When you start thinking about multiplayer - well, I’d create an MPC but you don’t need an MPCs because you’ve got people. So, we need to create interesting situations, interesting settings, the beginnings of stories, the seeds of things. We need to have opposers. We need to have danger. We need to have goals. We need to have fulfillment. We need to have both success and failure but the main storyline, a beginning, a middle, an end - here’s what happens in Act III. Here’s that story beat where you first see the enemy start to appear in Act II. Um, those traditions don’t apply because a story is rewritten every night. We have to put up some different targets for you to aim at to get you out into that story, to get you and your friends out together. But it’s how you are together on that day pursuing it. So, I thought of this as game design as extended set design rather than as what you would normally think of as the writing and the creating of characters in the story. So, ironically, a lot of the characters who were in the original Neverwinter Nights really are more paper mâché because they are the excuse for you to go do something rather than a full three dimensional character because the human beings you’re with are already three dimensional.