Tuesday 11 December 2007

end of term 1

So then, that's one term done.

I've had my presentation today and showed the three pieces of work. One hour before going down to Waverley I actually lost my powerpoint somewhere in computer land, which I'd spent about 6 hours thinking about and making! So I had to put down the bare necessities on another and go with the flow.

They suggested areas that I can look at on the side, that being broaden and try unusual new things (manga for instance). These bits of work don't need to be long and elaborate, just simple dummies as experiments. Have fun with it too! No need to be all serious and deep!

So I'm gonna take this on board... and basically, play around! I'm allowed to! You only get a 3rd if you do course set stuff. So the more the better!

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Sunday 9 December 2007

interactive narrative - "love thy neighbour?"

The last little bit of interactive narratives is to comment on a peer's piece of work.

However, as of now, I think people may be in the same boat as myself - probably wondering how to get it online!

As soon as I find someone's work, I'll post right back here...

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interactive narrative - evaluation&conclusion

It has definitely been a learning curve in this last project of the Narrative module. But as of now, I am able to use Flash, know where to find things, and how to get it to do things (most of the time!)

But at long last here it is: 'Suburbia - bliss?'


It is all fully functioning, the buttons link to the right places, the sound cue and sync with the correct frame. Lastly, and most importantly, it tells a story, an interactive story.


The whole process of making this has been again an enjoyable one, quite fulfilling, if tedious at times (blame the darn computers!)


I am really happy with this piece as it is the first of its kind that I have ever produced. The images I took are all relevant, and in my opinion, really lend themselves to the telling of the story. It is true that a picture can tell a thousand words, and I have to thank the people who were involved in the shooting and recording process.


My other projects in the Narrative module have been edited so in effect, are mostly devoid of bright, vibrant colour (or none at all in 'One Shot'), whereas in this one, it makes a change to feature the full colour world we live in. -This being the reason I didn't go for any effects, as I wanted this piece to be realistic, so left it as it was captured by the camera.


Suburbia - bliss?

One Shot

Killer Shoes

We were told that narrative was the primary focus for this piece and I believe I have tackled that aspect well - the main message of my piece being 'get help'. It also highlights the difficulties that people do have to live through, and although a narrative, I want it to reflect and make aware that this is not just a story, but reality.


Initally, the brief told us that we had to have a minimum of 7 images. I honestly couldn't see how you could tell a convincing narrative in this at all - it would be over before you'd really started. Hence, when I set about taking the pictures, I didn't limit myself, I just shot and captured what I thought was needed to fulfil and give justice to what I was trying to tell. In all, my piece features over 40 images! (Only a tad more than the minimal 7 I hear you say!)



I was worried at one stage that this was more a click the next button interactive piece (which is really no different to turning the page in a book) and thereby wasn't really interactive at all. However, to combat this, I included more options than I originally envisioned. All the options still run across the same story timeline, but result in slightly different outcomes along the way.



Importantly, a convincing narrative I believe is one that engages the audience. Hopefully I have managed to achieve this, and if we turn our attention to the character profiles moulded, it could be here that goal is met. The audience should be on Sarah's side, feeling sorrow and sadness for her. On the other hand, Steve should seem quite a horrible, nasty character, even distasteful. If the audience are able to feel this, it means they are engaging with the piece, being involved in what's happening. The icing on the top of the cake is that they can then influence the progress of the story they are seeing unfold. They should be eager and looking out for the next opportunity to help Sarah out and get her help/to safety. -The very essence of an interactive narrative.



I did have to pay attention to the sensitive subject that I was talking about. Sound clips I could have included at the start, maybe just a little jingle, wouldn't have fitted with the violence, and could have proved distasteful so I made sure the dialogue, sound, and images were all as appropriate as possible. The instances where we do see violence, it isn't too over the top, not making light of the subject, but instead, is straight forward, so the audience can get the gist, and then not to have to see a nasty fight ensuing, proving uncomfortable if not done well / correctly.


When it came to the recording of the sound clips for the dialogue, I tried to make sure the vulnerability of Sarah was brought over as much as possible. I wanted everything to sync in together, i.e. to see a hurt Sarah, to hear a hurt Sarah, and to feel for hurt Sarah. To have someone talking flatly, and without feeling would draw back from what this whole piece could provide as an experience: I wanted it to be convincing, not just a project that I'd been set, which needed sound and so I recorded sound.


The original template used big yellow, arcade game style buttons.

This didn't fit with the navigation I wanted to implement, so I had to create a host of buttons. In all, I made forward buttons, similar to that on audio equipment, back buttons, in addition, to 'yes', 'no', 'kitchen', 'lounge' and other scene specific buttons.


In addition, it was really a must that I use a different style from the arcade style gamer buttons as it simply wouldn't have fitted with the domestic violence premise.



What I also believe works well, as I mentioned before in my media post, are the images that really capture the moment: the sadness of Sarah, the awfulness of Steve's actions/personality. Words can tell a narrative, but to really connect with an audience, the images that we as human beings are able to read and interpret, are much more convincing and engaging.




The title screen that opens the piece I would have liked to use a Google Map satellite image of an area of suburbia - exactly what the piece is about. However, there being problems with copyright, I went about making something in the vein of a house estate plan.


(Seeing as Blogger is now owned by Google, this image is all part of the family so I'll use it here!)

I did pursue the use of housing estate plans that building firms originally create for their plot layouts. I must admit its quite basic, but had this been about the art, I would have put a lot more into it.

In addition, they are only little bits, but the sound effects that play in the background, the chopping of the carrots, the ironing sound, the beeping of the keys as she uses the phone - all little touches that help make it more realistic. If I had completely omitted them, they wouldn't noticeably be missed, but included, I believe, is far better for the piece as a whole.

The downside that I experienced during the piece came in the form of coding simply not functioning. It wasn't just myself, others experienced the same trouble with it looping, and on checking, correcting and then re-checking the coding script, it still wouldn't work. Very annoying. The only way I knew how to properly correct it without any doubt, was to simply start over. And that I did. It may have proved a bonus though, as in effect, it was the third time I was dealing with the scripting (first was simply to play with Jool's template script, second I manipulated to incorporate all my buttons) and so I was able to watch out for and progress past previous mistakes I'd made. And it worked!!



Lastly, this isn't really anything to do with the work but incorporating the images, the sounds, the text meant that Flash was using quite a bit of processing power. This added to the tediousness of having to wait for it to load, then load when testing the movie. So a powerful computer does help. In addition, (and I actually learnt this along the way), instead of using the high resolution images captured by the camera, compress them down, so they can be worked with, more easily! You cannot tell the loss in quality and it makes life for you and the computer a lot easier.



If I were to do this project again, I would maybe consider doing a happy, fun concept for a change! In no way is the piece I've created bad, or worse off because of being a more serious, deep premise, in fact, I think if offers more to explore, but I think I can excel equally in light hearted, happy ventures, whilst still telling important messages.


Also, whilst thinking through the interactive parts to Suburbia, I originally intended to use image map type links, hiding them in the picture, sort of like the Myst games, where you have to really look what needs to be done, to progress. However, I was met with other challenges before I came to this in Flash, and so had to opt for a more simple button format, just to ensure I could get the whole thing to run from start to finish. Therefore, attempting at trying something like image mapped navigation would be a definite option I'd like to pursue. It would add to the professionalism of the piece, making it seem more sophisticated. However, on the other hand, it could cause problems with the viewer, in that they might find it more difficult to progress, not being aware of what and where the links are situated - something I'd have to consider.


Overall, I am very pleased with Suburbia, quite proud too. It fulfills the original brief, along with the rules set out: at least 7 images, image, text and audio seriously examined, use Action Script 3.0 to build interactivity, individual assignment. It has also acted as a learning opportunity that I've been able to undertake, in Flash. I was able to draw on my previous experience from English when implementing the natural speech featues and crafting the narrative, but then also IT and the technical side to pull it all together, in a tidy, good looking package.



I feel I am now fitting in more as a Multimedia practionier. It is now quite easy to make a movie on a computer, whereas to make something like this, takes a little more effort and knowledge. Ok, Flash isn't that hard to pick up, but still, I'm building abilities and know-how in industry used software, as well as opening up to more platforms for use in Multimedia.

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interactive narrative - re testing

Well, the reports are in and Suburbia needed a few tweeks here and there.


Firstly, I have learnt that the text box option doesn't wrap the text. In the editing mode, when you get to the edge of the line it places the next word on the line below. However, in preview and publishing mode it simply disappears outside of the box. This is the first instance of what I needed to alter.

Secondly, the sound clips for some reason wouldn't always start at the very beginning. I couldn't reason or find out why this was, maybe it is something Flash has a special way of altering, but it definitely proved a problem when trying to get the clips to all play properly. Luckily, it didn't prove too much a problem as I had left some blank space at the start of all these dialogue clips, so it only meant having to alter the dialogue text that accompanied the frame.

The last occasion in which I needed to alter the piece was that the dialogue boxes I used at the start were transparent. At the time of making them, I could read the text and all was legible. However, through testing I found that you couldn't make everything out. This was solved simply, by selecting the option to frame and fill the box and thereby make it all viewable.

Now all that's left to do is publish in the two formats (html and swf) and the job as they say, is a good un!

@

Sunday 2 December 2007

interactive narrative - media: text, sound, images

The interactive piece I am making features 3 types of media: text, sound and image. Each plays and brings a different part to the overall feel and meaning of the piece.

From our brief, one of the rules lists:

'It is important that image, text, and audio are seriously examined in an attempt to truly consider audience engagement and interaction'

The images I have taken, for me, make up the main part of the piece, they are story telling.It would be a rough understanding, but you could follow the pictures throughout and get what this piece is on about, without text or speech.


On another level however, the images are highly emotive. Talented authors can certainly draw out great feeling from their readers by use of finely crafting the words and syntax in their texts. Images too have the ability to do the same thing.



This picture, for me, really says it all. (If you maximise the picture) you can see the emotion in Sarah's eyes, her sadness. The way they are looking down, as in, she cannot even look at her boyfriend who is ordering her about, creates a real vulnerbility. It is one of the skills, us, as humans are able to do: communicate through body language, and so, anybody looking at this picture should be able to fully understand what is happening, how she is feeling and how you feel for her; thereby engaging in the piece. Definitely emotive.




On the other side, this picture shows the negative aspect of emotion: anger or nastiness, painting Steve as the clear villain. The dominance he has in the picture, he is right in the centre, fills it from top to bottom and there is nothing to distract our attention away from him. Again, the look on his face tells a thousand words, no text is needed to say how he feels. The audience should be involved with the piece in that I've created this to make a feeling of strong dislike towards Steve. He clearly isn't in the right throughout the piece, in any way, at all.


This is quite a dynamic shot, focusing on the violent action. His arm is raised, quite close to her face, whilst the knife remains in place meaning she can't thrash out against him. Again, the dominance is represented by Steve being the most forward, foregrounded?, whilst Sarah is behind him, further back in the shot. The body language displayed by Sarah, particularly her facial reaction shows this to be a VERY uncomfortable, horrible and dangerous situation. The audience should definitely be able to perceive this, whilst at the same time being shocked at Steve's actions, a sort of gasping moment?


The various pieces of text in the form of narrative or dialogue help build up the scene. I have been careful to word the piece and structure it so to replicate realistic situations - so the text can be found to use features of natural speech (elipsis, colloquial language, dialect).



"I'll start over again for you. I'm sorry. It's my fault. I forgot you don't like carrots."

This line has several aspects to it. 'I'll start over again for you' shows that she is still willing and wants to do things to please her boyfriend ('for you'). We have Sarah blaming herself, a typical act of somebody enduring domestic violence, which she apologises for too, showing a submissive position. Also, the last bit of 'you don't like carrots' shows this is a petty thing for Steve to have gotten angry over. The audience should be able to see the unfairness of how he treats her and thoroughly feel sorry for the girl.

"I don't think... I don't think I can take this anymore"

This line occurs when at last she is seeking help. Her hesitancy shown by the dots/elipsis, shows she is timid and scared, especially to talk about this subject. In addition, the use of 'I think' again reveals something emphatic in that she is unsure in whether she is in need of help. She is unsure on whether she is being out of place or if she should be able to deal with this. The audience may perceive this as the turning point, a break through. They should want to get on with the story in aid of finding that help, whilst also feeling sadness from her above mentioned emotions.


"Oi, where's my dinner. You're no good at remembering anything."

This line from Steve lets us see that he demands things of Sarah 'where's my dinner?', as well as using "Oi" to get her attention, quite bluntly and rudely. He also puts her down by saying that she forgets things - this may well be true, but nonetheless, it isn't nice for partners to be voicing this opinion. It would come as quite a hard hitting negative. The accumulation of Steve's dialogue should completely dissuade viewers from finding him to be a likeable character, helping them to cast opinions about him and engaging with the story.


-As a side, the general character I sought for Steve is that of a highly sexist man. He expects his partner to cook and clean, whilst he 'goes out to work'. Furthermore, he shows no remorse after being violent towards her, he instead goes down the pub with his mates. He is in no way grateful for what Sarah does for him, this seen by him just dropping his magazines on the floor and also pushing her out of the way when he wants his shirt ironing faster - he is very simply, an abuser of his patriarchal position and exploits her vulnerability - a very unnice man.

The last thing to comment on is the use of sound, more particularly background soundtrack and the sound effects.

The dialogue I took a few attempts at recording with the actress. We did it using different types of intonation: soft, quickly, powerful. The voice used seems quite soft, unharmful. Contrast this then with the deep, alpha male type voice I created for Steve and you can see a distinction. I created Steve's voice using a program called Audacity. Here it gives you the options to amplify, change the speed, and even the pitch. This came in useful as the male voice I recorded, in my opinion, was higher for what I wanted. So editing it in Audacity produced a better result.
When it came to the sound effects and background noise, I think these work well, they are the little touches that make the interactive narrative seem better overall. Instead of just seeing her iron, we have the ironing noise of steam and going across the material. At the start, where we see the front door and are told it is a normal suburban house, there are birds tweeting. It is all these little bits that whilst recording seem stupid, when connected with an image, fit.
I was torn between adding a running soundtrack throughout. Being honest, with Flash being a totally new venture for me, I could predict that I would have problems with getting it at the right volume at the right point, not having it interfere with the sound effects and dialogue. Also, I had no idea what sort of music should accompany it. To just use a soundtrack from a movie would have been simple, but then it might not have been perfect. This is one area in the future where I'll definitely expand: I'm going to pursue getting music produced, whether that being myself on an instrument, or finding a musician around and about!

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interactive narrative - testing

Well, it happens with everything I do! Surprise surprise, there is a glitch in the programming, meaning something I've written isn't working correctly.

I know exactly where the problems lies, but cannot fathom out why it isn't following my code which counteracts the error. Flash automatically just jumps through all the frames you've included, sort of like a slideshow. What is normally required is to enter "stop ()" into the coding and it recognises that it shouldn't move on. With the links embedded in the buttons, when the user clicks this it then takes them to the next page.

However, mine just simply plays all the frames, slideshow stylee and I just don't why! The code is exact on each and every slide's action settings?

Will have to call on Jools for this.

UPDATE:

Right, well seminar on Tues I found out that I wasn't on my own. Natalie's Flash worked but then decided to go loop de loop like mine. Jools couldn't fathom out what was the cause, only that it may be to do with the coding.

So I have to admit, the one and only way I knew how to fix the problem was to start again. Checking the coding proved that the error didn't lie there, so I have spent today doing it all again. Every single frame, text caption and image. And its been worth the while - it now works!! YAHOO!!

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interactive narrative - flash

Well, after spending a few hours on Flash, watching the tutorials, trying it out on Flash, and then watching the tutorials again, I'm making some progress with the software.

I've always been able to use computers, I can never remember being 'trained' how to make them work, or to do certain things. I always just used to have a go on the ones in the shops and just sort of knew what to do. With Multimedia being my first time at the Adobe Creative Suite, I'll admite I have felt a little lost at first. I'm used to Windows: how they lay everything out, and where to find this button that does that. Adobe on the other hand is a brand new setup for me, so slowly but surely I am having to pick up bits here and there.
Another thing I've noted is that the tutorials aren't quite as up to date as the software, we're on CS3 now, things change, move place and so it can confuse you just a little!

Jools provided us with a template with the coding and so on already included. It had a few plain buttons and so to be understandable to everybody, it is generally quite basic.


I wanted to add to this though, change the buttons, add alternate wording and generally do the yes, no, yes, yes pattern (which works behind scenes) in my own order. Soooo, I've basically only kept the code and built my own from scratch. Whether I'll be thankful or hating this decision, but I've got over 40 shots, so if it comes to the situation that I need to alter code, it's going to take a little longer than 5 minutes!



It can get quite difficult and tedious remembering the number button you inserted, then the 'handle click' you're currently working on, and which frame you want 'yesBtn5' to link up to. But I certainly do like the look and feel of what I'm producing. I am now making a point of repeatedly saving just incase I lose it and that means having to go through importing the images, changing the code - all timeconsuming activities, but more over, annoying!
I'll repeat it again, but this piece is really quite heartfelt, the acting is fantastic in putting over the emotion the girl is feeling. I just hope that I'm not being too easy on the subject, i.e. disrespecting the sensitivity. I worry that I am just being full on, maybe in need of a bit more tact? -But this is all due to the topic I'm covering, so I will focus on this throughout, when reviewing.
What is going to be very important is to perform a testing session. Firstly, to make sure the code all links where I want it to, but also, that the text is all legible and the target audience can follow the story and know what they are meant to click on and do.
In the mean time, I've got to record some dialogue to add over the top. I'll also need to decide whether to include a soundtrack, this may divert attention away from the piece, or not be 100%suitable. I'm a perfectionist so not happy until everything is spot on! Equally though, music could feed into it well. A bit of genre analysis and exploration I think is needed!
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interative narrative - story timeline and activity

From looking at my scrappy notes of the various things that be ascribed as tasks that could make up the Suburbia idea. I'll now list a few:
  • Ironing - Boyfriend needs a shirt to go out with his friends down the pub. She starts ironing and then he is not happy so takes over, pushing her aside from the iron. When finished, instead of offering any thanks, he simply walks out of the room.

  • Hoovering - simply using a vacuum cleaner to do the carpet. Maybe introductory, a chance to say this is Sarah, whilst also showing straight off that she has chores to complete

  • Tidying up magazines - this serves as having a two part purpose. One, her boyfriend could be reading them and drop them off the floor when he is done, which she then needs to tidy. But also, in that stack of magazines, is a Yellow Pages. This would let the viewer subliminally know, for later on, that is where she needs to go to get a phone number for help.

  • Dinner - her boyfriend asks her to make some food. She starts chopping up some vegetables, and he decides that he doesn't want that. Options can appear offering the choice of making something else (submitting to his dominence, but then not putting herself in harms way) or making him eat it (causing controversy and possibly agression, but standing her ground). From this then, the boyfriend turns a knife on her, confirming the threatening violence, but also revealling a bruise or mark on her arm revealing past violence.
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I have since been home to capture the shots. It worked well in my opinion, and some of the shots are quite unsettling. The narrative is not only displayed through the narration that will appear on screen and then the dialogue that will be added, but also just the stand alone images, where her feelings of sadness are SO obvious and tell a thousand words.

I've now made these into a storyboard type timeline document, where the option of pursuing different routes comes up, this is represented by the double line of action underneath.





I will be using this whilst making my way through Flash and Action Script 3.0. It'll be my first time using the software, so fingers crossed it'll go ok. If not, them o so useful (but then sometimes o so slow) tutorials can be called on for help!

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interactive narrative - ideas

Right, it's been a while since I last posted but I've been storing up all my work bits for now.

We've been set our last project in the Narrative module, and this time, narrative must play an important part, technology second. When referring to my Collins dictionary narrative is, "an account, story", but then Jools also expressed that we should make it more meaningful, not just A to B, click randomly along the way. Make it have meaning.

From our seminar session, we've done some genre analysis. From this the main point that everybody picked out about a good, decent interactive narrative is that it has to include or comprise of:
  • Self directed pursuit
  • Reading, clicking and following the links
  • Appeal to the audience, fulfil what the audience expect it to do
  • Challenging conventions
  • Include restraints/limits (so to keep the user on track with what must happen)
I'll have to bear these points in mind when it comes to the design process, both idea creation and production, then also post production.

Again, we've been given a free rein or what we can focus on, so when thinking about the narrative aspect, I've decided to pursue a theme and see what ideas I can get branching from that.

"Get help" are the buzz words I've decided to use.

1) Beat the bullies

The first initial idea I gained from this is relating to a school kid. He is at school, and throughout his journey he has to make choices regarding to standing up for himself and getting help against the bullies. Possible interactive options include getting him to choose to walk past the bullies, or take another route, telling the teacher when he see's something not right happening. In addition, a banana skin trick could be included, where the viewer has to spot it and click on it to stop him falling over.

-I like this idea, as it is probably something that everybody can relate to. The various interactive bits would probably turn out to be quite fun, whilst also be reinforcing the idea that pupils should speak out if they are not being treated fairly by others. It would be slightly difficult to be able to get a child, and then be able to capture the images in a school like environment, along with the extras in the form of staff, classmates, the bullies. But definitely a valuable and valid route I could take, fulfilling the interactive and narrative aspects: self directed whilst going through, reading and clicking, engaging to the audience.

2) Suburbia

This idea focuses around violence at home. The title suburbia has quite idyllic, positive connotations and so the contrast in theme should prove a little shocking when the viewer gets going with the story. Again, this fits in well with the 'get help' theme, as possible interactivity in the story would be complying with what the violent partner wants, or risking being attacked again and saying 'no'. Then there's the options of where to find the help, to use the phone to call. Personally, I can picture shots even now, with the girl being so down heartened, and sad, and vulnerable - it just is a really emphatic narrative idea.

-This I think would be a contentious subject to approach, due to it being quite a sensitive subject, however, it does have potential to put over a story, and lend emotion/feeling to the viewer. Really, the audience would be interacting on two parts, that of following the story and choosing the direction of where it goes, but then also, engaging them into feeling for the character: being emphatic. It would definitely create a strong hold on the viewer, being able to connect with their emotions. It wouldn't be difficult to achieve when taking the images either, all the items would be domestic objects readily available. Again, this will definitely fill the interactivity criteria set out earlier.

3) Waste not, want not

This idea comes from the other side of help, as in, the user would be the one helping the character in the narrative. It focuses on quite a hot issue nowadays, that of our use of energy, carbon footprint and recycling. You would be introduced to a messy house where lights are on, taps dripping, cardboard rubbish is waiting to be disposed. The user would have to be alert and turn off, for example, a TV that is playing to itself and instead of buying card, have a rummage and find some that they can recycle.

-This is quite a meaningful idea, as it gives a sort of moral to the viewer. It teaches them about ways of being more eco-friendly. I do question the narrative side though, in that how can it be a convincing story, rather than simply clicking randomly to achieve a goal.


Of these three, when considering the potential to follow through the narrative aspect, I think I may follow up Suburbia.

The Suburbia idea could be fleshed out quite a bit, becoming quite effective in telling a story, reflecting strong emotion. Conducting some research I've found that most victims blame themselves and so there are avenues for the interactivity: I could perhaps pose a rhetorical question, but then open it up for the audience to answer. It would add once more to the sympathy, but also engagement in wanting to help the victim - interactive.

It would also be practical for me to produce, as I can go home where the required amenities of iron and ironing board, cooking stuff etc are available. In addition, from browsing the field, it has shown me that the scenario of needing to get help, experiencing the traumas, worrying about getting help and doing something/or not doing something is a very real occurence - narrative.

I liked the schoolboy idea but worry that I wouldn't be able to get it done and have a professional piece at the end. (It could just appear to be somebody placed in a building, that could be a school but then also couldn't be, and then not really of school age, thereby not really capitalising on the emotive side.) In addition, a negative aspect is that I may not be able to offer that much interactivity, or if I did, it would be quite weak, and not really of great use.

The CO2 idea again I like, could do really easily, but I am drawn to the Suburbia idea due to it being deeper and I feel has more potential to tell a convincing story. The environmentally friendly campaign is one that's very important at the minute, but some users may dismiss it instantly as being maybe a quick novelty game and not find any worth in it.

Consequently, I think I'm going to go down the Suburbia road. As of now, I need to develop and build on that idea.

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