort of situation then. You can blame being a first-generation British-Asian girl. There are probably a few less anecdotes about that. If only there were more. But anyway, this, I guess, is simply mine.

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Re-post: Games, Randomness And The Problem With Being Human (Gambrian Explosion)

Note: This is a part one of a repost (for posterity) of my two-part column last year entitled “Gambrian Explosion”, which appeared on GameSetWatch, and Gamasutra. This one is dated 5th May 2011.

Though this is only the second installment of this series it seems promising that this is turning out to be a set of meditations on being human.

After all, there are many ways in which games can be socially beneficial, some in more obvious, practical sorts of ways than others, but the most important of these, in my estimation, is the potential that games have to teach us about ourselves; about the wonder and the complication of what it is to be human.

Humans are pretty amazing. To think of our fantastic, collective achievements as a species is humbling, and awe-inspiring. The fact that we have a space-probe 16 hours of light-travel away from Earth.

That we can create virtual galaxies populated by thousands of remotely connected human intelligences. These are extraordinary feats in engineering, and scientific understanding. We humans are pretty special.

Despite all this, though, we humans are actually quite bad at thinking about things clearly and logically, which is a tendency that results in all kinds of problems. This fantastic list of cognitive biasesserves to highlight some of these embarrassing, very human tendencies we have to think about the world incorrectly.

There are a number of biases to do specifically with how we estimate probability and chance. We’re not very good at it. Our brain loves to seek patterns, even where none actually exist.
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Re-post: Designing Games Beyond Humanness (Gambrian Explosion)

Note: This is a part one of a repost (for posterity) of my two-part column last year entitled “Gambrian Explosion”, which appeared on GameSetWatch, and Gamasutra. This one is dated 18th February 2011.

Welcome to the first ever ‘Gambrian Explosion’ column! The title is, of course, an unabashedly cheesy pun; taken from the inimitable Will Wright’s description of the games industry as currently undergoing its own ‘Cambrian Explosion’.

This refers to the period of rapid diversification of lifeforms 500 million years ago. This is indeed what is happening to games right now, and evolution – whether applied to biology or game design – is brilliant, healthy, and exciting.

Gambrian Explosion is also an attempt to further catalyze such a diversification, by taking a playful look at the possible intersections between games and other interesting things.

Of course, if we’re lucky, this approach might lead us stumbling blindly into some genuinely interesting notions which we may apply to games. On the other hand, as is true of the evolutionary process, some of these forays may be doomed to failure. Evolution is wonderful, but also wonderfully treacherous.

Evolution also happens to be the topic of this inaugural piece. Though it may seem that way, this wasn’t by design, and is totally incidental. (You know, also like evolution… Sorry? Sorry.)

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A Quiet Note

The last time I posted here, it was May 2011. Almost exactly nine months ago, to the day. During that time, there have been so many, many things about which I wanted to write. But, I did not.

Perhaps that is because I’ve been busy, concentrating so much time and effort on my work on my first independent game (as The Tiniest Shark). I’m incredibly excited about it all, and am so glad that I’m finally not too far from being able to talk about it on record. (But that is for another post, for later.)

Of course, claiming that would be a bit of an excuse. Although that is what has been what’s taking up most of my time, after all, if I really wanted to, I could have made the time to write. The real reason is one about which I will refrain from talking about directly, for a multitude of similarly complex-but-really-quite-stupid reasons to those I’ll give below. But, it is best explained (though, for obvious reasons, not quite perfectly explained) through this excerpt/monologue from Charlie Kaufman’s Adaptation, one of the best films of all time:

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Are Games Astronomy?

This time last week was the excellent GameCamp 4 – an unconference, in which attendees were encouraged to come along and give a talk about whatever was on their mind regarding videogames and non-digital games alike.

I decided to use this as an opportunity to try to elucidate some of my thoughts about videogames, the lens through which I see them, and my personal game design philosophy. I gave a talk in which I asked that ever-trite question, Are Games Astronomy? I’ve decided to write it up here, and better elucidate it where I can.

I should provide the caveat that this talk contains no practical or even useful advice, other than the mad ramblings of a fledgling game developer, on what I think is a lovely way to see the beauty and the wonder and the loveliness of video games.

So, videogames and astronomy, then; I think there exist some exciting, lovely parallels between the two – and, furthermore, that these parallels are made possible, uniquely, thanks to the power of computation.

The former, astronomy – beyond simple observation – attempts to model the universe, its nature and contemplates our place within it. Indeed, Professor Brian Cox, in his companion book to the BBC Wonders of the Universe series says:

“..to characterise the ancient science of astronomy as a spectator sport would be to miss the point. The wonders we see through our telescopes are laboratories where we can test our understanding of the natural world in conditions so extreme that we will ever be able to recreate them here on Earth.”

I believe that the greatest value of videogames also lies within a similar domain. If we’re to talk about how games can, perhaps, make us better at being human – help us become better people – then things like the recent gamification trend are, sadly, missing the point about the value of games. It is, instead about the potential that games have to teach us about our beautiful, flawed, complicated selves. To teach us about the universe, and way things work. Both games and cosmological software attempt, on varying scales, to model the universe. To model all there is, and all there ever will be, and try to understand it.

There are some ways in which astronomy and games can be the opposite, of course. While astronomy deals with the unthinkable vastness of the cosmos, games can deal with the tiny. The minutae of human experience. The complexity of our interactions, of our feelings. Our beauty, our flaws, our bizarreness, and our horror.

Ultimately, our struggle to understand ourselves is also a kind of astronomy. To explain why, I should start at the beginning. The very beginning.

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