We don't really have that task of, of needing to teach people how to play. We really just have the task of getting people into the story and getting them engaged with our characters and then setting up the stakes for what the experience is going to be, what each choice is going to mean, who these people are, um, creating all that depth and then laying it out over, uh, a five week schedule, five month schedule, um, and have, letting people enjoy it. You know, one of the big shocking things about it though is this live element of the development. So, if you're building a box product, you build for two years. You put it out. It's done. Start working on the next one, the sequel. If you're doing an episodic game, you launch the first episode. Well, people play it and they say, "I didn't like this character." Or, "I didn't like when that happened." Or, "I didn't like when they did this." And all of that gets fed into the second episode and the third episode and the fourth episodes. So, we have this advantage of crafting a product with a feedback loop, uh, every month.