I think every designer and every developer always sees at least the next 10 to 20% of what the game, uh, you know, could be polished, could be iterated on, what cool new mechanic you could put in there. Part of the development process is, is knowing when you need to stop and the, the realities of knowing why you need to stop. Um, and I think that we do a good job at the studio of reminding people that, you know, it doesn't necessarily benefit the game to go into crunch hours all the time and exhaust yourself. Why don't you take the mechanic that you're developing that's causing this extra time, save it off to the side, and we'll put it in the next installment of the game, uh, implement that feature, that system in another title down the road. That design element won't be lost. But if you're trying to throw everything and the kitchen sink into a game, it actually could hurt the experience more than help it and, and sort of like broaden your focus when, in fact, the player may actually have more fun if you just concentrate on a very few elements and you do them just really, really well. And, and BioWare's a good example of that. Like they keep adding a new system, a new element to each one of their games and iterating on it to the point where you have Baldur's Gate at one end of the spectrum. And then, at the end of the day, you have Mass Effect, which seem like two totally different games. But they always took like one or two steps with every RPG they did, iterating that process. That actually, uh, allowed them to get to the level where Mass Effect is today, which is -- which is an interesting, interesting process. And that's one that I wish more studios would focus on.