Dv8thwonder said:
I can see a scenario like that happening. |
Never played it, I'm pretty sure you can believe any scenario put in front of you tho, evidently!
Dv8thwonder said:
I can see a scenario like that happening. |
Never played it, I'm pretty sure you can believe any scenario put in front of you tho, evidently!
Yakuzaice said:
Let's recall what you originally said. "This isn´t true because you are not counting digital sales." You said this isn't true. In order to say it isn't true, you would need data to show that it is false. Since you don't seem to have any data, you can't quantitatively state it to be untrue. Not to mention I said it was likely. Even if digital sales brought Wii U software above Ghosts PS4, it wouldn't have made the statement untrue. Plus when hardware sales are low and retail software sales are low, the idea that digital software sales are high is just a bit silly. |
ou can´t say it sold more, and i can´t say it sold less.
You can say it likely sold more and i can say it likely sold less. So,all this discussion was in vain.
Holy balls! Dat megatons :O
Warning! spoiler alert!
I'm about a Mario, WTF is a Knack?!
Guys, the Systemseller is ALMOST arrived!
Final-Fan said:
2a3a. |
First, like you said, those 20M$ aren't official numbers. Second, if those 20M$ are to be true, I believe most of it is marketing spending (since Mario Galaxy has nothing that demands high budget - photo-realism equipment, capture of movements equipment, cinematographic costs, top-quality graphics and physics engine, etc.). Third, Wii games and Nintendo Wii games are not the same thing.
Final-Fan said: 2a3b. |
This and your earlier statement resume to one single point: tell me about objective things, leave the subjectivity away. Your earlier comment had only subjective points. That, as I already said many times, should not enter into discussion. How can I discuss tastes? Maybe it's possible, but I'm certainly not willing to do so.
I find some games subjectively deep. But they are deep for me. They aren't deep that I can come to a forum and say it as an universal truth.
Final-Fan said: 2a4b2. |
Fair enough. Then we don't have any idea about the size of Metroid Prime. My suggestion for you is this: find games and their size on the internet, games that you know well enough to take them as reference. Then compare them to the Nintendo games you've played and thus try to assess their map sizes. My guess is that none of them will seem like having more than 300km2. But in case some do, tell me which are them.
Final-Fan said: I think I'm not doing the same thing. I'm showing examples to prove a point, very specific examples that can be easily double checked by you. This is only illustrated by the ease with which you pointed out to me that my examples were in fact wrong! |
I didn't understand this at all. Please elaborate.
Final-Fan said: Spore isn't a JRPG, and I don't mean becasue EA isn't a Japanese company. Actually, is it an RPG at all? It's really not much like Pokemon at all IMO, and I'm not sure why you thought it was. |
You didn't talk about JRPG, you talked about Pokemon-style. So, any major detail (which helps to define Pokemon) I can find that is similar to another that a EA game has is enough. Several major details instead of just 1 would demand the game to be pratically the same (and that is plagiarism). FYI, the detail is that both games are about an infinite number of unreal creatures.
As for the JRPG, demanding it from an american company is funny. It's like me asking you to tell german racing games from Nintendo.
Final-Fan said: Simulators can be considered a genre IMO. Train simulators and flight simulators are obviously vey different games but it's they're different things in the same type to me. |
To some extent, yes. But then you have driving games like rFactor and Richard Burn's Rally that have simulating gameplays. And shooters like Arma and Operation Flashpoint that also have simulating gameplays. And even strategy games like Total War that also have simulating gameplay. You can't remove them from their genres and put them all together in the simulators category.
Final-Fan said: 1. "foto-realistic environments"—Originally I took this to mean realistic graphics. Now I know that you meant "environments based on replicating a real life area". I think this is a retarded way to judge the quality of a game developer, but fine: Ken Griffey, Jr. Presents Major League Baseball. I believe I previously mentioned Waialae Country Club True Golf Classics. Also, as I just found out after writing in point 9 of this list, Goldeneye 007. |
That baseball game? Are you kidding me? Photo-realism means: the dev takes photo (images or videos), replicates it and then obtains realism in the game. I didn't dare to say FIFA or Pro Evolution Soccer (whose the last titles have 3D HD environments) and you come up with a primitive baseball game? I doubt EA Sports (FIFA makers) goes through the stadiums around the world to do that time-consuming process but they could do it. I don't know, so I don't throw it here to qualify. But that baseball game I'm absolutely sure they haven't done that. This is photo-realism: http://www.youtube.com/watch?v=el-YRpEvUP8 and this (start at 2:43) http://www.youtube.com/watch?v=cEVL5rQCSf4
Same thing for the golf game and Goldeneye...unless you prove me they really made the photo-realism process. In that case, I would be very surprised. But, again, I give you the chance for you to prove me I'm wrong.
Final-Fan said: 3. "simulating gameplay" as in simulating real life activities or things like trains. Can I count Ken Griffey again? Nintendo made several of them. |
Like I said, not necessarily. rFactor is has a simulating gameplay because the car physics are replicated from reality. That is a fact. For example, Gran Turismo and Forza are not simulators, because they don't put simulating physics before fun (otherwise they wouldn't sell millions as they do). Simulating gameplay is a commitment that few devs engage in. Another example is SWAT4: 1 or 2 shots and you're dead. That's something Call Of Duty can't afford if it wants to sell dozens of millions. Another characteristic of SWAT4 is the sophisticated AI that makes the criminals to walk around the facilities and thus creating a non-linear gameplay that together with the remaining simulating factors, makes each level of the game to be like a room for simulations. Nintendo would never engage into such a niche.
Final-Fan said: 5. "gameplay with at least 100 variants (players/characters/cars/etc. behaving differently according to their skills/specs)" dumb measure of quality because of the fact that not all types of game call for this kind of multitude of similar-but-different "variants". |
Almost all surely do. If you don't believe so, tell me 5 genres you think that's impossible and I tell you a way for each of them.
Final-Fan said: I think this is also a pretty hard to research quantity for many games, however it's just occurred to me that when it comes to sports games you can cheat a bit. Let's take Ken Griffey Jr. again. Based on the Wikipedia article, there appear to be at least least 27 teams in the game. Since you need 9 players on a side in baseball, it can be presumed that the game has at least 9x27 players. Boom, hundreds. NBA Courtside 2002 also qualifies. |
Fair enough. I will count those 2 as qualified. Although both of them were just published by Nintendo. As a developer, Nintendo has only 1 at the moment (Pokemon). I assume when you think about Nintendo's quality you're thinking about their studios, not independent studios that make games that eventually get published by them. But rules are rules and Nintendo has now 3.
Final-Fan said: 6. "content expandable with features created by gamers (area, levels, objects, game modes, etc.)"—I believe I already mentioned Mario Paint; after looking at the original condition I can say that it definitely qualifies. And from what I've heard of Wii Music it does as well. But I think this is another one that would be hard to research; I just happen to know a couple that fit. |
You said Mario Paint for fully editable levels, but paints aren't levels. Content explandable with features means the game can grow by all means through the gamer's contribution. For example, rFactor doesn't have a track editor (so, it doesn't have fully editable levels). But it does have an open code, which allowed gamers that know a bit about programming and 3D design to add to the game dozens of tracks, cars, etc. A game that had few tracks became the owner of one of the best racing track list. Another example is ShootMania: the game has almost every element ready to be expandable by gamers (the game was designed in such fashion). Players can create levels, videos, game modes, etc. The game is a platform, and the gamer community is the work force. I know few games are based on this brilliant concept but Nintendo, the dev that sold the most ever, could have at least 1 game like this...but it hasn't.
Final-Fan said: 7. "online matches with more than 100 players at the same time"—I guess you mean hundreds in the same game, instead of hundreds online in general. Why is this a measure of game quality? And how am I supposed to research this? I can know about games like this through reputation like MAG and Warhawk, but if I don't already know about it how can I find out? |
Again, if you played the game you will know. Besides, when a game allows hundreds of players online in a single match, the internet doesn't ignore that fact.
Final-Fan said: 8. "massive motion capture movements of actors"—This is a lot like the "photorealistic" environments quality, and at least as retarded a way to judge a game developer. And even harder to research, at least when it comes to "this game has realistic humans acting realistically in the game but how can I tell whehter they used motion capture?" NBA Courtside 2 Featuring Kobe Bryant had motion capture, but I don't know whether it was "massive" enough for you. |
Massive is when every movement of every character is a result of motion capture. There are games that do motion capture of 2 or 3 specific movements but that's amateurish and so it doesn't count.
Final-Fan said: 9. "story performed with character replicated from reality (bodies, movements, faces, voices, life habits, etc.)."—I don't see how this could possibly reflect a game maker's quality, But Ken Griffey Jr. steps up to the plate once again. Goldeneye 007 had some too . |
Game characters have at least the same appearance (capture of look), same voice (capture of sound) and same movement (capture of movement). Some games go even further and choose people with similar lives as the characters they are interpreting. This is an example: http://www.youtube.com/watch?v=R2-MbYyMLBA This is another example: http://www.youtube.com/watch?v=mVDnGm117pk
I'm sure Goldeneye doesn't do this.
Final-Fan said: As you can see, I obejct to at least half of your criteria on the basis of difficulty of research. Many of your criteria are slanted towards specific genres. For example, a "realistic" sports game would be much more likely to have hundreds of different players than a fictionalized one. |
Now you understand why Nintendo doesn't engage into realism (because it demands more and eventually costs more). Same thing for fictional environments vs real environments (I told you so, some pages back). As for the difficulty, that would be a fair complaint if we were talking about an average developer. But we are talking about the giant of the giants. So many sales are translated into what? So much revenue is spend on what? That's what we're seeing.
Final-Fan said: In fact, most of the matches to your criteria listed above were found by going through lists on Wikipedia and then following the links to games that seem like they could plausibly match |
I didn't understand this. Please elaborate.
Final-Fan said: 2a4a4b. "Do you think a paint is a level?" |
Music, animations or sound effects are not levels.
Final-Fan said: 2b1. |
You clearly haven't read what I wrote. The point is not just how difficult it is, it's also what it usually implies.
Final-Fan said: 2b2. |
I understood you correctly. But you can't sum. It's not the same "rock".
Prediction made in 14/01/2014 for 31/12/2020: PS4: 100M XOne: 70M WiiU: 25M
Prediction made in 01/04/2016 for 31/12/2020: PS4: 100M XOne: 50M WiiU: 18M
Prediction made in 15/04/2017 for 31/12/2020: PS4: 90M XOne: 40M WiiU: 15M Switch: 20M
Prediction made in 24/03/2018 for 31/12/2020: PS4: 110M XOne: 50M WiiU: 14M Switch: 65M
Walls of text that don't in any way drive the conversation of the actual topic OP are not necessary.
Things that need to die in 2016: Defeatist attitudes of Nintendo fans
Incubi said:
Ironically, Knack would have benefitted from being delayed alongside Drive Club. A bad game is allways bad, but a delayed game can eventually be good. But in all fairness, most of the Sony published games are decent quality games. |
Those words were once said by the House of Mario =)
Miyamoto if I am not mistaken.
Zod95 said: You've raised 2 interesting points. First, you're right when you say marketing costs are involved. In fact, those aren't only development costs. But be my guest to find and post here the top most expensive games without marketing costs. Second, you're also right about the multiplatform factor. Maybe the best to do is to consider games as multi-platform and, in the top sellers, sum different versions of the same game. That would be fair already. And Nintendo would still have the majority of the top 27, while being absent in the other top. Same conclusion man. Furthermore, I don't agree with you when you say marketing represents more greed than effort (at least effor in the sense of commitment, which is what I was talking about). Still, money is only 1 of several objective metrics when can use. Like I said, objective outcome requirements and number of man-hours are also possible metrics. So, instead of criticizing the little that we have at the moment, you could add more or better objective metrics. |
No thanks, you brought the list of most expensive games into the discussion and I've shown its limitations. The onus is on you to find a better one.
Effort and commitment are different, I'll not continue this discussion after this as you keep moving the goalposts.
"We" don't have few metrics, you do. Instead of trying to stretch your objective metrics to encompass all games and thereby determine the best, realise that subjectivity cannot be wholly removed from the equation. Just because it makes it harder to compare games, doesn't make subjectively good games (which can have a basis in objectivity, mind you) worse.
Zod95 said: The problem is that you didn't read everything I've said. My list of criteria comprises objectively deep games and committed devs. Like I said earlier, the list of games that qualify under that criteria is far from representing my tastes. But at least is something that neither I nor you (or anyone else) can deny. That's coming to a certain point instead of going in circles (due to subjectivity). Of course quality is what defines a good or bad game (I, and I'm sure everybody else, agree with you). The problem is that what is quality for me couldn't be for you and vice-versa. You can tell me: "but that's what really counts". And I tell you: if you think that is the only thing that really counts and no other parameters can be used at least to have an idea about the depth of a game or the commitment of a dev, then don't bother to come here to the forum. In subjective matters you will always make zero progress. As hard as it might be for you to believe so, effort is only apparent to several people that discuss in a forum and that have different tastes, when objective parameters are assessed. Regarding the many forms of effort you talk about, you're right. I see that Nintendo is very competent at developing games under hard restrictions: small teams and low budgets to make games that sell dozens of millions. That is called "greed". That has been the driver for them in the last years. They were able to push creativity (specially in avoiding game genres or types that would dramatically raise production costs), innovation (in the motion controllers, etc.) and everything but to spend large money. And they were very competent on it. Not only they sold hundreds of millions with low-budget games but also they could earn the respect of their fan base and even critics. Nintendo fans and even some experts tell that their games are deep and very artistic. Things couldn't have been better for Nintendo. As for me, a non-Nintendo-fan that avoids to be blind by subjectivity, I find this story to be sad. I wish that Nintendo respected more gamer's money, and even their fans respected more their own money. Like I said earlier, even if I was fan of Nintendo games, I would think twice before putting my money in there. I like to spend it in games in which I know it goes back to the industry. |
I believe you really don't understand greed.
Releasing quality games, that aren't made on a AAA budget is not greed, especially when the games are comparable in quality.
Seling a console for much less than it costs to make (because you have a lot of financial reserves) in order to flood the market with the consoles, so that you can start pushing money-making schemes onto the consumer after the competition has withered as a result, is greed. Have you not paid attention to Microsoft's tactics when establishing Windows?
You can avoid being blinded by subjectivity without removing it from the equation entirely. Look towards the objectively good gameplay features that lie underneath: mechanics, storyline etc.
I find Nintendo to be the most repectful of my money. Their console is just that. It's not a platform to promote their optical drive as an industry standard, or entertainment subscription services, or an advertising board.
Zod95 said: Those are the wrong questions. I don't look for the opinion of the majority. I look for incoherences. Some centuries ago, a man who said the Earth was spheric instead of flat, you be sentenced to death. Yet, some ships could go in one way and appear on the opposite side. That was the detail to be investigated, not "how many people agree with me?". Maybe that's the difference between you and me. I look for obectivity, you look for subjectivity. I look for incoherencies, you look for the opinion of the majority (no matter how much hipocrisy is behind). I look for everything that is substantial, you look for eveything that is superficial. |
We're not discussing scientific facts here, but instead terminology. There is nothing to debate about the terminology, these terms have a commonly known and accepted meaning. There may or may not be technical quibbles associated, but that is a moot point, the definition belongs to the masses whether you like it or not.
Dv8thwonder said: Walls of text that don't in any way drive the conversation of the actual topic OP are not necessary. |
Is anyone still "driving the conversation of the actual topic OP"?
Tag (courtesy of fkusumot): "Please feel free -- nay, I encourage you -- to offer rebuttal."
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My advice to fanboys: Brag about stuff that's true, not about stuff that's false. Predict stuff that's likely, not stuff that's unlikely. You will be happier, and we will be happier.
"Everyone is entitled to his own opinion, but not his own facts." - Sen. Pat Moynihan
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I have the most epic death scene ever in VGChartz Mafia. Thanks WordsofWisdom!
Zod95 said: 2a3a.
This and your earlier statement resume to one single point: tell me about objective things, leave the subjectivity away. Your earlier comment had only subjective points. That, as I already said many times, should not enter into discussion. How can I discuss tastes? Maybe it's possible, but I'm certainly not willing to do so. I find some games subjectively deep. But they are deep for me. They aren't deep that I can come to a forum and say it as an universal truth.
Fair enough. Then we don't have any idea about the size of Metroid Prime. My suggestion for you is this: find games and their size on the internet, games that you know well enough to take them as reference. Then compare them to the Nintendo games you've played and thus try to assess their map sizes. My guess is that none of them will seem like having more than 300km2. But in case some do, tell me which are them.
I didn't understand this at all. Please elaborate.
You didn't talk about JRPG, you talked about Pokemon-style. So, any major detail (which helps to define Pokemon) I can find that is similar to another that a EA game has is enough. Several major details instead of just 1 would demand the game to be pratically the same (and that is plagiarism). FYI, the detail is that both games are about an infinite number of unreal creatures. As for the JRPG, demanding it from an american company is funny. It's like me asking you to tell german racing games from Nintendo.
To some extent, yes. But then you have driving games like rFactor and Richard Burn's Rally that have simulating gameplays. And shooters like Arma and Operation Flashpoint that also have simulating gameplays. And even strategy games like Total War that also have simulating gameplay. You can't remove them from their genres and put them all together in the simulators category.
That baseball game? Are you kidding me? Photo-realism means: the dev takes photo (images or videos), replicates it and then obtains realism in the game. I didn't dare to say FIFA or Pro Evolution Soccer (whose the last titles have 3D HD environments) and you come up with a primitive baseball game? I doubt EA Sports (FIFA makers) goes through the stadiums around the world to do that time-consuming process but they could do it. I don't know, so I don't throw it here to qualify. But that baseball game I'm absolutely sure they haven't done that. This is photo-realism: http://www.youtube.com/watch?v=el-YRpEvUP8 and this (start at 2:43) http://www.youtube.com/watch?v=cEVL5rQCSf4 Same thing for the golf game and Goldeneye...unless you prove me they really made the photo-realism process. In that case, I would be very surprised. But, again, I give you the chance for you to prove me I'm wrong.
Like I said, not necessarily. rFactor is has a simulating gameplay because the car physics are replicated from reality. That is a fact. For example, Gran Turismo and Forza are not simulators, because they don't put simulating physics before fun (otherwise they wouldn't sell millions as they do). Simulating gameplay is a commitment that few devs engage in. Another example is SWAT4: 1 or 2 shots and you're dead. That's something Call Of Duty can't afford if it wants to sell dozens of millions. Another characteristic of SWAT4 is the sophisticated AI that makes the criminals to walk around the facilities and thus creating a non-linear gameplay that together with the remaining simulating factors, makes each level of the game to be like a room for simulations. Nintendo would never engage into such a niche.
Almost all surely do. If you don't believe so, tell me 5 genres you think that's impossible and I tell you a way for each of them.
Fair enough. I will count those 2 as qualified. Although both of them were just published by Nintendo. As a developer, Nintendo has only 1 at the moment (Pokemon). I assume when you think about Nintendo's quality you're thinking about their studios, not independent studios that make games that eventually get published by them. But rules are rules and Nintendo has now 3.
You said Mario Paint for fully editable levels, but paints aren't levels. Content explandable with features means the game can grow by all means through the gamer's contribution. For example, rFactor doesn't have a track editor (so, it doesn't have fully editable levels). But it does have an open code, which allowed gamers that know a bit about programming and 3D design to add to the game dozens of tracks, cars, etc. A game that had few tracks became the owner of one of the best racing track list. Another example is ShootMania: the game has almost every element ready to be expandable by gamers (the game was designed in such fashion). Players can create levels, videos, game modes, etc. The game is a platform, and the gamer community is the work force. I know few games are based on this brilliant concept but Nintendo, the dev that sold the most ever, could have at least 1 game like this...but it hasn't.
Again, if you played the game you will know. Besides, when a game allows hundreds of players online in a single match, the internet doesn't ignore that fact.
Massive is when every movement of every character is a result of motion capture. There are games that do motion capture of 2 or 3 specific movements but that's amateurish and so it doesn't count.
Game characters have at least the same appearance (capture of look), same voice (capture of sound) and same movement (capture of movement). Some games go even further and choose people with similar lives as the characters they are interpreting. This is an example: http://www.youtube.com/watch?v=R2-MbYyMLBA This is another example: http://www.youtube.com/watch?v=mVDnGm117pk I'm sure Goldeneye doesn't do this.
Now you understand why Nintendo doesn't engage into realism (because it demands more and eventually costs more). Same thing for fictional environments vs real environments (I told you so, some pages back). As for the difficulty, that would be a fair complaint if we were talking about an average developer. But we are talking about the giant of the giants. So many sales are translated into what? So much revenue is spend on what? That's what we're seeing.
2a4b3c. I didn't understand this. Please elaborate. 2a4b4b. Music, animations or sound effects are not levels. 2b1. You clearly haven't read what I wrote. The point is not just how difficult it is, it's also what it usually implies. 2b2. I understood you correctly. But you can't sum. It's not the same "rock". |
2a3a. That doesn't seem like a very objective assessment.
2a4b3a. You asked "do you, Final-Fan, think that's fair?" That is, you were criticizing my questions about EA and Microsoft games in comparison to your questions about Nintendo games. My answer is that what I was doing was very different and not equivalent, and therefore not "unfair"; and what I was doing was presenting very specific examples to illustrate a point, those examples being very easy to research if you chose to, which you did.
2a4b3b.
The game being "about an infinite number of unreal creatures" is a ridiculous way to say the games are similar. I could say that Pokemon is similar to the Halo series for the same reason (the Flood and the Covenant). In fact Pokemon is MORE similar to Halo because both of those games have humans while to my knowledge Spore does not. Anyway, the alleged similarity you based your comparison on has nothing to do with the gameplay, so it's actually fairly worthless IMO.
As for the JRPG thing, you are simply revealing your ignorance. There are two or more main "types" of RPG, JRPG ("Japanese", because the Japanese tend to make these types but not only Japanese make them), WRPG ("Western", ditto), and SRPG ("strategy") etc. It took me mere moments to identify a game that I would call a JRPG that's 100% Western made, Echoes of Eternea, made by a company in Georgia, USA.
2a4b3.1 You didn't even attempt to look at my source, did you? For Goldeneye, I saw on Wikipedia that they based at least some of the level design on the sets from the movie, which is a real life location. They showed a picture and a screenshot side by side to prove that they did this. You can require realistic graphics or you can require reality-based graphics, but requiring both of them at the SAME TIME is just pointless. It's two different requirements.
2a4b3.3 Actually, Nintendo made a fishing simulator for some reason.
2a4b3.5 FPS, 2D platformer, SHMUP, 3D platformer, puzzle game
2a4b3.7 You didn't answer the most important question.
2a4b3c.
There is an article on Wikipedia called "List of Nintendo Gamecube games", similarly for the Wii, N64, etc. I looked at Nintendo ones thinking, "hmm, which of these games, which I am unfamiliar with, sound like they might match one of those stupid requirements just based on the title alone?" Then I would click on a few of them to the individual articles. Obviously this is not a perfect method.
2a4b4b.
I think composing music is as legitimate a form of player generated content as creating a new floor map.
2b1. "The point is not just how difficult it is, it's also what it usually implies."
Gee, is this subjectivity I hear? You're saying that this criteria doesn't objectively prove anything, but rather SUGGESTS that some other kind of quality might exist in the game?
Tag (courtesy of fkusumot): "Please feel free -- nay, I encourage you -- to offer rebuttal."
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My advice to fanboys: Brag about stuff that's true, not about stuff that's false. Predict stuff that's likely, not stuff that's unlikely. You will be happier, and we will be happier.
"Everyone is entitled to his own opinion, but not his own facts." - Sen. Pat Moynihan
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The old smileys: ; - ) : - ) : - ( : - P : - D : - # ( c ) ( k ) ( y ) If anyone knows the shortcut for , let me know!
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I have the most epic death scene ever in VGChartz Mafia. Thanks WordsofWisdom!
mysteryman is better at this than I am. I must be out of practice!
Tag (courtesy of fkusumot): "Please feel free -- nay, I encourage you -- to offer rebuttal."
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My advice to fanboys: Brag about stuff that's true, not about stuff that's false. Predict stuff that's likely, not stuff that's unlikely. You will be happier, and we will be happier.
"Everyone is entitled to his own opinion, but not his own facts." - Sen. Pat Moynihan
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The old smileys: ; - ) : - ) : - ( : - P : - D : - # ( c ) ( k ) ( y ) If anyone knows the shortcut for , let me know!
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I have the most epic death scene ever in VGChartz Mafia. Thanks WordsofWisdom!