So storytelling can get awkward if you're doing too much sharing in an MMO. So, you know, it can be tricky. It can be tricky. But it's totally possible. I've seen some interesting stuff in there, uh, in various MMOs. Most -- it's sad to see people skipping it all the time, right? I've had designers that have asked, "Hey, can we make it so that they can't skip the text -- so that they have to read everything?" I'm like, "No, just let them skip it if they want to skip it." Most players don't experience the story, uh, in an MMO; they're worried about getting to the quest, getting to the next item, getting to the end. I think that's one of the problems that MMOs have inherently -- is that people feel like they want to get to the end first. It's kind of a race to people -- who will get to the max level? Who will be first on server to get this item or accomplish this feat? And story can suffer because of that drive, because you're not, you're not standing around to sort of smell the roses; you just want to get to the epic sword that's at the end. Screw this story right now; you know, I want to get, I want to get where I need to go, which is max level -- most powerful guy on the server. Um, so I think you can tell the story, but you have to ch -- pick and choose your, your battles to do that. On DC, we're constantly reinforcing story through action. Um, you know, we layer -- we pick a theme. What is this episode's theme? Okay, it's going to be about Scarecrow; therefore, it's going to have, like, fear gas. So, we're going to have hallucinations and terror. And so all the verbiage that we use in the VO, everything that we have the guys doing, it's constantly reinforcing this theme. That way, even if you're just a passerby and not on the mission, walking through the area, you get a sense of what's going on here. Um, so you can do it; it's just not necessarily traditional storytelling. Sometimes, the -- it, it's a little more emergent.