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Everquest: The Real Story Behind Sony's Addictive On-Line Game
Slashdot ^ | December 2002 | David Sanftenberg

Posted on 12/27/2002 3:17:38 PM PST by txzman

Everquest is a game centered on rewarding you for how much time you put into it. This is the core design philosophy behind the game, since they charge you by the month and make more money the longer you stick around.

What they don’t tell you is that taking your money is about all they’re interested in. They care little for player complaints, and less about player suggestions and requests. They’re in this to milk you for all you’re worth, and that’s the first thing you have to know.

The second thing you have to know is that the game stops being fun. By that time though, you’re so “addicted” to the game, you don’t realize it. The game becomes a source of frustration and anger instead of a source of entertainment and fun. It becomes a chore. It becomes a job.

You plod away at the keyboard, obsessed and consumed with getting that new item, or finishing that last quest, and while so consumed you begin to hate the game. Vehemently. It’s a game that goes on forever, and one that you can never win.

After playing the game for a while, you’ll start conversing with other players, and you’ll see the one thing all players have in common is that they all hate Sony – the designers of Everquest. (It should be noted that Verant, the original development company, has been absorbed into Sony Online Entertainment -- so will be referred to as Sony for simplicity)

This is baffling at first glance, because they send Sony $12.95 every month for a form of supposedly voluntary entertainment, which they enjoy, and yet they despise them! Look a little deeper though, and you’ll see that most people who dislike Sony are the ones who no longer have fun playing Everquest. They aren’t getting what they want out of the game anymore, and they look to Sony, being the source of all changes and improvements/breakdowns in the game, as the cause. Right or wrong, this is the state of affairs; the consumers hate the company providing them with a service that they think they enjoy.

Let’s go back to the part about Sony not caring about their customers. Recently, they changed their GM (Game Master) Customer Service system such that, instead of one GM being assigned to each game server permanently to handle problems, there would instead be a smaller pool of GMs roaming all the servers infrequently. When enough player problems on a server requiring GM help cropped up (around 30), a GM would be sent to handle the petitions (problems) one at a time until finished, and move on to the next server. This had the effect of increasing wait times on getting petitions answered from a few hours to many hours, or even several days by many accounts. This was introduced supposedly as a cost-cutting measure, which would improve efficiency. They’d have to hire less GMs if they pooled them up into a roving band, instead of assigning one for each server.

In actuality, while this may have made things more efficient on Sony’s side, the players were left waiting for days until that magic number was reached where a GM would log on to the server to help them out.

On Sony’s website, there is a link to a feature called Developer’s Corner. Over the two years this has been up and running, the person in charge of Customer Relations at Sony, Alan “Absor” VanCouvering, has turned it from a section dedicated to answering player questions, into a simple Press Release box with little useful information. Where there would be several updates per day, now there are perhaps one or two per week.

Answers to player questions are few, and replies to player emails are fewer. Since most answers to customer questions are now handled on specific, “class” (ranger, paladin, monk, etc) message boards by the developers themselves (once in a blue moon of course), one is left wondering what Absor is paid to do. Twiddle his thumbs perhaps? The world may never know.

This leads up to a lack of will at Sony to address their customers with any sort of respect. Often, sudden “game-changing” features will be added or removed in a patch, with little or no explanation given to the players, and no recourse for the players themselves other than to submit comments to the black hole at the Dev Corner.

Other changes can render a class’ or items’ abilities weaker, slower, or even drastically altered or removed from the game. Again, the players have no say in the matter officially, and rarely get these changes reversed through massive online signature petitions. It is quite common now for these sorts of changes to come completely unannounced and unexplained, leaving the players themselves to bug test, figure out what happened, what is wrong, and leaving them again to wander off to the Dev Board asking what the purpose of the change was. Far too often in this process, the sheer discoordination and incompetence at Sony is revealed, as the changes happened accidentally or were not intended to occur in the manner they did.

The bottom line being, you can go to bed one night with a great character and items, and wake up in the morning to find all that has changed; leaving you holding your member and your opinions mattering less than a pig’s squeals in a slaughterhouse.

The final aspect of the will at Sony to disassociate from the customers is how they handle disputes between players. In the Everquest game world, you can find yourself in competition with other players for the ability to play the game. Yes, in EQ, you compete with other players for the right to kill the monsters. It’s massive artificial scarcity. If you aren’t online early enough, or if you don’t move fast enough, you lose. MOBs (as monsters are known) spawn at predictable intervals; and the design of the game itself, added onto the times that Sony resets its servers for patches, means that if you don’t live in Europe or on the east coast, you and your guild (an organization of players) are provided with less game content than any other time zone or area.

You get to have “fun” as another guild of players in another part of the world kills a mob required to advance in the game while you’re in bed, or at work, and nothing can be done about it. Often, players will do this purposefully to keep you from killing other, stronger mobs, so they can keep that part of the game to themselves. The GMs will not help you, the Guides (volunteer player GMs) will tell you they can’t do anything (and that’s true, they are impotent for the most part), and you and the 60 people in your guild are left holding your collective members for six months while you wait for said east-coast unemployed or European guild to take pity on you and let you have the mob. Fat chance.

Sony of course doesn’t mind these situations in the slightest; because you see, this is their high-end game. Where in the lower levels you’ll spend your time getting great items by fighting mobs that take seconds to prepare for and a minute to kill, at the high end you are required to spend multiple hours (sometimes up to twelve hours) with a “raid force” of 60 or more people just killing useless, annoying mobs (which drop little or no loot) put there as obstacles.

Finally, when you reach the boss mob, the fight may last perhaps 30 minutes or more. This 30 minutes of combat is certainly not fun, as all you do is point your character at a mob and press a single button to auto-attack. Many melee-classes go watch TV for the duration of the fight. Your clerics (usually eight or more) cast the same healing spell in a long healing chain to keep your warrior alive, and your wizards all cast the same damaging spells for the 30 minutes of the fight. This is to kill a single mob (in this case, named Aten Ha Ra), which drops four items for your guild.

These situations are ‘lovingly’ referred to by the players as timesinks; gameplay traps intended to waste your time and keep you playing longer. There are hundreds of them; others incredibly longer than simply getting to a mob. Several quests required to advance in the game require you to spend 100+ hours sitting in single locations, killing hundreds of mobs in 12-hour stretches for a “rare drop”, such as ore in the ssraeshza mines, which you use to create “bane” weapons; or the shissar commanders for key pieces; with which to fight the boss mob of the zone.

Unlike the other parts of the game, these timesinks are required for advancement, and there is no getting around them unless you wish to stop playing. This is of course not fun at all, but as said above, by this time you’ll have long stopped having fun with EQ. You’ll do it anyway though, as thousands of others have, because you, like them, are addicted. The quest to kill the shissar Emperor of Ssraeshza is one of the most vicious timesinks in the entire game, but it is merely one example among dozens. To even reach this area of the game requires months of non-stop raiding with your guild; sometimes up to a year of raiding. Only then will you be powerful enough to enter.

Expansions to the game are put out about once per year. These cost around $30 to buy when released, and are required to visit new zones, gain new levels, and so forth. For anyone just entering the game now to be on equal footing with others, they will need to buy the original game and all four expansions at retail price.

Of course, no expansion yet released by Sony has been complete when it hit the shelves. Often the final zone in the expansion would be left unfinished, or in such a state of bugginess that it was unplayable. Other zones will be incomplete or have bad pathing for the mobs. Items and monsters will not be “balanced” for difficulty, and players will sometimes stumble onto great equipment for their characters, only to have Sony later decide it is too powerful, and “nerf” it. When an item is nerfed, it’s reduced in effectiveness or power, often to the point of absurdity, or it simply stops entering the game world.

This rewards players who gun through the new expansion as fast as possible to get the upper hand over their competition on the server, and punishes anyone who cannot put 12+ hours of EQing in per day. The problems with expansions highlight another aspect of Sony which is decidedly underwhelming: their playtesting (or lack thereof). Many bugs in the new expansions are left for players to discover themselves and work around; fixes are often delayed by as much as a week while Sony tries to find a solution. In Everquest, you pay to be a bug tester, and receive no feedback or acknowledgement that any bugs you report are fixed, or even looked at, unless its fix shows up in a terse (bi-) weekly patch message. Most bugs are left unfixed due to their overwhelming numbers.

Class balancing is an on-going project of Sony to try to make sure each class (warrior, cleric, wizard, ranger, etc) has its own niche, and feels useful and meaningful in the game world. They seem oblivious to the fact that items are just as much a part of the game as classes though, and it seems they let their zone (game area) developers run wild with items, creating more work for the developers.

If you’re keeping a tally, the Mrylokar’s Dagger in NToV was one of them. The Mistwalker from Lady Vox was another. These weapons were both nerfed because they were too powerful, and made the classes who could use them much too strong versus the mobs of the time. There is no feedback to the players on what the “visions” for the classes are supposed to be (beyond the vague three-line descriptions in the manual), and no way to for the players to venture a guess of what might be “too powerful” and in line to be nerfed next. Playing EQ is a lot like playing in a casino; you can see your winnings vanish in the blink of an eye out of sheer bad luck. It is not a game where you can ever feel secure.

All this pales in comparison to player harassment, of course. From sexual-orientation insults to other players spamming your chat bar, EQ has it all. There are other forms of harassment too: Often when in competition with other guilds (as you will find yourself quite often if you play long enough), you will see them employ tactics such as “training” mobs onto you to keep you away from the contested mob encounter or zone. A “train” is typically a large number of powerful mobs (10-20), which the other guild will gather up from the zone and dump onto your raid in order to kill you. The GMs will again do nothing about this, nor will the Guides, unless they are there to witness it.

Being that there are typically only a half-dozen GM/Guides on a server of 2500+ players at any given time, and that trains are completely unpredictable and random, there is of course almost no way for them to witness these events. While server logs exist that can prove this malicious player harassment occurred, they will usually refuse to even take a look, because it constitutes work, and simply dismiss the problem outright. Your guild is then left holding their collective members once again. Do you see the pattern forming here?

Everquest is a game full of people who want to “win” and “be the best” at any cost. This includes griefing you and your guild, making your gameplay miserable. Why not simply quit then, you ask?

If the game isn’t fun and sucks this badly, why would anyone play it? Well, because they are addicted. They are addicted to the mobs, to the loot, and to the social atmosphere with other people in their guilds.

They have invested so much time in these characters (often hundreds of days of play time, sometimes more time than they spend at their jobs), that they can’t will themselves to give it up. They play on instead, hoping things will get better, and nursing a great and deep hatred for Sony and the game itself.

If you play long enough, you will see this as the universal truth. People who quit are viewed as giving up on their guilds; they are ridiculed, denounced, and hated. There is massive peer pressure to keep playing. Often people you thought were your friends in the game were simply using you to advance, or improve their characters.

Online relationships between people in EQ are fickle, and are only good as long as everyone’s getting a good dose of the drug (loot, advancement in the game, and good social relations with their guild).

Perhaps now you’ve begun to see the other side of EQ: The buggier side, the darker side; the side of despair and anger, fear and frustration. The game will absorb your life if you let it, while the days and weeks melt away into oblivion.

I have barely touched on the repetitive gameplay you must endure to reach the top levels of the game: killing mob after mob, hundreds upon hundreds in an endless non-challenging stream to gain experience. I have not said anything about linkdeath (losing your connection) from Sony network problems, or server crashes where you lose any experience or items recently attained (and for which you are not compensated by customer service).

I have not said anything about the Legends™ subscriptions, where you get to pay $40/month to get the customer service that you should be receiving anyway. There are many other problems with this game that I did not go into here. Before you get into EQ, realize what you’re jumping into. Look before you leap.

David Sanftenberg aka Dolalin Bonewielder 62 Necromancer of Lanys T`Vyl


TOPICS: Culture/Society; Extended News; Miscellaneous; Unclassified; Your Opinion/Questions
KEYWORDS: addicts; evercrack; everquest; game; gamers; getalife; gooutsideandplay; online; seekhelp; sony
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To: gitmo
Believe it or not virtual stuff is sold for hard cash.
41 posted on 12/27/2002 5:56:00 PM PST by Fzob
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To: txzman
Hello, my name is strela. And I am a Freepaholic.

Is somebody going to listen to me whine about my addiction and send me money now? I should sue ...

42 posted on 12/27/2002 6:02:48 PM PST by strela
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To: txzman
The second thing you have to know is that the game stops being fun. By that time though, you’re so “addicted” to the game, you don’t realize it. The game becomes a source of frustration and anger instead of a source of entertainment and fun. It becomes a chore. It becomes a job. You plod away at the keyboard, obsessed and consumed with getting that new item, or finishing that last quest, and while so consumed you begin to hate the game. Vehemently. It’s a game that goes on forever, and one that you can never win.

Sorry, but if you know this and understand this, no amount of bitching or pseudopsychological rationalization is going to make me feel sorry for you. If the game pisses you off and you are no longer enjoying yourself, QUIT.

43 posted on 12/27/2002 6:11:48 PM PST by Timesink
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To: SamAdams76
Some info on the attorney Mrs. Wooley's trial lawyer Jack Thompson: http://conwebwatch.tripod.com/outthere/otthompson.html.

Yes, it's from conwebwatch, but this time they're right (once you filter out their usual liberal code word BS). Apparantly Mr Thompson has a history of his own here on FR, where he was threatening to sue anyone who said anything about him he didn't like without posting their full name and address at the same time.

44 posted on 12/27/2002 6:26:29 PM PST by Timesink
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To: txzman
Someone I know got kicked out of college after he failed all of his classes because he never went to them. Why didn't he go to class? He spent all of his time on the college network downloading MP3s.

It doesn't matter if it's shopping, alcohol, drugs, gambling, online gaming, file downloading, or whatever else you can think of. Addiction is addiction, and that's not Sony's fault.

45 posted on 12/27/2002 6:28:00 PM PST by Hawkeye's Girl
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To: gitmo
Is this virtual stuff or physical stuff?

Virtual. They used to auction off thousands of "items" every day on eBay until Sony started hounding them and eBay cut most of it off. I believe there's now at least one all-Everquest auction site out there somewhere as a result.

46 posted on 12/27/2002 6:30:11 PM PST by Timesink
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To: txzman
Never heard of it, but I'm obviously not their target market because the name alone bored me to death.

Geek-o-Rama. Yawn.

47 posted on 12/27/2002 6:31:51 PM PST by Hank Rearden
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To: txzman
http://www.sptimes.com/News/010301/Hillsborough/Father_guilty_in_deat.shtml

Father guilty in death of son

The man pleads guilty to aggravated manslaughter and is sentenced to 15 years in prison.
By DAVID KARP

© St. Petersburg Times, published January 3, 2001





TAMPA -- As his 9-month-old son cried last July, Tony Lamont Bragg Sr.'s mind was on something else: a computer game called Everquest.

Authorities believe Bragg squeezed Tony Jr. to keep him quiet, then left him unattended in a utility closet in their Temple Terrace apartment for more than 24 hours. The boy died.

On Tuesday, Bragg, 24, pleaded guilty to aggravated manslaughter and was sentenced to 15 years in prison.

Bragg had been playing the online fantasy role-playing computer game for hours and appeared to get annoyed by his son's crying, said prosecutor Suzanne Rossomondo.

Bragg discovered his son by his playpen at least 24 hours after the child died. The infant's heart had been punctured, causing him to bleed to death. His ribs and left collarbone were fractured.

Prosecutors originally charged Bragg with first-degree murder, but accepted his guilty plea to the lesser charge because they did not believe he intended to kill his son. "I think it was a horrible case of neglect," Rossomondo said.

Circuit Judge Rex Barbas added five years' probation to the end of Bragg's prison sentence.

Bragg's former wife, Brandy L. Rozier, left their son with Bragg after she lost electricity at her home. She also dropped off Bragg's 4-year-old stepson.

Bragg kept his 9-month-old in a playpen in a 4- by 8-foot utility closet that contained the air conditioner and heater. Authorities found pizza in the kitchen, but an associate medical examiner said the infant was undernourished.

Bragg originally said he was carrying his son when the child's head, chest and shoulder slammed into a door frame.

Before he was supposed to drop off his son at a relative's home, Bragg noticed his son was not breathing. He called 911.

The boy's mother, who is separated from Bragg, has two other children. Both are in state custody.

Rossomondo said she told the child's mother about the plea deal. "She was very happy about it," Rossomondo said.

48 posted on 12/27/2002 6:37:32 PM PST by RabidBartender
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To: Hawkeye's Girl
It doesn't matter if it's shopping, alcohol, drugs, gambling, online gaming, file downloading, or whatever else you can think of. Addiction is addiction, and that's not Sony's fault.

Or it could just be that he preferred doing something he enjoyed over something he didn't, and would have dropped out of college anyway. That's not an addiction, it's just not giving a damn.

The best way to tell if something's actually addictive is to restrict access to it by the patient and see what happens.

49 posted on 12/27/2002 6:38:21 PM PST by Timesink
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To: SamAdams76
FR thread on Jack Thompson from two months ago
50 posted on 12/27/2002 6:39:50 PM PST by Timesink
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To: txzman
David Sanftenberg aka Dolalin Bonewielder 62 Necromancer of Lanys T`Vyl

I'm gonna guess this "Bone Wielder" wields anything but.

51 posted on 12/27/2002 6:40:46 PM PST by Hank Rearden
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To: SamAdams76
We take care of EverQuest at the college I am assigned to by blocking it, both ingress and egress. The students who use the Internet for chatting, porn and gambling said the kids using EverQuest were hogging lots of PCs in the Open Labs... LOL!
52 posted on 12/27/2002 6:42:04 PM PST by Fury
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To: txzman
I played from about a month after release to soon after Ruins of Kunark came out (roughly 2 years). I absolutely agree with the entire summing up of Verant's customer service.

I was excited about the expansion, but after a few weeks of nonstop playing my 46 troll shaman - I still could not find one of the new spells that was supposed to come with the expansion. In fact, no one on the server had (keep in mind that many of these people are on 14-18 hours a day). We post on Verant's message board: "Hey, this scroll isn't in there." Verant's response was that the game was thoroughly tested and the scroll was in there. A few weeks later, still no scroll. We again posted on the message board, some a little more emphatically than others. Verant insists the scroll is in the game and threatens to ban the account (from the game) anyone on the message board who keeps up ScrollGate.

A week later, Verant puts out a patch stating: "We have discovered the Spirit Scroll has not been dropping like it should. It should be fixed soon."

Customer service and Verant go together like integrity and the Clintons.
53 posted on 12/27/2002 6:46:10 PM PST by RabidBartender
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To: Hank Rearden
I'm gonna guess this "Bone Wielder" wields anything but.

The smallest bones in the human body (the anvil, the hammer, and the stirrup) are located in the inner ear. Maybe this one's into aural sex ...

54 posted on 12/27/2002 7:24:10 PM PST by strela
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To: txzman
I find it utterly insane that anyone should waste their life playing EverQuest.

Diablo II, on the other hand...

FReegards,

Slings and Arrows

55 posted on 12/27/2002 8:05:33 PM PST by Slings and Arrows
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To: Senator Pardek
On FR - one can't give oneself a high falootin' title like the one above.

Sincerely, Senator Pardek

Yep. If one could, you might be "His Most Exalted Eminence, President for Life Pardek", rather than just a mere "Senator". ;-)

56 posted on 12/27/2002 10:33:31 PM PST by Denver Ditdat
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To: txzman
"These situations are ‘lovingly’ referred to by the players as timesinks; gameplay traps intended to waste your time and keep you playing longer. There are hundreds of them; others incredibly longer than simply getting to a mob. Several quests required to advance in the game require you to spend 100+ hours sitting in single locations..."

Most of the article is pretty sound—EQ customer service absolutely sucks compared to Ultima Online or even Asheron's Call. Of course, since I used to work for UO and now work for Microsoft, I'm probably biased, but that doesn't mean I'm wrong. ;-) However, in this paragraph the author shows his ignorance of online game economics. Sony doesn't want him to play "longer," it wants him to play for short periods spread out over time. See, online games are like health clubs: To make a profit, they have to have many more customers than their facilities can actually support. The ideal customer for an online game plays one evening a week, week after week.

Trouble is, it's very hard to encourage that sort of play without encouraging obsessive play, particularly with a community of sophisticated players reverse-engineering the game design. Sony doesn't want this guy to spend 100+ hours watching a spawn point; the game's not designed to make him do that. Instead, the game is designed to encourage him to check in, see whether the MOB he needs has spawned, chat with friends a little while then log out and get on with his life. Randomly, that would get him what he wants sooner or later, provided that no one figured out what was going on. But since the parameters of all the quests have been painstakingly mapped out, everyone knows where that MOB is going to spawn, and so rather than log on randomly to check for it, a guild gets together and camps to wait for it to appear. Those people are costing Sony money (in the form of server load) while not having any fun, which is exactly what Sony doesn't want—but there's no way around it, because anybody that plays the game the way Sony originally intended it to work will get shafted by the campers.

It's a tricky problem that, believe me, the developers of the next generation of these games are working very hard on. I hear good things about Asheron's Call 2, and the guys doing Star Wars Galaxies are really top-notch. But it's not the kind of problem that can be solved by a patch, so the current generation of games are stuck with it. My advice would be to stop playing, or at least stop worrying about advancement, until the next generation hits the stores.

57 posted on 12/27/2002 11:21:30 PM PST by Fabozz
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To: Fabozz
Of course, since I used to work for UO

I enjoyed UO. I developed a pretty good sixth sense about pkillers and enjoyed escaping ambushes. We had a little guild for awhile that only carried worthless stuff and tried to mob pkillers at the crossroads. For awhile we had that place pretty safe. It was also fun to find a large bunch of people in the mountain pass at Britain afraid to go out to the crossroads and get them to band together and rush the bad guys. Sure, you died sometimes but you could always kill one and badmouth his ghost.

But then people started whining, unwilling to be careful and develop tactics to keep their character alive, and before long UO changed things so it just wasn't dangerous anymore. You could walk the length of the land and not be in any danger. No fun.

The best thing UO ever did was that server where you allied with a color and warred with the other colors and tried to raid their castles. But they got rid of that after a while also. I never tried Everquest since they built in boring from the start.
58 posted on 12/28/2002 12:52:39 AM PST by Arkinsaw
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To: Senator Pardek
Do adults really play these games?

Sure. They're more complex than chess, I like a challenge.

I've been playing Everquest for almost three years, and last time I checked I've been an adult for several decades now.

While the author of the article has some valid points, he *really* exaggerates most of them.

His article is a classic example of why the (previously) unmoderated "Gameplay" discussion forum on the Sony website was nicknamed "Whineplay" by many of the players -- some people can't seem to just stop playing a game (*any* game, you'll see this syndrome on most games' discussion boards) if they aren't enjoying it any longer, they have to stick around ad infinitum and bitch and moan about how the game developers are conspiring against them.

In fact, they seem to end up enjoying whining more than they ever enjoyed the game itself, and they stick around so they'll continue to have something to whine about.

Most people who play Everquest do it because the developers have made the game *enjoyable*. It's as simple as that.

59 posted on 12/28/2002 1:20:57 AM PST by Dan Day
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To: Dan Day
Interesting article.
60 posted on 12/28/2002 4:39:06 AM PST by kassie
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