In which there is much bashful blushing.
So, as it turns out, I was still more sick than I thought (if you watch the video in the last entry, you can hear the beginnings of the congestion that reared its ugly head again) and so I was laid up yesterday and most of today again. So that "video everyday" thing sort of died before it started.
I'm debating whether or not to take another shot at it next week (sort of starting afresh on Monday), but it might not happen.
There are times when jumping in without any sort of planning can be a good thing (i.e. NaNoWriMo) and times when it is not. As it turns out, videoing actually takes me more concentrated time. I knew that, but I sort of didn't think about it. While writing can be done anywhere and at any time (boring classes and long waiting room stays are ideal), a scripted video can only be made at a particular time in a particular place with particular equipment. I didn't really take this too much into account, simply looking at all the free time I have in a day and not really thinking about what was actually available in that free time (there's a reason I write most of the time).
So, that endeavor has been shelved, thankfully before I got too involved or emotionally invested. I haven't given up on it yet, but I'm content in just writing and blogging for a while (and preparing for Screnzy, which is coming up faster than I realized).
Plus, I'm still sick and all I want to do right now is curl up and watch movies.
There's nothing to writing. All you do is sit down at a typewriter and open a vein. ~Walter Wellesley "Red" Smith
Thursday, March 3, 2011
Tuesday, March 1, 2011
Announcements...
Not quite done yet with character thoughts, but been a little distracted the past few days. I got super sick over the weekend and began to watch Gargoyles for the first time.
Oh. Em. Gee.
What was wrong with me? Why didn't I watch this show when I was younger?
Been tearing through the first season and I have to say, I'm hooked.
---
In other news, I've been planning a project for the past month or so and it has finally kicked off today! In the spirit of joining the YouTube community a bit more and just because I want to, I'm going to be trying to make a video every weekday for the entire month of March.
First vid of the month already online!
Here's to a successful 22 more!
Oh. Em. Gee.
What was wrong with me? Why didn't I watch this show when I was younger?
Been tearing through the first season and I have to say, I'm hooked.
---
In other news, I've been planning a project for the past month or so and it has finally kicked off today! In the spirit of joining the YouTube community a bit more and just because I want to, I'm going to be trying to make a video every weekday for the entire month of March.
First vid of the month already online!
Here's to a successful 22 more!
Monday, February 21, 2011
Thoughts on characters (part 2)...
Part Two: In which there is a struggle for power...
A good cast of characters will let you get away with a lot. If the reader really cares about them, he or she might be willing to go along with a little more nonsense. Some backtracking or tangents might be a little more allowable, because they let the reader spend more time with the characters.
This doesn't mean that you can sacrifice plot for the sake of your characters though. Even with the greatest cast in the world, a movie will suck if the story goes nowhere. Sure, people will love the characters and quote their lines back and forth, but without something for those characters to be doing, it'd be like watching a bunch of one-liners with no real context.
On the other hand, you can't sacrifice your characters for the sake of plot. If your plot dictates that your character must do something that character would never do in a thousand years, the character can not do that. In that situation, you can only a) change the plot or b) change the character.
Now, I'm not talking about the sort of difficult decisions that face characters all the time. Like, if your character would never kill someone but they are forced into killing for self-defense or as a solider or something, that is different. This is like that same character suddenly shooting someone in cold blood with no provocation at all.
But say your plot demands that Character A kill Character B, when it is fairly clear that Character A would never do such a thing unless absolutely forced into it. The solution? Either change Character A to make them more likely to kill Character B, or change the plot so that Character A is being forced into it.
Out of character moments are allowed. We all have them, whether we're having a bad day or something we've never encountered before occurs. But we usually at least acknowledge the differences. If a character who is usually very kind is suddenly brutal to someone, there is usually some reason behind it. It's when there isn't beyond "the plot needed to move forward" that it becomes a problem.
Usually, it's never addressed why that character acted so out of character. It's as if the author didn't even notice that their character wouldn't do that. No guilt, no one else asking what was wrong, nothing. It just happens and is treated like a normal interaction, leaving the reader going "huh?".
Any examples you can think of where a character does something blatantly out of character, just to move the plot forward?
A good cast of characters will let you get away with a lot. If the reader really cares about them, he or she might be willing to go along with a little more nonsense. Some backtracking or tangents might be a little more allowable, because they let the reader spend more time with the characters.
This doesn't mean that you can sacrifice plot for the sake of your characters though. Even with the greatest cast in the world, a movie will suck if the story goes nowhere. Sure, people will love the characters and quote their lines back and forth, but without something for those characters to be doing, it'd be like watching a bunch of one-liners with no real context.
On the other hand, you can't sacrifice your characters for the sake of plot. If your plot dictates that your character must do something that character would never do in a thousand years, the character can not do that. In that situation, you can only a) change the plot or b) change the character.
Now, I'm not talking about the sort of difficult decisions that face characters all the time. Like, if your character would never kill someone but they are forced into killing for self-defense or as a solider or something, that is different. This is like that same character suddenly shooting someone in cold blood with no provocation at all.
But say your plot demands that Character A kill Character B, when it is fairly clear that Character A would never do such a thing unless absolutely forced into it. The solution? Either change Character A to make them more likely to kill Character B, or change the plot so that Character A is being forced into it.
Out of character moments are allowed. We all have them, whether we're having a bad day or something we've never encountered before occurs. But we usually at least acknowledge the differences. If a character who is usually very kind is suddenly brutal to someone, there is usually some reason behind it. It's when there isn't beyond "the plot needed to move forward" that it becomes a problem.
Usually, it's never addressed why that character acted so out of character. It's as if the author didn't even notice that their character wouldn't do that. No guilt, no one else asking what was wrong, nothing. It just happens and is treated like a normal interaction, leaving the reader going "huh?".
Any examples you can think of where a character does something blatantly out of character, just to move the plot forward?
Saturday, February 19, 2011
Some thoughts on character (part 1)...
Part One: In which there is mostly fangirl squee...
First of a few-parter musing. I've been stewing on a lot of character-related things lately and to put it all in one entry would be far too long. Yay for my first foray into multi-part blogging!
---
I've never really made a secret of the fact that I am very character-oriented. I wasn't always this way (as evidenced by my flirtations with plot-based outlines) but I'm very firmly convinced that character is key. Plot is certainly vital as well, but you can't have a plot without characters and the plot arises from those characters. You'd be surprised what you can get away with plot-wise if you have characters that an audience can become invested with. Though, on the other hand, you'd be shocked how much you can not get away with character-wise once that investment is made.
A bit of video game talk follows, but I do have a point. I'll get to it eventually, I promise...
Some might remember my ramblings about receiving the sequel to my most favorite video game of all time. I finished it a little while after that and I have to say: I didn't like it as much.
The plot for Tales of Symphonia: Dawn of the New World was quite contrived. It was rather short comparatively and I hated quite a few of the puzzles. But the real gamebreaker was the cast.
The original Tales of Symphonia wasn't perfect. I hated some of the puzzles in that game too, some of the storyline is painfully predictable, and let's face it, upwards of fifty hours of gameplay (just in the story, not going into sidequests or anything) is a long time to spend with a group of pixelated folks. But you want to spend that time with them, even through the frustrating boss re-fights and pushing oodles of boxes around all the time. Their trials and tribulations are so engaging, the relationships, the friendships, between the group are so endearing, so well-rounded that you just want to see it through to the end, to make sure everything is going to turn out all right.
Dawn of the New World, on the other hand, didn't know what it had. The romantic couple is forced into a relationship almost immediately. It seems like the entire point of the game is to show how perfect they are for one another, and yet... I don't really see the attraction between them. Character development doesn't progress to a point where I could realistically see these characters liking each other. Most of the in-game banter is backbiting, most of the original cast has been flanderized for their cameos and it just seems like the members of the party don't really like each other at all. I didn't feel the tight-knit family atmosphere of the first game, the atmosphere I fell in love with. And because I didn't have that redeeming quality, the game fell through for me.
Do I regret playing it? I don't think so. If I hadn't, I likely would have been driven crazy with curiosity. So if nothing else, it gave me some moments of nostalgia and a few lulz. Would I recommend it? Meh, probably not, or at least not until you've played better Tales games.
Because Tales of Symphonia was not a fluke. A few weeks ago, I bought Tales of the Abyss, another (completely unconnected) game in the series and after many gaming sessions that stretched waaaaaay longer than they should have, I finished it just yesterday.
First, because I am such a fangirl, the intro:
I actually hated the music here the first time I heard it. Used to the lovely orchestrations of the Tales of Symphonia beginning, this rockin' intro was a bit jarring. After a time or two though, it really grew on me and I would actually watch the entire thing every boot up. Plus, this remix later in the game seriously gave me chills.
The story here was far more complex than Tales of Symphonia, with a much darker tone and a whole bunch of international politics and the hard decisions therein. But it all boils down to a young man named Luke and his life after he accidentally gets kidnapped. A lot of debating about person-hood, a lot about trust and friendship, a lot about growing up.
It isn't a perfect game either. I hate hate hate the map, the loading time is a little lengthy and sometimes the story is, again, a little contrived. But again, it is the characters that make it worth sticking around for.
I plowed through this game because I cared so much about them. I wanted to see what was happening to them, why such horrible things were going down and how exactly they were going to go down. Even with the occasionally predicable twist, I cared about the characters. The protagonist starts out as a real jerk. He really does. But he has a heart of gold in there somewhere and it shines through enough that you care about him. You want him to get better and let everyone else see that heart of gold. And so stuff happens to him that breaks away his jerkish exterior. But boy does he suffer in the meantime. There is a lot of death in this game, not all of it anonymous mooks. There were several scenes of genuine heartwrench.
But I kept playing, despite being mildly confused at times, despite the stupid map, because I was watching the characters grow together. Unlike in Dawn, where the characters' awkward "attraction" is shoved down our throats from moment one, these characters start out not liking each other. And they have very good reasons not to like each other. But they grow into it, everyone having to give (some more than others) in order to take. And because there is growth, there is change and because there is change, there is a little leeway in what I am willing to accept from these characters.
These characters can fight and I can't be assured that they will make up. They felt like real people in that sense. And if they were to make up, they would have to apologize and really change. A great deal of the story was about people atoning for their mistakes and mistreatments of the other characters. But not everyone does. Because these were people, not ideals. They went kicking and screaming into their plot and they weren't compliant for one minute of it. And it was awesome.
---
Part two will hopefully have less of the nerdy game references and more of the actual thoughts on original character development.
First of a few-parter musing. I've been stewing on a lot of character-related things lately and to put it all in one entry would be far too long. Yay for my first foray into multi-part blogging!
---
I've never really made a secret of the fact that I am very character-oriented. I wasn't always this way (as evidenced by my flirtations with plot-based outlines) but I'm very firmly convinced that character is key. Plot is certainly vital as well, but you can't have a plot without characters and the plot arises from those characters. You'd be surprised what you can get away with plot-wise if you have characters that an audience can become invested with. Though, on the other hand, you'd be shocked how much you can not get away with character-wise once that investment is made.
A bit of video game talk follows, but I do have a point. I'll get to it eventually, I promise...
Some might remember my ramblings about receiving the sequel to my most favorite video game of all time. I finished it a little while after that and I have to say: I didn't like it as much.
The plot for Tales of Symphonia: Dawn of the New World was quite contrived. It was rather short comparatively and I hated quite a few of the puzzles. But the real gamebreaker was the cast.
The original Tales of Symphonia wasn't perfect. I hated some of the puzzles in that game too, some of the storyline is painfully predictable, and let's face it, upwards of fifty hours of gameplay (just in the story, not going into sidequests or anything) is a long time to spend with a group of pixelated folks. But you want to spend that time with them, even through the frustrating boss re-fights and pushing oodles of boxes around all the time. Their trials and tribulations are so engaging, the relationships, the friendships, between the group are so endearing, so well-rounded that you just want to see it through to the end, to make sure everything is going to turn out all right.
Dawn of the New World, on the other hand, didn't know what it had. The romantic couple is forced into a relationship almost immediately. It seems like the entire point of the game is to show how perfect they are for one another, and yet... I don't really see the attraction between them. Character development doesn't progress to a point where I could realistically see these characters liking each other. Most of the in-game banter is backbiting, most of the original cast has been flanderized for their cameos and it just seems like the members of the party don't really like each other at all. I didn't feel the tight-knit family atmosphere of the first game, the atmosphere I fell in love with. And because I didn't have that redeeming quality, the game fell through for me.
Do I regret playing it? I don't think so. If I hadn't, I likely would have been driven crazy with curiosity. So if nothing else, it gave me some moments of nostalgia and a few lulz. Would I recommend it? Meh, probably not, or at least not until you've played better Tales games.
Because Tales of Symphonia was not a fluke. A few weeks ago, I bought Tales of the Abyss, another (completely unconnected) game in the series and after many gaming sessions that stretched waaaaaay longer than they should have, I finished it just yesterday.
First, because I am such a fangirl, the intro:
I actually hated the music here the first time I heard it. Used to the lovely orchestrations of the Tales of Symphonia beginning, this rockin' intro was a bit jarring. After a time or two though, it really grew on me and I would actually watch the entire thing every boot up. Plus, this remix later in the game seriously gave me chills.
The story here was far more complex than Tales of Symphonia, with a much darker tone and a whole bunch of international politics and the hard decisions therein. But it all boils down to a young man named Luke and his life after he accidentally gets kidnapped. A lot of debating about person-hood, a lot about trust and friendship, a lot about growing up.
It isn't a perfect game either. I hate hate hate the map, the loading time is a little lengthy and sometimes the story is, again, a little contrived. But again, it is the characters that make it worth sticking around for.
I plowed through this game because I cared so much about them. I wanted to see what was happening to them, why such horrible things were going down and how exactly they were going to go down. Even with the occasionally predicable twist, I cared about the characters. The protagonist starts out as a real jerk. He really does. But he has a heart of gold in there somewhere and it shines through enough that you care about him. You want him to get better and let everyone else see that heart of gold. And so stuff happens to him that breaks away his jerkish exterior. But boy does he suffer in the meantime. There is a lot of death in this game, not all of it anonymous mooks. There were several scenes of genuine heartwrench.
But I kept playing, despite being mildly confused at times, despite the stupid map, because I was watching the characters grow together. Unlike in Dawn, where the characters' awkward "attraction" is shoved down our throats from moment one, these characters start out not liking each other. And they have very good reasons not to like each other. But they grow into it, everyone having to give (some more than others) in order to take. And because there is growth, there is change and because there is change, there is a little leeway in what I am willing to accept from these characters.
These characters can fight and I can't be assured that they will make up. They felt like real people in that sense. And if they were to make up, they would have to apologize and really change. A great deal of the story was about people atoning for their mistakes and mistreatments of the other characters. But not everyone does. Because these were people, not ideals. They went kicking and screaming into their plot and they weren't compliant for one minute of it. And it was awesome.
---
Part two will hopefully have less of the nerdy game references and more of the actual thoughts on original character development.
Labels:
character development,
discussion,
rant,
video games
Tuesday, February 15, 2011
Crazy little thing called 're-writing'...
So, what with Valentine's Day having driven off the advances of the shameless Shiny New Idea and rekindled my love for my hedgehog project, I found myself taking a swing at beginning again.
I've written before about rewriting a beginning over and over again and that leading to stagnation of the story. It's one of the scariest parts about this rewrite: knowing my history with this whole thing. But I think this story needs it.
See, even when I say things like "just keep writing", there remains the Golden Rule of Writing: there are no rules. While, yes, there are rules about grammar and such, even they can be broken if you have a legitimate reason for breaking them. And when it comes to a process, there really is no "right" way to write. I myself never seem to follow the same pattern twice, which is one of the reasons I'm giving myself the go-ahead with this re-write.
I am a pantser through and through and it took me that original six thousand word beginning I had to see that it wasn't working. I had to take it that far to see that it wasn't working, or else I would have regretted a flighty change. This latest beginning is actually something like Version 2.5, being a sort of rework of an actual second beginning idea.
Now, if I were to have followed my own advice and "just kept writing", I would have been banging my head against a brick wall, frustrated by lack of enthusiasm and progress. And, despite the fact that ninety percent of writing is just the muscle action of putting pen to paper and keeping it there, some sort of inspiration is necessary to keep the story going.
And if anything, this is part of my planning process. Testing out what works, experimenting with styles (yay for out-of-order flashbacks and unreliable narrators!), and just generally hashing it out. I can't let the fear of a past failure stop me from progressing, nor let my own sensibilities stifle my story.
Does part of me panic at even the possibility of letting another story head towards the shelf? Yes. Is part of me frustrated at not having gotten it right the first time and now being almost entirely back at square one without having gotten all that far to begin with? Yes.
Is it going to be worth it? I think so. Worst case scenario, as always; I'll have learned something from it.
Anyone else ever rebooted a project more than once in the early stages? Did you ever finish? Still working on it? Relegated it to the shelf?
I've written before about rewriting a beginning over and over again and that leading to stagnation of the story. It's one of the scariest parts about this rewrite: knowing my history with this whole thing. But I think this story needs it.
See, even when I say things like "just keep writing", there remains the Golden Rule of Writing: there are no rules. While, yes, there are rules about grammar and such, even they can be broken if you have a legitimate reason for breaking them. And when it comes to a process, there really is no "right" way to write. I myself never seem to follow the same pattern twice, which is one of the reasons I'm giving myself the go-ahead with this re-write.
I am a pantser through and through and it took me that original six thousand word beginning I had to see that it wasn't working. I had to take it that far to see that it wasn't working, or else I would have regretted a flighty change. This latest beginning is actually something like Version 2.5, being a sort of rework of an actual second beginning idea.
Now, if I were to have followed my own advice and "just kept writing", I would have been banging my head against a brick wall, frustrated by lack of enthusiasm and progress. And, despite the fact that ninety percent of writing is just the muscle action of putting pen to paper and keeping it there, some sort of inspiration is necessary to keep the story going.
And if anything, this is part of my planning process. Testing out what works, experimenting with styles (yay for out-of-order flashbacks and unreliable narrators!), and just generally hashing it out. I can't let the fear of a past failure stop me from progressing, nor let my own sensibilities stifle my story.
Does part of me panic at even the possibility of letting another story head towards the shelf? Yes. Is part of me frustrated at not having gotten it right the first time and now being almost entirely back at square one without having gotten all that far to begin with? Yes.
Is it going to be worth it? I think so. Worst case scenario, as always; I'll have learned something from it.
Anyone else ever rebooted a project more than once in the early stages? Did you ever finish? Still working on it? Relegated it to the shelf?
Labels:
beginning,
discussion,
editing,
hedgehog,
second draft,
SNI
Monday, February 14, 2011
On slaying the Shiny New Idea (a love story)...
Because I thought about slaying:
Quite possibly one of my most favorite performances of my most definitely favorite poem.---
So, a few days ago, I contracted a case of the Shiny New Idea. I blogged about it. And, in blogging about it, I found that I was able to counter it.
See, the thing is with Shiny New Ideas, at least for me, is that they tend to fall apart if I think about them too hard. Actually, this is true for most ideas I have, but the difference is that I'm still excited about my current hedgehog project and so the Shiny New Idea doesn't hold the appeal it did because it is being overshadowed.
And so, on this, Valentine's Day, I'd like to share a short love story about my hedgehog project.
Young Writer's Society has a group called "Your Novel" in which members post short open letters to their novels. Often just a few lines if that, they are a cathartic way of venting frustration or love about a project. Recently, my own posts have followed an arc of sorts.
GryphonFledgling: Dear Novel,
Be patient with me. It takes some time to move from one relationship to the other. NaNoWriMo took a lot out of me and I want to be able to give you my everything. These scribbles in-between are actually working for us, I promise.
Wed Dec 22, 2010
GryphonFledgling: Dear Novel,
It's not cheating, just flirting. I'll come back, I promise. Just give me a little time to realize just how amazing you are and then you'll have the satisfaction of seeing how I come crawling back to your pages.
Mon Feb 07, 2011
GryphonFledgling: Dear Novel,
See? I told you I'd come back. Here's chocolates and a rose to prove my love for you on Valentine's Day.The first was right after NaNo, when I was sort of scribbling little scenes and things in lieu of actual writing on anything besides this blog. The idea was there, the want was there, but my heart just wasn't ready for that kind of commitment yet.
Tue Feb 15, 2011
The second was right when the Shiny New Idea struck. It was all awhirl, with its glitz and glamor and snarky humor. I saw it for what it was, but I still begged for the time for a little excitement, a little adventure.
The third is self-explanatory. I wasn't dumped, I walked away before I got too involved with something that wasn't worth my time. I went back to something that I loved and that loved me and together we're going to make something amazing.
This is a project meant to last, methinks. Or at least I hope so. Right now we are going through a little rocky spot with regards to a beginning (seeing as how the beginning is going to drive the rest of the story). I'm thinking I may actually have to (*le gasp*) do a little brainstorming / outlining (*more le gasp*).
But despite being at a point where I'm feeling lost enough to want to do that, I feel good about this project. I might regret saying that in three months, when I'm mashing my forehead into my keyboard with frustration, but I've been with this project long enough for the puppy love of a Shiny New Idea to wear off and I'm still giddy with excitement at times.
Because, this project did start out as a Shiny New Idea, if you recall, in the middle of November. But, unlike this last Shiny New Idea, the hedgehog project stuck around long enough to be called a project at all, even to the point of getting me writing again after a post-NaNo funk.
I did write down my Shiny New Idea and maybe one day it will inspire me again, or at least let itself be hacked to pieces and stitched into other stories somewhere, but for now, true love triumphs and the hedgehog story and I march forward together into the great unknown.
Labels:
beginning,
fairy tale,
hedgehog,
inspiration,
romance,
video,
writing
Saturday, February 12, 2011
Shiny...
...Let's be bad guys.
Well said, cat of questionable literacy but many lulz, well said.
If there is one thing more dangerous than the dreaded Writer's Block, it is the Shiny New Idea.
So you've got a project that you love, and you're working hard on it. Life gets in the way sometimes and the last few days haven't been so hot, but you still feel like this could go somewhere. It's just taking a little time.
Then, suddenly, from the blue, comes a Shiny New Idea. It's an idea! It's new! It's shiny! It seems to flow from your brain like a chocolate fountain, chock-full of marshmallows, strawberries and pound cake!
Suddenly the current project is exposed for what it is; a lukewarm Hot Pocket, full of congealing cheese and mystery meat dressed up as ham for Halloween.
So you want to drop that Hot Pocket and go for the Shiny New Idea, this lovely critter that demands nothing from you, just allows you to channel awesome from brain to pen.
And you do... for a while. But there will come a time when the Shiny New Idea is not so New anymore and eventually it will not be so Shiny anymore. And along will come another Shiny Newer Idea and then a Shiny Shiny Newer Idea and so on and so forth, in a horrible rampage of frustrated inspiration but no production.
The moral of the story? Stick with a project. If a Shiny New Idea pops up, demanding your attention
... indulge it for a minute or two. Take the time to write down that scene that is bugging you. If it turns into a little more than a scene, fine. But know where to put the brakes on.
At the same time, sometimes projects need to be taken a break from. I've blogged before about letting projects go. Sometimes they do need to go. But they shouldn't be dropped like a Hot Pocket. Lain carefully down like the inedible bits of lobster, maybe.
Yes indeed.
-----
Well said, cat of questionable literacy but many lulz, well said.
If there is one thing more dangerous than the dreaded Writer's Block, it is the Shiny New Idea.
So you've got a project that you love, and you're working hard on it. Life gets in the way sometimes and the last few days haven't been so hot, but you still feel like this could go somewhere. It's just taking a little time.
Then, suddenly, from the blue, comes a Shiny New Idea. It's an idea! It's new! It's shiny! It seems to flow from your brain like a chocolate fountain, chock-full of marshmallows, strawberries and pound cake!
Suddenly the current project is exposed for what it is; a lukewarm Hot Pocket, full of congealing cheese and mystery meat dressed up as ham for Halloween.
So you want to drop that Hot Pocket and go for the Shiny New Idea, this lovely critter that demands nothing from you, just allows you to channel awesome from brain to pen.
And you do... for a while. But there will come a time when the Shiny New Idea is not so New anymore and eventually it will not be so Shiny anymore. And along will come another Shiny Newer Idea and then a Shiny Shiny Newer Idea and so on and so forth, in a horrible rampage of frustrated inspiration but no production.
The moral of the story? Stick with a project. If a Shiny New Idea pops up, demanding your attention
... indulge it for a minute or two. Take the time to write down that scene that is bugging you. If it turns into a little more than a scene, fine. But know where to put the brakes on.
At the same time, sometimes projects need to be taken a break from. I've blogged before about letting projects go. Sometimes they do need to go. But they shouldn't be dropped like a Hot Pocket. Lain carefully down like the inedible bits of lobster, maybe.
...because otherwise they might eat you?
...
I actually secretly like Hot Pockets.
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