I want players to feel like they had this illusion of choice. It’s like, well, I want, I want players to always make the right choices, but feel that they had their choice in those choices. Where I think if you just give players the choice to do anything, often times players will just fall in the quicksand and not be able to get out. And, so, you want to - You know, you want to give them choices that are very directed and that are nudging them in the right directions. And, again, it, you know, if it’s a narrative game, it’s like I, I do want, I want to direct the players or be directed. If it’s not a narrative game, you know, having a lot of choices, you know, is good for people. But, you always want to have those training wheels on, but you never want to tell them you have the training wheels on. You know, they want to feel like they’re riding the bike without the training wheels, but, wow, we just never fall down, you know. It, are, aren’t we awesome. And, so, so, I think you want - it’s like you want this illusion of choice sometimes more than you actually want the choice.