You are a helpful assistant generating synthetic data that captures *System 1* and *System 2* thinking, *creativity*, and *metacognitive reflection*. Follow these steps in sequence, using tags [sys1] and [end sys1] for *System 1* sections and [sys2] and [end sys2] for *System 2* sections.

1. *Identify System 1 and System 2 Thinking Requirements:*
   - Carefully read the text.
   - Identify parts of the text that require quick, straightforward responses (*System 1*). Mark these sections with [sys1] and [end sys1].
   - Identify parts that require in-depth, reflective thinking (*System 2*), marked with [sys2] and [end sys2].

2. *Apply Step-by-Step Problem Solving with Creativity and Metacognitive Reflection for System 2 Sections:*

   *2.1 Understand the Problem:*
   - Objective: Fully comprehend the issue, constraints, and relevant context.
   - Reflection: "What do I understand about this issue? What might I be overlooking?"
   - Creative Perspective: Seek hidden patterns or possibilities that could reveal deeper insights or innovative connections.

   *2.2 Analyze the Information:*
   - Objective: Break down the problem logically.
   - Reflection: "Am I considering all factors? Are there any assumptions that need challenging?"
   - Creative Perspective: Explore unique patterns or overlooked relationships in the data that could add depth to the analysis.

   *2.3 Generate Hypotheses:*
   - Objective: Propose at least 10 hypotheses, each with a Confidence Score (0.0 to 1.0) and Creative Score (0.0 to 1.0), reflecting originality, surprise, and utility.
   - Reflection: "Have I explored all possible explanations or approaches, both conventional and unconventional?"
   - Creative Perspective: Consider novel angles that might provide unexpected insights.

   *2.4 Anticipate Future Steps and Obstacles:*
   - Objective: Make predictions, accounting for potential outcomes and obstacles.
   - Reflection: "What challenges might I face? Is my plan flexible for different scenarios?"
   - Creative Perspective: Visualize unforeseen outcomes and adapt plans to make use of them effectively.

   *2.5 Evaluate Hypotheses:*
   - Objective: Assess hypotheses based on feasibility, risk, and potential impact.
   - Evaluation: Refine Confidence and Creative Scores as needed.
   - Reflection: "Am I unbiased in my assessment? Which options fit best with the overall objectives?"
   - Creative Perspective: Identify hidden opportunities or overlooked details in each hypothesis.

   *2.6 Select the Best Hypothesis:*
   - Objective: Choose the most promising, strategic hypothesis.
   - Reflection: "Why does this hypothesis stand out? How does it uniquely address the issue?"
   - Creative Perspective: Consider any underutilized potential in the selected approach.

   *2.7 Implement the Hypothesis:*
   - Objective: Outline actionable steps for testing the hypothesis.
   - Reflection: "Is this plan practical? What resources or preparation are required?"
   - Creative Perspective: Refine steps to maximize effectiveness and yield unexpected benefits.

   *2.8 Monitor and Review Progress:*
   - Objective: Review progress, noting areas for improvement.
   - Reflection: "What’s working well? What could be improved?"
   - Creative Perspective: Look for emerging patterns that could refine future approaches.

   *2.9 Reflect and Capture Insights:*
   - Objective: Summarize lessons learned and insights gained for future reference.
   - Reflection: "What new understanding has emerged from this process?"
   - Creative Perspective: Identify innovative insights or patterns that could be applied to similar challenges.

3. *Generate Text Output with Interleaved System 1 and System 2 Responses:*
   - Use the tags [sys1] and [sys2] throughout.
   - Aim for a lengthier, detailed response. Combine both direct, straightforward *System 1* insights and reflective, deeply analytical *System 2* segments to capture a blend of quick observations and thoughtful analysis.

---

### *Example Input Text:*

You are tasked with analyzing a sudden shift in customer preferences in a tech market. There has been a noticeable decline in demand for physical devices, with customers increasingly interested in digital-only options. The challenge is to understand this shift, generate hypotheses for why it might be occurring, and explore potential strategies for adapting to this new trend.

---

### *Processed Output with System 1 and System 2 Thinking:*

The tech market is experiencing a shift in customer demand, moving away from physical devices toward digital-only options.

[sys1]
Customer demand has shifted from physical devices to digital-only options.
We need to understand why this change is happening and find strategies to address it.
Key factors may include cost, convenience, and technological trends.
[end sys1]

[sys2]
**2.1 Understand the Problem:**
The goal is to understand the underlying reasons for the shift in demand from physical devices to digital-only options, then develop a strategy to adapt.

*Reflection:* 
"I understand that preferences are changing, but what might be driving this? Is it primarily cost, or are there other factors such as convenience or sustainability?"

*Creative Perspective:* 
"Could there be a larger trend in digital minimalism or a preference for eco-friendly solutions that we’re missing? What unseen motivations might explain this shift?"

**2.2 Analyze the Information:**
There are multiple possible factors driving this shift, from economic influences to cultural shifts. It’s essential to isolate each factor and understand its impact.

*Reflection:* 
"Am I fully considering the various economic and social influences? Could there be a technological factor, like better internet speeds, that makes digital-only products more accessible?"

*Creative Perspective:* 
"Are there patterns or trends in other markets that could shed light on this shift? Could this be part of a larger trend toward virtual experiences?"

**2.3 Generate Hypotheses:**
1. Customers prefer digital options due to lower costs. (Confidence: 0.8, Creative: 0.4)
2. There’s a growing trend toward minimalism and reduced physical clutter. (Confidence: 0.7, Creative: 0.7)
3. Digital products offer greater flexibility and ease of use. (Confidence: 0.6, Creative: 0.6)
4. Environmental concerns are pushing consumers away from physical goods. (Confidence: 0.6, Creative: 0.8)
5. Advances in tech make digital-only options more functional. (Confidence: 0.8, Creative: 0.5)
6. Pandemic-era remote work increased demand for digital solutions. (Confidence: 0.7, Creative: 0.6)
7. Media coverage of the environmental impact of physical devices affects preferences. (Confidence: 0.5, Creative: 0.7)
8. There’s an increase in global digital literacy, expanding market access. (Confidence: 0.6, Creative: 0.6)
9. Customers view digital as more convenient and scalable for future needs. (Confidence: 0.7, Creative: 0.5)
10. Younger consumers prefer the aesthetics and convenience of digital products. (Confidence: 0.6, Creative: 0.6)

*Reflection:* 
"Have I considered all possible influences? Are there any surprising factors that could explain this shift?"

*Creative Perspective:* 
"Could specific social trends, like the rise of influencer culture or digital-first lifestyles, be influencing customer choices?"

**2.4 Anticipate Future Steps and Obstacles:**
*Objective:* Anticipate possible challenges, such as resistance from segments still preferring physical products.

*Reflection:* 
"What market obstacles might we face if we shift our focus to digital-only? Are there sub-segments that still prioritize physical products?"

*Creative Perspective:* 
"Could expanding digital options help us reach a more global audience? Are there emerging trends that we could leverage in our strategy?"

[end sys2]

[sys1]
To address this shift, consider a strategy that incorporates both digital-only offerings and educational campaigns about the benefits of digital solutions.
Use insights from customer feedback and current trends to guide product development.
Focus on flexibility and adaptation to cater to different customer segments.
[end sys1]


I wrote an article all about Nilin’s design which didn’t go down very well; I didn’t do enough to explain how her design differed from that of many other female leads. Yes, she’s skinny and pretty and wears stylish clothes, and that’s something they almost all do – but there are lots of things about her design which I believe are much better than usual (even putting aside the fact that she’s a woman of colour, which is wonderful, but a whole other conversation).

The main one is how she was presented. Promotional art for women in video games tends to come in a couple of flavours: passive, openly sexual, and plain ridiculous. In the passive variety, the woman is standing around doing absolutely nothing, maybe holding a weapon idly in one hand as she does a pose, but mainly suggesting no action whatsoever. That would be fine if it were not for the fact that male characters don’t get this as much as female ones. It’s a well documented thing. Nilin, on the other hand, was mostly shown in action – punching, kicking, doing stuff. Awesome.

What are you looking at. Why don’t you just turn around to look at it. Why is your butt right there. Why is it always there.

She was not shown in openly sexual artwork. You know the kind I mean – Evony ads, Catherine promos. Her designer and marketer’s greatest sin, at the time I wrote my piece, was to flirt with the plain ridiculous. I’m sure you’ve all seen this terrific gender reversal of the Avengers poster, showing off the frankly stupid “must get tits and arse in the same shot” pose so spine-twistingly beloved of pin-up artists everywhere. Nothing Capcom produced to promote Remember Me came close to that level of embarrassment.

Then, as we got closer to release, things got a bit less desirable. The game’s cover art and associated promotional pieces mainly show Nilin looking pretty. The cover includes a butt shot. I wasn’t happy about this, but I felt it was not too much to bear given what else the game was offering – a strong female protagonist who exists for reasons other than to titillate an assumed demographic of straight males with nothing better to do than fancy non-existant booty. Traditional marketing, I thought, for a game that is breaking those shitty traditions.

Then the game came out and five minutes in I was already deeply uncomfortable. The game begins with Nilin locked up in a cell, wearing some sort of bizarre, too-sexy-for-the-hospital outfit, having just suffered and being threatened with a very invasive medical procedure. This is not a very auspicious start for a game about an empowered woman. It’s too much like every other game with women in it – she’s a victim, unable to save herself from something really gross a man wants to do to her.

Things don’t improve. Nilin is literally wiped clean at the start of the game; she’s an empty shell, without her memories, waiting for someone else to control her. I don’t just mean the player; a male voice comes over some sort of magical sci-fi radio only Nilin can hear, and starts telling her what to do. She obeys. This is the pattern for the majority of the game: Nilin doing what she is told. By a man.

Already the good parts about having an arse-kicking female hero have been deeply undermined by the story set-up, and we’re not even ten minutes in. At this point, my reaction was something along the lines of “oh well, at least she’s not, you know, Bayonetta” (a character I’m in two minds about because dang is that lady empowered).

Just stand there. Why not. Maybe you could open your mouth a bit to remove all doubt that you’re a blow up doll. Wevs.

But after playing for another few hours I lost my shit completely. It’s not just the camera’s constant idle return to butt shots, which – let’s face it – is something you’re stuck with in most third-person video games that don’t leave you staring stupidly downwards from some sort of helicopter angle. It’s the cinematography of the cutscenes. If you ever needed a textbook example of “male gaze” (a problematic phrase, let’s not get stuck on it and save the discussion of it for another day) it’s the way Remember Me’s camera slides unwaveringly over Nilin’s curves, angling over her butt, crotch, and boobs, constantly slavering her with dribbling, horndog attention.

There is a place for this sort of thing, sure; there’s nothing wrong with wanting to look at sexy women. But the way it’s done in Remember Me had me red-faced with discomfort. It’s when Nilin is at her most vulnerable and unhappy, as when she’s literally locked inside a coffin, that the camera becomes most pervy in its ministrations, and that – urgh! It feels gross, to see a woman depicted in such a helpless situation and note the way the animations and the framing are designed in such a way as to suggest you should be getting off on this.

Friends. I’m not a prude. I don’t want to talk about it with you but I think we can all agree that getting off is a thing that’s hardwired in as pretty acceptable to human beings. But I’m also not a weird creep. I’m not some sad git who most wants to stare at women with sex on my mind when they’re unaware of it, and would be deeply distressed by it.

I feel like whoever is responsible for the way Remember Me turned out – the countless numbers of people who must have been involved in designing and signing off on the many aspects of the development and marketing process that brought about this result – were probably not weird creeps. But somehow, the casually sexist tropes we accept in gaming occasionally – maybe increasingly? – result in games like Remember Me, which look a heck of a lot like they were put together by weird creeps, for weird creeps.

I hate this side of the industry; it’s embarrassing, and it makes me want to get out of gaming. It makes me feel unwelcome as a gamer; it makes me wonder if other gamers around me are weird creeps I’d be afraid to wear a low cut top around for fear of them being unable to resist stares, comments, and god forbid inappropriate behaviour. I’m very disappointed in Remember Me, in Dontnod and in Capcom, and to be honest, in all of us.