We strongly encourage exploration and so on. And that's why we open up the game world from the very beginning. So, what we have to do is to give the players context to why they must destroy everything, and crash cars and so on. But it's - the way we design the game is very systematic. It's a layer of game design systems that works across the whole world. So, it's not - traditionally you build levels, and then you just tag the levels onto each other, and then you have a game. In this case, it's - it's systems that needs to work across the world. We can't really predict how players will approach a certain situation. So, blowing up a base, will the player drive a car into the wall and explode? Will they drive - fly a helicopter and crash into it? Will they simply scale a wall and jump over it? It's - there are so many options. And it comes to a point when you're making a game like this, where you sort of have to give up on that need to control and dictate where the player's going. We don't want to do that. We want players to come up with the most creative ways to blow stuff up, and to complete their missions. And yeah, it - some things can become a funny You Tube clip after a while. Because someone has found a way to not break the game, but that's okay. That's part of the fun, with the types of games we do. And I think that's also what have encouraged the modding community to embrace JC as much as they've done.