As much as I would enjoy making an indie darling, something that completely changes the industry in way that nobody's seen, I am very much a commercial artist. I am very much cognizant of the trade-offs that are necessary to make a game that is fun, compelling, unique but also ships on time and is marketed very, very well because we fundamentally do have bills to pay. When you sit down to make a video game you're basically making the best game you can with X people, with Y dollars and with Z months. And you basically identify what your feature set is going to be and you try and mitigate risk and you put your stake in the ground as far as when your game is shipping and the you work backwards. And there's basically a formula where you say, "I have this many bodies, this much risk and this is the kind of game we want to build. Can we do it? And if you can and you pull it off and your publisher is behind you, you could potentially have a hit. But if you don't know what you're doing and you're like "well, we'll figure it out when we get there" good luck. Cause you're spending somebody's money and who knows how well your business is going to do.