Games are about experiences, I think. I mean, um, that experience that you’re having playing that thing that ex - you know, you’re still - we don’t want to like pretend that you’re not a person, you know, who is playing this game. You still have a body. You still have a life. We don’t want to make games that are addictive, you know, that are - we’re trying to enhance your life, not take it over, you know? It’s like a poem, you know? It’s like, am I going to tell you that poems are about, like, you know, form, you know? Well, no. Poems may have from; games may have systems, you know? Games may have rules or not, you know? But, ultimately it’s about how, in a poem’s - a case of a poem, um, how those words affect you and how you either carry them with you the rest of your life or not, you know? And, to me, playing a game is the same thing. Is it going to - some games have affected me like greatly, deeply, you know? And that’s not because of their systems or their rules as such, you know? A lot of times it could just be like a line of text in it and then - you know, so the character said something that you could - that you end up quoting years later, you know what I mean? That wasn’t because of a rule as such, you know? So, I think it’s important to not think of games as systems or rules or any of those things. It’s fore - first and foremost about that experience that the player is having and, yeah, that’s the paramount issue with a game design I think.