Now, to answer your question, um, I'll say this. I feel old. I look at, uh - uh, I've got my cousin's son who's a 23 or 24 year old, uh - uh, man - young man. Um, he's living with me, working in Japan, soon going to move out. But I see him every day sit there and just watch YouTube videos of games, of people screaming, uh, at game play. I mean, it - that's the comedy, but that's the running thread for how these people consume content, and I just look at it. I'm, like, man, I feel so old, and yet I'm smart enough to know that's the future. Uh, so when I advise clients and stuff, uh, I try to get them to bake in those key hooks, you know. Twitch is just now starting to pick up speed in Japan. Before, they had a - a different format for sharing video content. But trying to tell Japanese creators, you know, you need to worry about Twitch integration, you need to think about how you're going to work with influencers like YouTube and Twitch. Um, you know, you need to think about e-sports, these things that haven't really gotten to the Japanese territory yet, trying to get them to bake in those ideas, uh, is important. But again, from my perspective, I look at it and I'm just, like, I just want to go back to the good old days where it was just one price, you play the game, it's fun, uh, and that's it. So, you know, I definitely see that there will be potentially a world where the sort of games I like are no longer being created. But the one good thing, uh, about the indie movement is that it's created a lot of that old school content. Um, one of the people I work with, Koji Igarashi on Bloodstained, you know, that is - those were the sort of games that I loved. Obviously, that crowd funding campaign got funded to the tune of 5.5 million, so there are a whole bunch of people that feel just as passionate as I do for being able to play that sort of game. So, I guess the one takeaway is this, yeah, the world's changing, gaming is changing. How you build out a game for the future, you need to think about these trends when you do it, but don't forget there's a wide demographic of different people that like different games and you can't forget your fan base. And I think a lot of Japanese publishers have forgotten the fan base. They have fantastic IP that there's tons of fans, and certainly in this social media driven world, they're getting that feedback internally at the PR departments, but they're not green lighting or moving forward with these sort of projects, probably because they want to focus on games that earn 100 million dollars versus 5 million dollars. But at the end of the day, it's a shame, because that fan base, you know, that is your heart and soul as a publisher, and you need to speak to them too. And there's certainly enough development to go around to hit the 100 million unit, uh, dollar games, as well as the 5 million dollar games.