you can in some of my earlier games, kill everything that moves and then deal with the consequences of that. There's no one to talk to you, there's no one to give you information, there's no one to help you if you get into trouble. But maybe you've eliminated some, some obstacles along the way. That's a very easy way to get through a lot of problems. But just as in the real world, if you are a war monger, there are some consequences to that. There's a price to be paid for waging war. Similarly you can get through my games without killing anybody, which I'm really proud of. Um, and you get to see the consequences of that too. I mean, there is a price to be paid for pacifism as well. And so what I try to do is, uh, allow players to interact with, uh, a problem, a set of problems, and then determine for themselves how they're going to interact with them. And then see the, see the price that they pay, and the rewards they get. And what that allows us to do in games that other media can't, is we allow them to actually uh, test out behaviors in a virtual space, where it's completely safe. Uh, that we would never want them testing out in the real world. You know, and that's, that I think is a real, there's a real value there. Um, it, it allows people to walk in other people's shoes. I mean the problems don't have to be you know, an alien invasion of, of, of the moon the last stepping stone between the earth and you know, alien invasion, it doesn't have to be that simple, and LantzFranky stupid and juvenile. Um, it, it can be genuine adult uh, entertainment, I mean it can be adult though provoking, um, uh, narrative.