My own personal preferences have to do with cohers- uh, cohesion in game design. I like it when it seems like nothing is extra. Th- my favorite quote of all time, in terms of - of design is that you know something is finished not when there’s nothing left to add but when there’s nothing left to take away, and I’m very much, uh, mindful of that any time I design something. So, normally, it’s, you know, can I - can I describe what the point of this game is in one sentence, and are all of the elements of that in harmony with that core design thesis? Um, but that’s obviously personal preference to, you know, a number of people. Uh, like, the personal statement doesn’t have to be, you know, this is a game about depression. Uh, it can be just like this is what’s interesting about arcade games in the 1980s. You know, this is what’s, uh, this - I want this game to make f- uh, make multi-player experiences interesting and fun to this group, so anything like that. As long as all of the things reinforce that core design ethos, that, to me, is good.