with the new-generation consoles, um, the size and complexity of the games, the biggest games that can be produced, is - is insane, right? Um, and, you know, I - we're not really saying it yet. I feel we should call it "Quadruple A." I know it's a big silly, but like - no, uh, you know, these time - teams are so big, and, you know, I told to different people, and - and, sort of, depending on who you ask, you basically come to a conclusion that there's maybe 10 teams in the world that can produce games to that level. You know, a couple of them are inside EA, a couple here and a couple there. So, it's not 10 companies; it's 10 teams, right, that can produce that level. Um, and - be - below that, it used to be a much more, sort of, even gradient of different-sized teams, but there's been a bifurcation, a dramatic bifurcation, where, you know, there isn't sort of a second tier to that, or maybe there's a handful, but it's not like an evenly spread-out thing. So, the - the - these 10 teams at the top, as far as I can tell, I'm probably going to get this slightly wrong, but I don't think any of them is using off-the-shelf technology. Maybe one is. I don't know. Uh, well, arguably, uh, you know, Epic's, uh, you know, um, their work team is - it's using Unreal, but it's sort of - they built it, basically, right? Um, so, what does that mean? Um, you know, it's the same as, you know, if you go to Pixar, you know, Pixar is not using - well, they use Maya. They use everything, but Maya is not their core modeling tool, you know? They have their own because their - their needs are so incredible and so specialized, and they have such a big economic base that for them to support a big team of maintaining their own tools, whatever these tools mean, uh, is - is very defensible. Um, you go below that gradient of, say, 10 studios, you know, the economics for that are just, you know, um, destroyed, right? Um, and - and - and that the - the lower - the lower you go, the - you know, the more teams you find and - and - and the economics, when you're 10 people or 15 people of having your own engine team are terrible, and when you're 1, 2, or 3 people, it's, like, not even practical or not - not - not even considerable.