Actually, uh, we already done it in - in Witcher 1. Witcher 2, there was whole act of the game, uh, that's depending on one certain very important choice. Uh, you were going one path or the other. So, part of the players didn’t see - 30% or 40% of the game, just because of one choice. Didn’t - didn’t replay it and didn’t take the other choice. Uh, we think that - that's - that's what, uh, what good storytelling is about. It's, uh, you explore and you shape the story the way you want it and the way you feel is right. At the moment when you take - make the choice, funnily enough, a lot of people when they saw the consequence on the choice, they were replaying certain elements of The Witcher because they were so disappointed, but so be it, it's like real life. So, we are, in a way, recreating the - the real life, of course dressed up in Medieval clothes. Uh, but, uh, giving the feeling that - that the consequences are really meaningful and then the story is more memorable and more immersive and, and you feel more connected to. Like, I don’t know Baron Quest, which we got a lot of awards for, it - it was just a story of a very troubled guy and family problems and, uh, and that's - like, real life, it wasn’t a fairytale. Uh, yes, of course there were witches and there were certain monsters, but this was all background. So, very much if you look at Sapkowski's creations, this is a contemporary story dressed up in medieval clothes and spiced up a little bit of magic. You have races in there, you have wars, you have politics, uh, well, be it like - look at Game of Thrones, it's exactly the same thing. You know, it - it's what happens today on the political scene. However, there are dragons flying around, okay. Be it. Only three though.