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Author Topic: Are we crazy?  (Read 2673 times)

Ezekhiel2517

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Are we crazy?
« on: April 06, 2016, 09:28:33 am »

Are we maniacs? or sociopaths? or just a bunch of dumb nerds playing smart? I mean, and I truly wonder: what kind of psychological profile does it take to understand, regularly play, and most important ENJOY a game like Dwarf Fortress? Have you ever asked this yourselves? Have you ever made this question to yourselves? maybe while staring at a flashing C green tiles filled screen? Or while setting the armor material of your archers squad´s helms? or while selecting products from a long brown colored text list to trade with an elven caravan, taking special care not to include any wooden product within your wares to avoid any conflict with them, at least for now because you are still not that strong, but already planning the way to entrap those filthy tree-lovers, maybe in a few years? I know most people wouldn´t like or even understand this game, and I think that Toady (is that his nickname?) and his brother or whoever created this universe are maybe the greatest geniuses of our time. But what keeps nagging my front lobe is: do we all Dwarf fortress lovers fall under a similar profile? I know for sure I´m not your typical Pc gamer. Maybe some personality poll in this forum would retrieve very interesting results
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Dirst

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Re: Are we crazy?
« Reply #1 on: April 06, 2016, 10:34:32 am »

DF is a uniquely complex and engaging game, and happens to have a pretty brutal learning curve.  Although there might be a couple actual deviants on the forum, the overwhelming majority of the players probably just peg the meter in multiple sections of the Bartle Test.

Just because a DF player comes up with vivid descriptions of the game's ludicrous situations does not mean the person is a latent psychopath trying to build a magma cannon in his garage.  Someone who actually gets off on violence wouldn't be attracted to a game that doesn't try one little bit to depict that violence realistically.
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Ezekhiel2517

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Re: Are we crazy?
« Reply #2 on: April 06, 2016, 10:58:36 am »

DF is a uniquely complex and engaging game, and happens to have a pretty brutal learning curve.  Although there might be a couple actual deviants on the forum, the overwhelming majority of the players probably just peg the meter in multiple sections of the Bartle Test.

Just because a DF player comes up with vivid descriptions of the game's ludicrous situations does not mean the person is a latent psychopath trying to build a magma cannon in his garage.  Someone who actually gets off on violence wouldn't be attracted to a game that doesn't try one little bit to depict that violence realistically.

Yeah I wasnt particularly thinking in the violent aspect of the game. More like in the attention to detail, the proportions, the heavy thinking and innovation that some special construction demands and so many other distinctive characteristics of DF.
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“Far, far below the deepest delvings of the dwarves, the world is gnawed by nameless things.” ― J.R.R. Tolkien

NW_Kohaku

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Re: Are we crazy?
« Reply #3 on: April 06, 2016, 11:48:47 am »

I would point out that many players don't even play violent games.  I tend to adopt a fairly defensive "wall off the world" crouch, and prevent anything caverns from getting in, and wasn't particularly bothered when my last fort was in a world with extinct goblins so I had basically no hostile visitors besides the occasional werething and a titan.

To add onto Dirst's Bartle Test comment, I would point as always when explaining DF to the Extra Credits video on Aesthetics of Play.  DF is a game that is capable of fulfilling multiple different aesthetics for very different types of people.  Someone who turns off sieges so they can play "virtual legos" as an Expressive outlet is playing for very different reasons than someone who wants the Challenge of turning up siege difficulty and seeking "epic battles in an unfair world".  For that matter, there are an awful lot of people in these forums who rarely even play DF, but just enjoy the Fellowship of the forums, enjoying it as a metaludic experience.

In fact, in many arguments on these forums, you find a huge divide in what people think Toady should spend his time upon based strictly upon these wildly different desires people have from the game. When I argue for rubble to be produced upon digging that requires disposal because it would help the simulationist aspects of the game as well as create interesting management issues that would take creative engineering to resolve, I found strong opposition from people who said it would be "boring" and take away time from their game about killing goblins.

So, to go back to the original question, yes, I've taken the time to ask myself why I enjoy DF.  I happen not to look at flashing "C"s, though, because I mod the game more than I actually play it, have custom races and tilesets, and tend to play the game more to test ideas or mods as a method of either "exploring" the game in Discovery or as a method of Expression through finding new, unique ways to build. (Also, I make nice with elves - they might bring me neat new animals!)
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
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kilakan

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Re: Are we crazy?
« Reply #4 on: April 06, 2016, 12:11:23 pm »

Insanity is always a possibility.
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NW_Kohaku

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Re: Are we crazy?
« Reply #5 on: April 06, 2016, 12:28:16 pm »

Insanity is always a possibility.

Yes, but we all have our own unique and colorful forms of insanity.  We aren't all plagued with just one disorder, the way the OP insinuated. (The way that, say, certain tech websites have ludicrously high rates of self-declared Aspergers Syndrome.)
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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quekwoambojish

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Re: Are we crazy?
« Reply #6 on: April 06, 2016, 01:06:13 pm »

I'll be honest, the only people I've met who recognized what I was doing on my laptop in college was the most sociopathic physics students in my class. Very good
 students, but they did not interact with other people very well at all.

I've attempted to get dozens of my friends to play dwarf fortress, the ONLY ones who stuck with it were twins who are into science, but literally do not go outside unless they need to buy cat food.

I don't consider myself a sociopath, but people generally think I'm a little off.

So, from my interactions thus far. It tends to be science oriented individuals who are not into socializing, partying nightlife, Instagram/twitter, sports (larping, E-sports, and chess not included). They usually like things like reddit, computer science, physics, and sometimes cats (I think cats are ok).
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ZM5

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Re: Are we crazy?
« Reply #7 on: April 06, 2016, 02:17:12 pm »

Hmm, honestly it's hard to say.

I mostly play adventure mode which is perfect for doing absolutely horrid stuff, but even when I do particularly gruesome killings I tend to have to walk away from the game a bit and take everything in - first time was arguably the worst, even though the person I was mutilating was a bandit and frankly deserved it. I still gave them a mercy kill, though. So I wouldn't say I'm crazy/a sociopath, I still feel some amount of empathy for completely fictional randomly generated characters - I honestly don't know myself where I stand on the Bartle test since I can't find a working link of it anywhere.

I mean...even the guy behind the...Oborkus Fleshidol...incident, ended it with "I don't play adventure mode anymore". So clearly even among the absolute worst morally of us there is some capacity for remorse or atleast a facsimile thereof.

Fort mode also clearly allows for really despicable acts as well, just on a larger and less precise scale. I.e the Mermaid Genocide incident (though to my knowledge the community didn't have THAT much of a problem with it - I don't fully know since I still wasn't around on the forum when it happened) or that one guy who played his fort like an aztec temple.

I think when you get in-character with the "dorf mindset" you do sorta tend to get carried away with doing things that don't really matter for anything besides sating your own curiosity (i.e finding out if its even possible, or if it is then finding out the most stylish and/or inefficient way to do it, or just finding out if the cost is worth it).

Lastly, I'd say partially some of the things you mod in also say a bit about your mindset and/or interests, not just in term of what the creature actually does but what it is appearance-wise.

Myself, I have to admit that most of the non-playable creatures I modded in are giant murderfucker beasts - even the only benign animal I made can still kill you indirectly or atleast make you go crazy, should you eat it's meat or drink its blood. Obviously playable races don't count since they have both normal, benign people and also violent bandits - some have more of the latter than others.

For me, this is the most recent thing I've modded in
Spoiler (click to show/hide)
Not even the worst thing I modded in, conceptually, but still pretty bad and would be horrific to see lumbering towards you, hand outstretched, during a dark night, then there's also the indefinite number of gruesome potential origins of why such a thing would even exist.
Case in point, though, you can probably guess by this what my most-played Warcraft 3 race is, same for my favourite fiction genre.

NW_Kohaku

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Re: Are we crazy?
« Reply #8 on: April 06, 2016, 02:53:35 pm »

Fort mode also clearly allows for really despicable acts as well, just on a larger and less precise scale. I.e the Mermaid Genocide incident (though to my knowledge the community didn't have THAT much of a problem with it - I don't fully know since I still wasn't around on the forum when it happened) or that one guy who played his fort like an aztec temple.

I think when you get in-character with the "dorf mindset" you do sorta tend to get carried away with doing things that don't really matter for anything besides sating your own curiosity (i.e finding out if its even possible, or if it is then finding out the most stylish and/or inefficient way to do it, or just finding out if the cost is worth it).

Technically, it wasn't a genocide, it was ranching.  It was an elaborate way to replicate exactly what people do with, say, pigs, but with nominal sentients.  Also, it wasn't actually done, merely suggested, before Toady changed mermaid values to make them less attractive, only later on with sea serpents, did Sphalerite actually go through with some of the ideas.  (But people were more focused on the engineering, then, rather than the fridge horror.)

Beyond that, people do this stuff because it is a game, and they are simply inflicting damage numbers on "e"s. It's fascinating for being able to "break the rules", exactly the same as people trying to find the "You weren't supposed to see this, you know" in Grand Theft Auto 3.

It's up to everyone's own personal level of empathy with the game to determine whether they feel they've actually transgressed against someone, or simply advanced a game objective. I'd point to both DEFCON, in particular as a game where inflicting unimaginable casualties is both a game goal and also kept so utterly remote from the player that millions of deaths are literally treated as scores popping up on a game-like screen, versus, say, Heavy Rain's visceral amputation scene where the game is clearly designed to make us feel empathy with the character in particular.  (And that's leaving out any FPS game that just revels in blood and gore...) The "closeness" of the player to the suffering in the game directly impacts how a player is prompted to feel about those events, and in DF, violence is described to us in strictly clinical terms after the fact.  (The axedwarf bashes the goblin swordsman in the second knuckle of the fifth finger, left hand with the *pine wood shield*, bruising the bone.)

Lastly, I'd say partially some of the things you mod in also say a bit about your mindset and/or interests, not just in term of what the creature actually does but what it is appearance-wise.

Myself, I have to admit that most of the non-playable creatures I modded in are giant murderfucker beasts - even the only benign animal I made can still kill you indirectly or atleast make you go crazy, should you eat it's meat or drink its blood. Obviously playable races don't count since they have both normal, benign people and also violent bandits - some have more of the latter than others.

Sounds like a standard "challenge" player to me - you see DF as a game of challenges, and when the game is "too easy to be fun", you add in bigger monsters to make combat "more satisfying", because, combat is where you get your satisfaction

Meanwhile, I'm procrastinating on modding in various syndromes to give effects from various herbal teas, including the likes of Meadowsweet, AKA. Meadsweet, the naturally-occuring weed that is the source of the chemical compound for aspirin, as well as an ancient sweetener, and am giving it painkiller functions.  I'm mostly doing it because, WHEE! research and learning are fun! Now, let's put these things I've researched into the game!  Like I said before, I don't think of challenge or combat as an important part of the game for me, but at the same time, lots of people clearly do.

So, from my interactions thus far. It tends to be science oriented individuals who are not into socializing, partying nightlife, Instagram/twitter, sports (larping, E-sports, and chess not included). They usually like things like reddit, computer science, physics, and sometimes cats (I think cats are ok).

Which is the stereotypical way of describing pretty much anyone into gaming, isn't it?

Surprise! People who play heavily-involved single-player games, which requires technical, logic-oriented thinking and focusing upon a single project without constant socialization attracts people who do not require constant socialization and prefer logic-oriented thinking.  That only puts DF players in the same box as every strategy game ever made. 
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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ZM5

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Re: Are we crazy?
« Reply #9 on: April 06, 2016, 03:34:39 pm »

Technically, it wasn't a genocide, it was ranching.  It was an elaborate way to replicate exactly what people do with, say, pigs, but with nominal sentients.  Also, it wasn't actually done, merely suggested, before Toady changed mermaid values to make them less attractive, only later on with sea serpents, did Sphalerite actually go through with some of the ideas.  (But people were more focused on the engineering, then, rather than the fridge horror.)
That seems like it would be genocide, should it be inflicted on sentients just to get their bones. But in any case I see your point - I'm not exactly sure where the "mermaid genocide" thing came from, then, if it was only proposed and not actually carried out on mermaids - I'm guessing since no other game really lets you do things like this, someone proposing it in the first place would be enough to generate some WTFs, especially from people outside of the community who don't understand DF.
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Sounds like a standard "challenge" player to me - you see DF as a game of challenges, and when the game is "too easy to be fun", you add in bigger monsters to make combat "more satisfying", because, combat is where you get your satisfaction.

Kind of weird, I don't neccessarily see myself as that, not 100% anyway...I do love combat in various games, to the point that with games with really good combat or atleast fun-to-use skills, i.e Dragon's Dogma, I pretty much go full blood knight mode and fight everything and everyone even to my own detriment. It's not always about the challenge in that sense, since I still seek out really weak mobs that go down in one hit or atleast seek out very large swarms of enemies since I really like the feeling of fighting a large number of creatures at once.

I never found DF too easy, either - or well, not after I increased the discipline for every semi/megabeast and playable vanilla race, anyway. Even more so after I reduced the number of pain receptors in bones and increased them in eyes.

I mean, even as a demigod legendary+5 weapon master you can still die from a lucky blow knocking you out and having your head crushed or throat slit while you're unconscious. I suppose luck-based "difficulty" isn't really difficulty per-se but eh, I still see it that way, atleast in DF's case.
Quote
Meanwhile, I'm procrastinating on modding in various syndromes to give effects from various herbal teas, including the likes of Meadowsweet, AKA. Meadsweet, the naturally-occuring weed that is the source of the chemical compound for aspirin, as well as an ancient sweetener, and am giving it painkiller functions.  I'm mostly doing it because, WHEE! research and learning are fun! Now, let's put these things I've researched into the game!  Like I said before, I don't think of challenge or combat as an important part of the game for me, but at the same time, lots of people clearly do.
Hmm, related to the above - I do have some modded plants and trees in my game, but the plants just cause anyone who digests them to transform into grotesque mutants after an emotional rollercoaster for that person, several of my fort citizens usually die each time that happens, should I forget to forbid these specific plants; whereas the trees, while not harmful, aren't exactly pleasant, beautiful trees - one of them is just a withered, leafless type of tree occuring in tundras and glaciers, another is bone-like and grows in evil tundras and glaciers, the last is an organic, meaty tree with wriggling tongues for "flowers", drooping skin for "leaves" and beating hearts for "fruit" - still trying to get it to work as I want it to since for some reason it's not appearing properly in evil biomes and has some entries in the errorlog.

I haven't given this too much thought, but I'm guessing from it's not neccessarily the "challenge" in DF that's 100% of what's the cause of fun for me, but a large part of it is the sensation of "playing god" or atleast some type of all-powerful omnipresent mad scientist - generating worlds, testing mods in the arena, just modding in general gives that feeling - fort mode does too, to an extent, and I guess adventure mode would be as well, since what's the point of creating more things if you can't personally interact with them?

Ezekhiel2517

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Re: Are we crazy?
« Reply #10 on: April 06, 2016, 03:40:41 pm »

I'll be honest, the only people I've met who recognized what I was doing on my laptop in college was the most sociopathic physics students in my class. Very good students, but they did not interact with other people very well at all.

I've attempted to get dozens of my friends to play dwarf fortress, the ONLY ones who stuck with it were twins who are into science, but literally do not go outside unless they need to buy cat food.

I don't consider myself a sociopath, but people generally think I'm a little off.

So, from my interactions thus far. It tends to be science oriented individuals who are not into socializing, partying nightlife, Instagram/twitter, sports (larping, E-sports, and chess not included). They usually like things like reddit, computer science, physics, and sometimes cats (I think cats are ok).

Interesting info about your students. It reflects how people outside DF sees the game. About socializing and sports, me I dont go out at night that often this days (Im 36) and prefer camping, with family and/or friends. On the sports side lately I´ve been kind of lazy, but usually I like to stay fit, running and my main hobby is freediving and spearfishing (and cooking my fresh catch in a fire by the shore). Not very fond of sciences, but consider myself smart and a fast learner. Socially speaking I can enjoy loneliness from time to time and prefer the company of a few selected friends than crowds. With that being said I´ve managed to open my own car wrapping,signs and decals bussiness and yes I work alone, I cant stand to work with anyone. So well I assume I´m not an average gamer. And I prefer dogs!
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Ezekhiel2517

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Re: Are we crazy?
« Reply #11 on: April 06, 2016, 04:01:24 pm »

It´s also interesting how many here focuses on the violence aspect of DF. I´ve never seen it as a violent game, even when I´ve witnessed horrible, gory deaths by combat or accident within the game. But I´ve always thought of it like a normal thing in a more primitive, brutal world. I even felt bad when one of my miners fell to a miscalculated dig, or when any dwarf was attacked by a monster or goblin. To me the most attractive aspect of the game is aesthetic-intrincated building design, resources administration, and to keep my citizens happy and productive. Never played adventure mode not even 10 seconds, don´t know why. I havent even opened it yet. To me fortress mode is all that is
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ZM5

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Re: Are we crazy?
« Reply #12 on: April 06, 2016, 04:11:29 pm »

It´s also interesting how many here focuses on the violence aspect of DF. I´ve never seen it as a violent game, even when I´ve witnessed horrible, gory deaths by combat or accident within the game. But I´ve always thought of it like a normal thing in a more primitive, brutal world. I even felt bad when one of my miners fell to a miscalculated dig, or when any dwarf was attacked by a monster or goblin.
I think it's because the violence and combat is so in-depth in DF - no other game comes close. I mean seriously, how many games can you name where an arm can become completely and permanently useless because of nerves being severed? Or how bone fragments can get jammed through organs and such due to a really powerful blunt blow?

That along with the audacity and over-the-top nature of it - normal DF combat is basically Mortal Kombat fatalities, except the fight itself is the fatality sequence. Again, can't really name another game where you can spill someone's guts, bite them, shake them around until the guts are severed, then drop them from your teeth, pick them up again and beat your enemy to death with their own severed organ.

Ezekhiel2517

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Re: Are we crazy?
« Reply #13 on: April 06, 2016, 04:27:53 pm »

It´s also interesting how many here focuses on the violence aspect of DF. I´ve never seen it as a violent game, even when I´ve witnessed horrible, gory deaths by combat or accident within the game. But I´ve always thought of it like a normal thing in a more primitive, brutal world. I even felt bad when one of my miners fell to a miscalculated dig, or when any dwarf was attacked by a monster or goblin.
I think it's because the violence and combat is so in-depth in DF - no other game comes close. I mean seriously, how many games can you name where an arm can become completely and permanently useless because of nerves being severed? Or how bone fragments can get jammed through organs and such due to a really powerful blunt blow?

That along with the audacity and over-the-top nature of it - normal DF combat is basically Mortal Kombat fatalities, except the fight itself is the fatality sequence. Again, can't really name another game where you can spill someone's guts, bite them, shake them around until the guts are severed, then drop them from your teeth, pick them up again and beat your enemy to death with their own severed organ.

Agreed. And thats awesome. then again I think there are more relevants aspects of DF´s core than just detailed violence. Maybe is just the "detailed" part of it but applied to every single thing in the whole game. Maybe its just me, and most players are here for the violence, I dont know
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NW_Kohaku

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Re: Are we crazy?
« Reply #14 on: April 06, 2016, 04:31:53 pm »

It´s also interesting how many here focuses on the violence aspect of DF. I´ve never seen it as a violent game, even when I´ve witnessed horrible, gory deaths by combat or accident within the game. But I´ve always thought of it like a normal thing in a more primitive, brutal world. I even felt bad when one of my miners fell to a miscalculated dig, or when any dwarf was attacked by a monster or goblin. To me the most attractive aspect of the game is aesthetic-intrincated building design, resources administration, and to keep my citizens happy and productive. Never played adventure mode not even 10 seconds, don´t know why. I havent even opened it yet. To me fortress mode is all that is

Personally, I play as a neurotically cowardly fortress designer, and take great pains to ensure none of my dwarves get hurt.  Construction accidents that hurt dwarves in perfectly recoverable ways still shock me.  I go to the caverns solely to make underground "grass" appear for grazers, then set up elaborate automated traps to cage cavern critters (especially GCS, whose webs I can spray on cage traps to catch FBs instead of having to fight them) in such a way that I am "hermetically sealed" by raised drawbridge from the caverns at all times.  I also build elaborately over-designed dining halls and sleeping quarters.  My dwarves are happy, healthy, safe dwarves.

Again, some players play to create 'artwork' out of their fortresses, some people play to create story-telling narratives, even if they are "wacky" over-the-top violent narratives, and some people play just because they want the game to be a real challenge.

(And to ZM5, "challenge" isn't just "being hard", it's anything where you play the game because "beating the game" itself is satisfying.  Challenge players tend to also be tempted to go for, say, 100% achievements. In DF, challenge is what you set for yourself, so if you try to actively make the game harder, and refuse "cheesy exploits", you're hinting at that gameplay mindset.)

Agreed. And thats awesome. then again I think there are more relevants aspects of DF´s core than just detailed violence. Maybe is just the "detailed" part of it but applied to every single thing in the whole game. Maybe its just me, and most players are here for the violence, I dont know

Nah, it's more like a third of players are here for the violent aspects, although some overlap between "Challenge players" and "Narrative players" exists because of people who just like a lot of blood in their stories.  There's a huge proportion of the playerbase that prefer to Discover the rules, have any sort of Narrative, violent or not, Express through fortress building or modding, or even have Fellowship over the forums without directly playing the game or only playing as a way of relating to other forumites.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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