Some things that some don't seem to understand about Classes

Post » Thu Jun 16, 2011 5:31 pm

And how do we know that just because there are no formal classes, there won't be ways to customize our initial build? As far as I know there may be something similar to Fallout's tag skills or a pool of distributable points we can use when creating our character to account for past experiences. Even if not, it doesn't matter much to me. I tend to reverse engineer the story for the character I create rather than trying to engineer the character to fit the story.
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gemma king
 
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Post » Thu Jun 16, 2011 6:46 pm

Even single player games needs to be balanced . . . or the game becomes way too easy, way too fast. The game "environment" includes the NPCs and Creatures . . . even when single player RPGs don't include the ability to enlist companions, there are opposing factions that can be used to your advantage. Your "tools" include your character build, not only in making it fit the type of character you want to play, but on how effective you are at using your character's strengths to overcome your character's weaknesses.

Not all RP gamers enjoy having their character become god-like . . . some of us actually enjoy the challenge of surviving against tough opponents . . . through the entire game. In my opinion, the biggest issue in Bethesda RPGs (MW, OB, and Fallout 3) has been lack of balance, between the PC and the NPCs . . . particularly as the PC levels up. The player character is always given a huge advantage over the majority of the NPCs.

People get so hung up on the name Classes and of the idea that every Class is just a pre-built set of stats. The real strength of Classes is in the ability to create a truly unique character, by creating a custom class.


Yes but proper balance also makes becoming more powerful an absolute. By making that so detrimental you will feel as if you are never progressing is even more of a let down than becoming overpowerful. Again something like that becomes restrictive in my sense. I would much rather have all assets available and choose what and what not to use. Thats the best part of TES and not many other developers do it. Let the folks who have no self control or discipline moan and groan. I'll take the freedom of choice any day of the week.
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Kelly Osbourne Kelly
 
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Post » Fri Jun 17, 2011 3:57 am

If I was just going to rely on my imagination I wouldn't even care about Skyrim. I wouldn't need it to play out the characters I'd like to play out. The point of RPG's is to actually bring your character to a level where it isn't just in your head. Where you can literally turn your brain off and awe at your creation. And having every possible outlet to make this character possible is what TES has always been known for, but unfortunately this key feature of the games is slowly being cut out because the devs are apparently lazy and couldn't be bothered to fix what was wrong with the old systems and instead just made up a new one thats more restrictive than the other ones were.


So what is your Key ideal for creating a backstory? Is it something akin to bioware games like mass effect? I have found those choices paltry much the same as the company has become. So right now you have the creation kit running. What are your ideas on integrating a "backstory" system?

Personally I have always felt that opening up the journal and making flexible would be more than sufficient and more rewarding while not costing developement time.
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ANaIs GRelot
 
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Post » Thu Jun 16, 2011 4:10 pm

How so , could I not say that my Dunmer was a Freedom Fighter who then fled for fear of being perecuted and was arrested in Skyrim.


What if I don't want to be someone who just got arrested?

What are your ideas on integrating a "backstory" system?


1. Class UI. Allow the player to choose 7 skills that form his initial class, with 7 skill levels that can be placed into these 7 skills. Either one at a time (for a 7 boosted skills) or all into one skill (for one boosted skill) From this point, the player can then define his class name, description, and even the picture. After the beginning of the game is over with, the player can then choose to change his class name, description, picture, and skills. Skills will no longer gain any extra boosts and the only purpose of changing them out will be to have a specific set of skills that you use the most (or are training) at the top of the skill list in one nice package.

2. Dialogue that can elude to certain past events in the character's life, but without actually approaching any specifics and with the possibility of the character denying these things outright.

3. A journal that can be written in.

4. If said class system above is implemented, we can have a Morrowind-esque question system asked by someone during the game that can give us a set of skills to boost in the beginning based on how the player wants to roleplay their character, which can help establish your characters personality. But the player should still have absolute control over what is what before the end.
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Red Sauce
 
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Post » Thu Jun 16, 2011 11:32 am

What if I don't want to be someone who just got arrested?


Then you fit right in with almost everyone else who just got arrested?
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*Chloe*
 
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Post » Thu Jun 16, 2011 6:10 pm

@ Morchai Thats grossly missing the point, and you should feel bad.
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Chris Cross Cabaret Man
 
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Post » Thu Jun 16, 2011 9:56 pm

As someone who has played TES since Daggerfall, I rarely if ever used one of the pre set classes. I don't see the problem with starting out as a clean slate, or having some skills better trained than others right from the start. I also don't understand the problem with us all starting out with exactly the same stats or skills, because this is a single player game and that doesn't matter. As for what your character's story is, who is going to read it? Again, this is a single player game.

I've read in other threads a concern about leveling and the speed in which it happens. Why? This is a single player game. There is no one you are competing against. There is no monthly subscription, forcing you to try to "finish" the game in any time frame.

One poster here in this thread brought up the concern that certain skill choices (builds) could be unbalanced. In a single player game, there are no balance issues.

Just sit back and enjoy the game. If you find it is too easy, wipe your toon and reroll a different one. If it is too hard, train your toon in some different skills or wipe and restart.
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Symone Velez
 
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Post » Fri Jun 17, 2011 3:13 am

As for what your character's story is, who is going to read it? Again, this is a single player game.


There's a reason they call these games ROLE-PLAYING you know. And being a single player game, the story of character is obviously supposed to be kept to yourself unless you want to share it with other people.
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Andrew Tarango
 
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Post » Thu Jun 16, 2011 8:03 pm

One thing that I was thinking about is that just because there are no "classes" does not mean that certain skills won't be higher than others if you are a specific race. As an example if you are a Nord your One-handed, Block, Smithing, Heavy Armor, and Two-handed will be higher than other skills. Also if you are a Bosmer your Archery, Sneak, Alteration, Alchemy, and Light Armor will be higher than your other skills. I don't how people think that just because classes are gone means that all skills start out at the same level. As in all the previous Elder Scrolls depending on what race you are some skills are going to be higher than others.
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carley moss
 
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Post » Thu Jun 16, 2011 2:36 pm

Yes but proper balance also makes becoming more powerful an absolute. By making that so detrimental you will feel as if you are never progressing is even more of a let down than becoming overpowerful. Again something like that becomes restrictive in my sense. I would much rather have all assets available and choose what and what not to use. Thats the best part of TES and not many other developers do it. Let the folks who have no self control or discipline moan and groan. I'll take the freedom of choice any day of the week.

No it doesn't . . . we have just come to expect that from RPGs. There are other ways to progress (other rewards) besides just getting more and more skilled at everything. Every athlete who has ever competed for years at the same sport reaches a point in their career where they are at the pinnacle of their abilities, but that does not mean that they suddenly find that sport detrimental.

I do understand what you are saying . . . I just don't have that mindset where I feel that my game is only fun while my character is progressing.

Plus this issue can be fixed for most just by slowing down the leveling speed to a more realistic pace, where you will continue to improve for longer, since your skills will be increasing at a slower pace. This is one reason why I'm so concerned with Skyrim's fast leveling rate, which is supposed to be much faster than Fallout 3's leveling speed . . . because I made a mod that slowed that down to 1/5th of its default pace (and mods that slowed down FO3's leveling speed were popular . . . because many gamers felt it was way too fast).
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Leah
 
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Post » Thu Jun 16, 2011 12:23 pm

I am hoping that I can make my own story like in New Vegas... instead of having an on-rails main quest with no flexibility. I doubt that will happen because almost every quest in Oblivion was like that.
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Joey Bel
 
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Post » Thu Jun 16, 2011 2:10 pm




No, they don't. Just because you choose a bunch of magic skills as your majors doesn't mean you can't go pick up a sword and swing your way to level 100 Long Sword skill. It might not level you up any, but nothing else is stopping you. Classes should and for pretty much all purposes only carry meaning if we make them do so. Just because your class lists you as Simpleton doesn't mean you can't be an epic mage and vice versa.

Hence why I advocate having a dynamic class system that can be changed to whatever you want on the fly and doensn't affect gameplay beyond, may be, a small initial skill boost. You have to remember that skill levels are dramatically different in this game compared to the past games (or so we're being lead to believe anyway) and as such starting out at level 40 Destruction is going to be a much bigger boost than it was back in Morrowind, so any initial skill boosts do need to be scaled back if they are done in Skyrim.


Why is having a system where just using skills counts as what I am majoring in not the same thing? Other than an obsessive need to classify skills instead of just using them. The new system will also allow me to make "jack-of-all-trades" characters or ones that have a couple specialized skills and a lot of mediocre ones if that fits the character I want to build. My last Oblivion character had 3 skills maxed out and the rest at around 20-35. The new system will allow for greater flexibility in how you can define a class. I really do not understand the fixation on picking some arbitrary skills instead of just using the skills and progressing with them how I see fit.

Because in the context of what I said I was referring to pure archetypes. Not hybrids. Hybrid classes can be anything they want. But for your basic archetypes, that focus entirely on everything to do with that archetype and nothing else beyond it, nothing beyond it should matter for the player playing such a character. If I want to play a pure mage, then I shouldn't have to worry much about getting x5 endurance every level because not only should I not even need health gains at all, but I shouldn't have to sit and train a non-mage skill to do so. Magic is more than capable of allowing me to deal with damage.

And the same goes for the other two archetypes. Stealth characters deal with damage by avoiding it altogether with agility and speed (this has always been broken in TES games, but the point still stands), and warriors just take the hits via high health. For your hybrid characters, how you deal with damage depends on on what methods you want to use given what skills you're using.


Like I said. Why does my pure mage have to fit into your stereotype of how a mage should progress. In Oblivion if I wanted a mage that is naturally hardy I HAVE to use skills that allow for an increased endurance multiplier. With the new system I can just make my mage a bit sturdier and if I happen to feel the defensive skills fit the role I can build on them as well. I think there is too much emphasis on 3 character archetypes when there is really no separation between their available tools. I am glad that i will be able to just make the character how I want instead of needing to fulfill some sort of stereotype.


The short of what I want to say is that just because a character has every tool available to develop from the start does not mean the character will use those tools. That is why the OP states they want classes, to choose the skills used instead of just using the skills you choose. The whole debate comes down to wanting to place boundaries and labels on things instead of just playing the character how you want. Playing however you want does not mean using every skill in the game just because it is there. The skills should have their own benefits and drawbacks instead of trying to tack on bonuses and penalties outside of the skills when it comes to 'classes'.

I would not mind choosing some type of traits upon character creation. Sort of how Fallout does it where you receive a bonus as well as a counterbalancing penalty. Although, the effects should not include increasing or decreasing starting skill levels.
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Ladymorphine
 
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Post » Thu Jun 16, 2011 4:17 pm

One thing that I was thinking about is that just because there are no "classes" does not mean that certain skills won't be higher than others if you are a specific race. As an example if you are a Nord your One-handed, Block, Smithing, Heavy Armor, and Two-handed will be higher than other skills. Also if you are a Bosmer your Archery, Sneak, Alteration, Alchemy, and Light Armor will be higher than your other skills. I don't how people think that just because classes are gone means that all skills start out at the same level. As in all the previous Elder Scrolls depending on what race you are some skills are going to be higher than others.


Which still means you start out a bland, featureless blank slate - just that you are a bland, featureless, Nord blank slate. What if my backstory is that I was a Nord mage? I am still the stereotypical Nord one-handed, block, smithing, heavy armor experienced meathead. What a stereotypical character generation. Now I'm REALLY not being who I want to be, since all I'm being is... the racial stereotype.

* BE WHO YOU WANT TO BE! START AS AN AFRICAN AMERICAN AND LOVE FRIED CHICKEN AND FRUIT PUNCH! START AS AN ASIAN AND BE REALLY SMART! ETC ETC *

Is that anyone's idea of an RPG?
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stephanie eastwood
 
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Post » Thu Jun 16, 2011 1:17 pm

Why is having a system where just using skills counts as what I am majoring in not the same thing?


What? You may want to rephrase that. But anyways the difference is that the class system I advocate is purely a UI component and has little to no gameplay effects, beyond may be a small initial boost, while giving a massive amount of role playing options for the player that doesn't just rely on the imagination.

The new system will allow for greater flexibility in how you can define a class. I really do not understand the fixation on picking some arbitrary skills instead of just using the skills and progressing with them how I see fit.


Again, you miss where I said: "Classes should be DYNAMIC and able to be changed ON THE FLY". I'm not saying you have to pick 7 skills and you're stuck with them defining your class. If you decide you want to use one handers instead of two handers, then you toggle off the major skill button on two handers and put it on one handers. Simple as that.

Seems to me that some people are just so hell bent on believing that classes are this restrictive thing that ruins freedom when they're not (Especially the class system I'm arguing for) that they don't bother to understand what is very, VERY simple.
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sharon
 
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Post » Fri Jun 17, 2011 1:34 am

Which still means you start out a bland, featureless blank slate - just that you are a bland, featureless, Nord blank slate. What if my backstory is that I was a Nord mage? I am still the stereotypical Nord one-handed, block, smithing, heavy armor experienced meathead. What a stereotypical character generation. Now I'm REALLY not being who I want to be, since all I'm being is... the racial stereotype.

* BE WHO YOU WANT TO BE! START AS AN AFRICAN AMERICAN AND LOVE FRIED CHICKEN AND FRUIT PUNCH! START AS AN ASIAN AND BE REALLY SMART! ETC ETC *

Is that anyone's idea of an RPG?


Barring your racism, yes. Try actually playing a classless RPG sometime.
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Anna Beattie
 
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Post » Thu Jun 16, 2011 11:20 pm

What? You may want to rephrase that. But anyways the difference is that the class system I advocate is purely a UI component and has little to no gameplay effects, beyond may be a small initial boost, while giving a massive amount of role playing options for the player that doesn't just rely on the imagination.



Again, you miss where I said: "Classes should be DYNAMIC and able to be changed ON THE FLY". I'm not saying you have to pick 7 skills and you're stuck with them defining your class. If you decide you want to use one handers instead of two handers, then you toggle off the major skill button on two handers and put it on one handers. Simple as that.

Seems to me that some people are just so hell bent on believing that classes are this restrictive thing that ruins freedom when they're not (Especially the class system I'm arguing for) that they don't bother to understand what is very, VERY simple.



And having all skills count toward leveling is any different? If you start using 2-handers you will level using them. Why even bother picking majors in your system if they do not mean anything and you just switch them up anyway?
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Rodney C
 
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Post » Thu Jun 16, 2011 3:01 pm

Classes are a straitjacket.


Really? For every post talking about how restrictive classes were in TES, there are at least just as many complaining of maxing the dreaded attributes and becoming a master of all trades. I'm very confused how starting builds restricted players. Do you have an example from your own games?

The new system will likely be as restricting and confusing to players who have been confused by TES up until now.
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lilmissparty
 
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Post » Thu Jun 16, 2011 2:29 pm

Why even bother picking majors in your system if they do not mean anything and you just switch them up anyway?


Convenience of having them be clustered together at the top of the list, roleplaying, ???, roleplaying, profit, etc.

For every post talking about how restrictive classes were in TES, there are at least just as many complaining of maxing the dreaded attributes and becoming a master of all trades. I'm very confused how starting builds restricted players


Exactly. And teh reason classes could be restrictive was because it was only ever class skills that made you level up. Remove that problem and OMG classes are not restrictive at all, and even with it, they still aren't this gamebreaking BE THIS OR ELSE restriction that people constantly like to bandwagon.
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Lily
 
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Post » Thu Jun 16, 2011 3:31 pm

I see. So role-playing only exists if you are ticking off a checklist of skills that the game says a class should use. I understand it now. This thread has nothing to do with playing the game and everything to do with wanting the game to tell you that you are role-playing. Just because there is no "scorecard" of attributes and "checklist" of skills does not equate to removal of RPG mechanics and capacity for role-playing. The only way the people complaining will understand this is by actually using the system.*

*disclaimer: Bethesda has not had a track record of implementing things thoroughly or even competently so your mileage may vary.
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Andrew
 
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Post » Thu Jun 16, 2011 6:01 pm

I for one will not miss classes.
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Daniel Brown
 
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Post » Thu Jun 16, 2011 4:32 pm

@ AQ Except tag skills is basically the class system without the ability to add a class name and description. Which is what I'm advocating.

I don't want the old "major skills are the only skills that level you up" nor the relatively large skill boosts from the old systems. I'm perfectly fine with those being gone. What I do want is to be able to say, in game, that I'm officially a "Dragon Slayer" or "Epic Sorcerer" with a nice little description text. I could care less if classes have any affect on gameplay or not so long as I get my UI for it.

Again, not everyone likes to leave such things up to the imagination.



Way to go on not reading the topic. This isn't a topic about whining.


No tag skills aren't classes
Tag skills if used like FO 1 & 2 are a handful of skills that your character is talented in and raises quickly
A class is a predefined archetype like warrior or mage with the result that instead of creating our own identity for the character we are just choosing between stereotypes
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Ebou Suso
 
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Post » Thu Jun 16, 2011 8:44 pm

So role-playing only exists if you are ticking off a checklist of skills that the game says a class should use.


Oh good lord. Are you even trying to seriously comprehend whats being said here or what? Here, I'll say it in caps:

WE WANT IN-GAME REFLECTIONS OF WHAT WE ARE ROLEPLAYING. WE DO NOT ALL WANT TO JUST LEAVE EVERYTHING TO THE [censored] IMAGINATION. IF I OR ANYONE ELSE WANTED TO DO THAT WE WOULDN'T NEED GAMES.

Say I check off these skills at the beginning:

One-Handed Weaps.
Smithing
Heavy Armor
Block
Speechcraft
Destruction
Restoration

And I call myself a Paladin. Somewhere down the line, I find that I really like using magic, so I decide to drop all the melee stuff as majors and I put up instead a bunch of magical skill. I get all the skills I'm going to use at the top of the list for the convenience of accessing them quicker if I want to check my experience with each. Then I spend a couple minutes changing class and description (because I WANT to, not because otherwise I'm suddenly inable to be a mage. I can choose to ignore my class name and description altogether and get back to gaming) and then proceed to go about my business being a mage. I didn't need to change anything. I could have just stopped training any of my melee skills and just stuck with magic. But then I'd be going through a whole list of skills to find the skills I'm actually putting to use (or tracking the experience in. my class system also works as way to keep track of several skills at once without having to go through the whole list) and I'd have some seemingly mismatched class options that really don't affect anything gameplay wise, but if I were roleplaying, would serve as a great reflection of what I'm playing as that enhances me actually playing that sort of character.

Anyone can just play as Paladin. But I think its that much more special when you can literally pull up the class menu and have it say you're a Paladin. It isn't necessary, but it damn sure is nice to have when I'm roleplaying. One less thing I have to leave up to the imagination.

Understand now?

A class is a predefined archetype like warrior or mage with the result that instead of creating our own identity for the character we are just choosing between stereotypes


Yeah, if you're stupid enough to stay within those archetypes even though you apparently don't want to. How hard is it to understand that just because the class sheet lists you as a warrior doesn't mean you have to use a warrior's skills?
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Misty lt
 
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Post » Thu Jun 16, 2011 12:05 pm

I think perhaps I'll wait until I've played it for a while before I start deciding what's wrong with it.
No game will ever be just right for everyone - Everything is a tradeoff.

As long as I don't have to wear that stupid helmet with the horns I'll be happy.
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Scarlet Devil
 
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Post » Fri Jun 17, 2011 1:21 am

Sounds like Bethesda is listening to the console players and stupid 12 year old PC players.

Seriously I don't know anyone my age that complains about taking extra time to do things. Well I take that back, but the majority of people that have been playing TES from Arena, Daggerfall, or Morrowind don't complain about the things that these recent Oblivion players complain about.

I feel the need to never have kids, mostly because I don't want them growing up being they annoying kiddies that I despise so much right now. Well for other things to, but you get my point. This was a joke btw.

It seems that Bethesda and multiple other gaming companies are trying to make these games simplified to the point where a 12 year old can beat it on the hardest difficulty setting. It's not about appeasing the community, it's about appeasing the younger kids and adolescents that play the games. This is what it seems like to me anyway.
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CxvIII
 
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Post » Fri Jun 17, 2011 1:21 am

I have a nine year old daughter. I taught her Morrowind's system just fine and she plays it more than I do now. And shes already said that if we could get Daggerfall to work right on one of our comps she'd like to try that too. So not all kids are going to crap. Just the parents really.

And yes, the same sort of lazy developing is infecting virtually all media. Not so much more about doing it for the art but more for the quick money. I cite the terrible (US) economy as one of the causes. Because afterall, with less money being able to be thrown around and lost, less people are willing to put their hearts into something that may or may not get a return.
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Lily Something
 
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