I think that, uh, some games, uh, do this very, very well. Journey is a perfect example. Uh, and - and the other games of that game company are a perfect example of using a very sort of gentle gracing of - of narrative, uh, to place you someplace but then not fill in those - those blanks. Um, and, you know, for other games, um, perhaps that’s not the right aesthetic. You know, that - that isn’t, uh, what they need to do, right? So, uh, you know, you look at something like The Last of Us, right, which also tells a very powerful story, um, and that’s not the right aesthetic for that particular game. So, I - I don’t like to make generalizations about what aesthetic should be used in a game. Um, but I do think that the notion of less is more is a kind of universal idea that - that often will, uh, allow us to fill in, um, fill in the blanks with something that’s very powerful to us personally.