I really think that - that thinking a lot about controls and mobile is something that we need to do a lot more of um, because it's - it's part of how the player interacts with the experience. It's you have to take control of that. It's-it's not just the experience once - once a player hits something, you can't just focus on that piece. It's okay, what is the player doing? Where is the player standing when they're - when they're interacting with your device? Um, like a lot of Asian um, mobile games are one-handed because they're designed for players that are on the subway. They only have one hand, and so you can reach everything, and you can play one thumb and everything is good because that is the uh, environment in which these people will be playing that game. And so, everything is designed around working with that. And so, if a lot of North American games focus on two hands for - for holding either a mobile or tablet device because most people will either be sitting um, or in a car, or um, somewhere where they have access to both hands to - to use that. Uh, some of the [unintelligible 10:36:41] that you're seeing on tablet right now are - the tablet has to be down on a desk, and you have to use both hands to - to tap around to work with stuff. This is really important, and it completely affects uh, the marketability of your game, who is playing your game, what kind of game experience you can have, how long the loop of game is. It all really feeds into one another. So, if you ignore what you're actually trying to do in terms of control side, you're removing all of your control, so to speak, of-of what - where your game is going to be, and-and who's going to use it, and how they're going to interact with it. Take it back, work with it, you know, uh, experiment in that - in that space, so.