Voice acting vs text

Post » Sat Dec 17, 2011 2:56 am

if i wanted to read i would get a book not a video game
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Umpyre Records
 
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Post » Sat Dec 17, 2011 4:36 am

Just turn down the voice volume, turn on the subtitles and voila - problem solved. A text game again. You can click through the text as fast as you need.
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Sierra Ritsuka
 
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Post » Sat Dec 17, 2011 3:51 am

I prefer reading text. Half the time the actors get the inflection wrong, because they're just standing in a studio reading lines at a mike without context, and I just find myself feeling sorry for the writer who's dialogue is being butchered. The only actor I can think of who got her entire performance note perfect was Felicia Day in Fallout: NV. I couldn't fault her VA, so well done her.

If there's reams of exposition, as there was in some the NV DLCs, reading it would have been a lot more interesting than watching/listening to a strangely lip-synced 3d model relating it. Bioware gets around the dullness with a cinematic cutscene approach, which is better than watching a static Ed-E channeling Ulysses ramblings for what felt like days. Bethesda gets around the problem by just limiting the dialogue to a couple of lines.

Written text also helps with re-playability, because you really don't want to hear a ton of dialogue twice, or more, but you can just skim over some text.
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darnell waddington
 
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Post » Fri Dec 16, 2011 7:47 pm

Just turn down the voice volume, turn on the subtitles and voila - problem solved. A text game again. You can click through the text as fast as you need.


Because subtitles equals good writing?
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helliehexx
 
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Post » Sat Dec 17, 2011 7:29 am

I've been thinking about this for a while...i can't be the only one who prefers text over voice acting, rihgt?
I feel like voice acting reduced the amount of text in the game, and dialogues are differently structured compared to games with no voice acting, which tend to have a more narrative style. Also I get impatient waiting for the npcs to finish so i can read on.
In my opinion Immersion is a function of good storytelling and, with regards to video games, possibly atmospheric graphics(meaning: more the artistic side of it). I think game studios should consider doing more text-heavy rpgs again so that talented writers can tell the story without the constraints of voice acting.

Your opinions?



My opinion is this-

In 2011, the days of text dialogue are gone. And should be. A more major immersion-killing holdover from the cro-magnon days of gaming would be hard to come up with.

Why is it immersion killing? Aside from the fact that things like audible words (Dragon shouts) are a key element in the game and the player and Dragons can be heard, um, using their voices? And because a part of the MQ revolves around, you know, using the Power of the Voice? Only because of this:

Everything else has a high-quality sound. Wolves, spiders. Water. Trolls. Dogs. All of those things make sounds. This isn't Bard's Tale from the '80s. Sound is an immersive quality. If you disagree, well, you're mistaken. Sight and sound are the two of the three senses you can use to play a video game, the third being touch if you have a FF control. Why should people be mutes in Skyrim? Everything else makes sounds. But NPCs can't? That's a step backwards in immersive environments. Robbing NPCs of voices also further whittle down their character, as they stare blankly at you, mouths closed, and text pops up. Or did you feel their jaws should be flapping as the text appears? That's even worse.

I also can't understand the idea of "constraints of voice acting". You do realize that the text dialogue is scripted, and voice acting is also scripted. If you want to discuss how scripting for dialogue could be better then sure I'm with you- it can be better in Skyrim. But at the same time, people complain about the voice acting in Skyrim because it's "bad". Not only is that an opinion, it's a very debatable one because I'd say that more than half of the people on this forum that say it's "bad" are using the term "bad" to describe something with a generic blanket negative.

The idea of having voiceless NPCs when the rest of the world makes sounds you'd expect them to make is illogical and limiting. It hampers suspension of disbelief, and it is in my opinion a low-buck, path of least resistance stand-in for the real thing.

fireflyry said:
Because subtitles equals good writing?


of course not. But by the same token, having a game designed as text dialogue also doesn't equal good writing. A script writer is needed in both cases. Why can a game with voice actors not benefit from good script writing just as much as a game that was designed for text-only? There is nothing intrinsic about text that equals good writing
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Chris Guerin
 
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Post » Fri Dec 16, 2011 8:19 pm

I prefer text as well it normally makes most characters more interesting.
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Lovingly
 
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Post » Sat Dec 17, 2011 1:14 am

Not this [censored] again...

*sigh*

No, it's not better, not it doesn't add more, you still need to write all these texts, no it doesn't make it more immersive in fact quite the opposite (do you talk to people face to face in text boxes?), no it doesn't remove the repetitive voices (the exact same text from different characters will feel different? How?) It doesn't add replayability as you still going to read the exact same text, you just going to skip it like you would with voiced ones.

Voiced dialog are in fact more memorable, have more character, more immersive, doesn't break the flow, CAN BE USED ANYWHERE not just scripted dialog trees.

and as we all know, the book is better. its really that simple.

Okay, that is just a stupid statement to make...
text-based dialogue, IMO, fits video games a lot better because they are much more akin to the pacing of a book than a movie. but that doesnt matter, because we will never have text-based dialogue again. modern standards have killed any chance of that. because video games are so closely tied to technology and the addition of voices was a technological advancement, we wont be seeing text as an artistic choice until we reach the point where the technology gets diminishing returns and isnt a big part of what we expect from video games, which wont happen until we invent the matrix, something i assume will take awhile :sadvaultboy: .

How is a book closer to a video game?

Because books also have audial visual parts like video games?
Because you play video games on paper?
Because video game is made only out of text?

No, video games are closer to movies, they are an audial, visual medium with added interactive functions. You cannot have visual or audial cues in text, you cannot describe tone, accent, grimace without outright telling you.
No, reading "X said it with lowered voice" is not AT ALL the same as actually hearing X saying something with a lowered voice.

in other words:
NO BOOKS ARE NOT BETTER!
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Naughty not Nice
 
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Post » Sat Dec 17, 2011 11:18 am

the human voice is more complex than just making a computer sound like a human, then there is all that emotional crap which is almost impossible to duplicate that's why a baby will always respond better to a motherish voice rather than a normal voice, how can we duplicate something that we don't even notice, especially to put it all into a dialogue, that's too much work, maybe another 30--40 years.



I'm curious as to your post.

Do you feel that in this game, the voices are computer generated?

I ask because you seem to feel they are computer generated, and it will take decades to produce a technology that can duplicate a real human voice. Aside from the fact that DVDs and CDs and Blu-rays make shelves groan under their weight at stores and they capture human voices quite well, in the 1980s I was using recorded voices to teach me proper inflection and pronunciation in a foreign language.

Then too, children respond to their parents very well when they are on cell phones. I cannot understand your position
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Ryan Lutz
 
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Post » Fri Dec 16, 2011 11:15 pm

But voice acting, when properly done, is way better than text.


You obviously haven't read a good book.
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D IV
 
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Post » Sat Dec 17, 2011 2:03 am

You obviously haven't read a good book.

You obviously haven't seen a good movie/heard a good audio book.
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Benji
 
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Post » Sat Dec 17, 2011 12:32 am

You obviously haven't seen a good movie/heard a good audio book.


I sure have, and it still doesn't beat a good book.
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Jhenna lee Lizama
 
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Post » Sat Dec 17, 2011 7:04 am

I also can't understand the idea of "constraints of voice acting".

Voice acting requires voice actors, it requires lip syncing, it requires more animations and there is a limit as to how much can be done.
Text-based dialogue does not need voice actors or lip syncing, less money and resources are spent and more time is given to write more dialogue.

Say they have a voice actor doing a dialogue for one character, then when he's done with the voice acting the writers realize that there is a dialogue branch that could have been great to have but since the voice actor is now paid and done his part he is off to do other stuff and they might not be able to rehire him or cannot afford it because it goes over the budget.

With a text-based system they can at any point just edit in more dialogue options or edit a flawed dialogue response, they could even patch the dialogue in, or use the DLC's to flesh out the characters of the main game.
But with voice actors and more animations a lot more money and resources must be spent.

That is how voice acting limits the dialogue.
Oh and not to mention that since there are so many characters in the game and they only have a certain budget a lot of characters will sound alike.


But to remain impartial, voice acting makes for greater "imm?rsi?n" and it looks and sounds a lot better than just text does.
Problem with voice acting is bad voice acting, either the actor's voice, accent, how the line is read compared to the context ofthe situation or the line itself.
But with good voice acting a game feels a lot more... Polished, I suppose.

So using voice actors sacrifices how complex and vast a dialogue system can be if the game has like 200 characters to talk to, but it also makes for a much better gameplay experience visually.

I look at it this way:
It's either great visuals or great gameplay, do you want a game to be great visually? (it does not mean you're a graphics [censored]) Or do you want it to focus on the gameplay and sacrifice certain aspects?
I choose the latter.

I choose the
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Nick Jase Mason
 
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Post » Sat Dec 17, 2011 5:02 am

I have to be honest, I absolutely need voice acting. It's one of the things I love most about games!
I couldn't get into Morrowind because of the dryness of interacting with blocks of text with hyperlinks in them, rather than hearing a person talk.
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neil slattery
 
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Post » Sat Dec 17, 2011 6:30 am

You obviously haven't read a good book.



Belittling somebody to drive down the value of their opinion and make your own seem more important is not an effective tactic in debate. If you can't back up your own standpoint with persuasive argument, then you have no point.

I own a small library of books. Selections from King, Kipling, Ambrose, Stevenson, Homer, Dumas, Tolkien, Mauldin, Shirer, White...the list goes on.

I strongly believe that in an audio/visual format, voice acting is not only required to prevent a further loss of suspension of disbelief, but is undeniably superior to text dialogue. Do I need to read a 'good book', in your opinion too? Tell me, where would films like 'The French Connection' be, if the actors didn't say a word? Films went to 'talkies' for a reason- it was a better audience experience.
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Rudy Paint fingers
 
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Post » Sat Dec 17, 2011 12:13 am

I did like the way in morrowind, not only could they give you an awful lot of information, lore, quest details, etc. But if you were in a hurry you could just skim through the text and pick out the important parts, (then check your journal later where ACTUAL information would be written down), instead of being forced to listen to every word.


The only thing that I disliked in Morrowind relating to dialogues is that everyone was a Human Encyclopedia, always telling me the exactly same correct information about the same topics. Few NPCs said their opinions instead of being a encyclopedia. :confused:

Everyone in Vivec City knows the exactly same things about the St. Olms Canton. :tongue:
But overall, it was good.

Also, how can people complain about repeated dialogue when everyone on Morrowind said "Speak Citizen" or "Speak Traveler"? :laugh:
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Mark Hepworth
 
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Post » Sat Dec 17, 2011 4:24 am

The only thing that I disliked in Morrowind relating to dialogues is that everyone was a Human Encyclopedia, always telling me the exactly same correct information about the same topics. Few NPCs said their opinions instead of being a encyclopedia. :confused:

Everyone in Vivec City knows the exactly same things about the St. Olms Canton. :tongue:

But overall, it was good.

That's one of the big things I enjoyed about Mankar Camoran's speeches in Oblivion. Brilliantly written, really gave insight into the delusions that Camoran held as truth.
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Sharra Llenos
 
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Post » Sat Dec 17, 2011 9:55 am

Belittling somebody to drive down the value of their opinion and make your own seem more important is not an effective tactic in debate. If you can't back up your own standpoint with persuasive argument, then you have no point.

I own a small library of books. Selections from King, Kipling, Ambrose, Stevenson, Homer, Dumas, Tolkien, Mauldin, Shirer, White...the list goes on.

I strongly believe that in an audio/visual format, voice acting is not only required to prevent a further loss of suspension of disbelief, but is undeniably superior to text dialogue. Do I need to read a 'good book', in your opinion too? Tell me, where would films like 'The French Connection' be, if the actors didn't say a word? Films went to 'talkies' for a reason- it was a better audience experience.


I am better than you, therefore my opinion is truth.
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Jarrett Willis
 
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Post » Sat Dec 17, 2011 7:07 am

It would be an adjustment for sure but if a game as good as MW implemented it I would be okay. However I think we overestimate how much dialogue MW had, it seems most of the things they say could be wrapped up in the same couple of options we had for dialogue in OB and even Skyrim contains the same sort of lines, but without the requirement for opening dialogue(don't like it, but I've come to accept it) also Skyrims dialogue seems a lot more contextual which is nice.

Overall either way works for me. But in this era of game design a game with no spoken word is usually reserved for artsy arcade titles or Indie games and Zelda. It simply isn't a good design choice to have loads of text in a game. Not my opinion but indicated by the market.


Show me where the market indicates this? I prefer the SP over a VP any day, but more importantly, not seeing my PC because none of it is me. I have a wonderful enough imagination. Let the rest of the NPCs do the talking because they are written for the relevant game story and plots. Case in point for market, Dragon Age : Origins sold nearly 5m copies across the three platforms, most of them on the 360. It was a heavy text choice game with an SP. Then a different route was taken to attempt to attract the action crowd with Dragon Age 2, by adding less personal conversations, more cinematics, over the top unrealistic combat and a VP. Comparatively in sales, it is a near flop, not even having sold 2m total across the three platforms. Funny enough, most of the critics were console gamers.

Now Beth continues on the path of the SP with text, and this game is a blockbuster for an RPG, getting close to 7m sold in five weeks. You add a VP with the cinematics that have to go with it, you take away gameplay and story content, while adding development cost.
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Russell Davies
 
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Post » Fri Dec 16, 2011 8:31 pm

Voice acting requires voice actors, it requires lip syncing, it requires more animations and there is a limit as to how much can be done.
Text-based dialogue does not need voice actors or lip syncing, less money and resources are spent and more time is given to write more dialogue.

Say they have a voice actor doing a dialogue for one character, then when he's done with the voice acting the writers realize that there is a dialogue branch that could have been great to have but since the voice actor is now paid and done his part he is off to do other stuff and they might not be able to rehire him or cannot afford it because it goes over the budget.

With a text-based system they can at any point just edit in more dialogue options or edit a flawed dialogue response, they could even patch the dialogue in, or use the DLC's to flesh out the characters of the main game.
But with voice actors and more animations a lot more money and resources must be spent.

That is how voice acting limits the dialogue.
Oh and not to mention that since there are so many characters in the game and they only have a certain budget a lot of characters will sound alike.


But to remain impartial, voice acting makes for greater "imm?rsi?n" and it looks and sounds a lot better than just text does.
Problem with voice acting is bad voice acting, either the actor's voice, accent, how the line is read compared to the context ofthe situation or the line itself.
But with good voice acting a game feels a lot more... Polished, I suppose.

So using voice actors sacrifices how complex and vast a dialogue system can be if the game has like 200 characters to talk to, but it also makes for a much better gameplay experience visually.

I look at it this way:
It's either great visuals or great gameplay, do you want a game to be great visually? (it does not mean you're a graphics [censored]) Or do you want it to focus on the gameplay and sacrifice certain aspects?
I choose the latter.

I choose the



That's fine, but still, the idea is that Voice Acting introduces a constraint. It removes a constraint. Text is a shackle. Look at Skyrim-

Sure, VA took resources. But do you honestly feel that the VA was implemented in the most effective way? You're putting forth the idea that Skyrim's effort in VA is the best that can ever be achieved, so text would be better. Clearly, Skyrim's effort could have been much, much more efficiently implemented for the same size of data, by choosing a better approach of how the VA data was used, and when, and where.

I didn't say "I don;t see how VA limits the dialogue'. But as a concept, it does not. Again, scripting is needed in both cases.

You look at this very 'black and white'. It must be one or the other. Things could not be done differently or better. This is how it must be, because Skyrim couldn't achieve better. Sicne the VA leaves something to be desired, then text is the answer to solve the problem

I don't believe that the Wile E. Coyote approach to trying a thing once and then abandoning it if it's flawed is an effective problem-solving technique :)
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Maya Maya
 
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Post » Sat Dec 17, 2011 7:02 am

I am better than you, therefore my opinion is truth.



A good motto for you would be "Superbia par vox."
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danni Marchant
 
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Post » Sat Dec 17, 2011 6:59 am

I have my dialogue text turned on and will likely keep it that way for this first play-through. I didn't have it on at first but then on the PS3 for the second game I put it on and that's the only way I knew that in the opening sequence at the chopping block,
Spoiler
that first dragon was Alduiin.
It said his name in front of the dialogue. Not sure if that's a spoiler but just in case. Other than that, I prefer the spoken word. I get sleepy if I have to read too much text...one of the reasons I can't get through Morrowind. I sure wish that game was spoken word.

:tes:
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Jason Rice
 
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Post » Sat Dec 17, 2011 3:06 am

I prefer text as well since it does not limit the amount of dialogues, lore, story and the like so drastically. Planescape Torment is a great example of what can be done without the added costs of voice acting.
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Dean
 
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Post » Fri Dec 16, 2011 8:58 pm

and as we all know, the book is better. its really that simple.

Yes, book vs film is a good anology. The text heavy rpgs like the baldurs gate series, planescape torment, morrowind, some final fantasies are textbook examples of immersive rpgs without voice over...rpgs should go back to imaginative storytelling, not realistic presentation.
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Michelle davies
 
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Post » Sat Dec 17, 2011 12:04 pm

My opinion is this-

In 2011, the days of text dialogue are gone. And should be. A more major immersion-killing holdover from the cro-magnon days of gaming would be hard to come up with.

Why is it immersion killing? Aside from the fact that things like audible words (Dragon shouts) are a key element in the game and the player and Dragons can be heard, um, using their voices? And because a part of the MQ revolves around, you know, using the Power of the Voice? Only because of this:

Everything else has a high-quality sound. Wolves, spiders. Water. Trolls. Dogs. All of those things make sounds. This isn't Bard's Tale from the '80s. Sound is an immersive quality. If you disagree, well, you're mistaken. Sight and sound are the two of the three senses you can use to play a video game, the third being touch if you have a FF control. Why should people be mutes in Skyrim? Everything else makes sounds. But NPCs can't? That's a step backwards in immersive environments. Robbing NPCs of voices also further whittle down their character, as they stare blankly at you, mouths closed, and text pops up. Or did you feel their jaws should be flapping as the text appears? That's even worse.

I also can't understand the idea of "constraints of voice acting". You do realize that the text dialogue is scripted, and voice acting is also scripted. If you want to discuss how scripting for dialogue could be better then sure I'm with you- it can be better in Skyrim. But at the same time, people complain about the voice acting in Skyrim because it's "bad". Not only is that an opinion, it's a very debatable one because I'd say that more than half of the people on this forum that say it's "bad" are using the term "bad" to describe something with a generic blanket negative.

The idea of having voiceless NPCs when the rest of the world makes sounds you'd expect them to make is illogical and limiting. It hampers suspension of disbelief, and it is in my opinion a low-buck, path of least resistance stand-in for the real thing.

fireflyry said:


of course not. But by the same token, having a game designed as text dialogue also doesn't equal good writing. A script writer is needed in both cases. Why can a game with voice actors not benefit from good script writing just as much as a game that was designed for text-only? There is nothing intrinsic about text that equals good writing



The sounds of other NPCs, creatures and even the ambient sounds have been in games going on 20+ years now, that is nothing new. You're adding those in as if they are being excluded in text only game, what most are meaning is for the player character being a silent protagonist, that is all. No voice actor can make my own imagined inflections and tonality, nor make what I think should be the imagined expressions I would use in the context of the text I read. Otherwise, they're made by the writer and actor that more than naught, don't reflect me and many times, they don't fit the emotion and expression to the context of the conversation in the games I would feel I would apply. Also, in another post after this, you mention:

Tell me, where would films like 'The French Connection' be, if the actors didn't say a word? Films went to 'talkies' for a reason- it was a better audience experience.


I agree, it certainly does add more to movies since the inclusion of sound and color. But, movies are not interactive either, so they are not relevant. Even if they were, it still wouldn't be reflecting me and what I think I would be doing with the interactions.
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Flutterby
 
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Post » Sat Dec 17, 2011 7:38 am

I believe that voice acting adds drama to a game, something which cannot be conveyed in text.

"But it removes narration", he says while glaring in your eyes. "In previous games, there weren't just the spoken words." he pauses, gazing in abstraction; you aren't sure, whether he tries to remember how it was back then or if he just tries to find the right words. "Facial animation still lags behind" he finally continues, "body language even more so. And without that we're just talking to puppets." He pauses shortly, then adds. "Looked at it that way, text based dialogue added much more soul and drama to a conversation, than crudely animated faces and bored voice actors ever can." Crossing his arms, the old man stares at you with a gaze that doesn't tolerate any back talk.
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Esther Fernandez
 
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