Well, um, you know, we had actually started. So, there's this - this common statement that game developers make, like girlfriend mode. You know, girlfriend mode, like a really easy mode for the girlfriend. I actually have husband mode. Because, my husband's a Ph.D. in Bacterial Genetics. And, four Hugo awards. So, he's a very smart man. But, he's not a gamer. And, when I married him, I had a really eye opening experience about what normal people feel when they play games. Because, you could put a controller in their hand, and it's like, you have 15 buttons on there and dual joysticks. And, they just can't - they - it's confusing for them. So, I was really struck by an imperative, that for me to enjoy a story, I shouldn't be able to - I shouldn't be required to operate something with 15 buttons and two joysticks. As much as I love Mass Effect, this is something normal people will never be able to play. So, I wanted to create a game that would be accessible to anyone. So, we looked at Heavy Rain. Heavy Rain was a huge inspiration, you know, Quantic Dreams, the work that they do. Um, that was a really big inspiration. And, then we took the - the choices of Mass Effect. Um, because I think that, what I love about Mass Effect is when you have that really terrible choice in front of you. And, you're trying to decide which bad decision you're going to make. So, um, you know, we changed things on that formula. But, I wanted every decision in Revolution 60 to be, which terrible decision am I going to agree to here? And, I wanted that emotional turmoil within you. So, does that make sense?