I mean I don't necessarily believe there is a natural thing. I think there are strategies that you can take that will make things far more understandable. I think, with Dance Central, we were taking something that people pretty much understood, like dance class or aerobics class, whatever else. You're looking at someone, and you're going to copy what they do. I think that's something that people have doing for a long time, and we have tons and tons of metaphors for it. Likewise, with Rock Band, you know, you see colored lanes on the screen, and you have a thing with colored buttons in your hand. And, you know, there's a fair amount to learn about the guitar and, you know, making the strum bar work in, in time with all those, uh, different button presses. But, for me, it's not about trying to create something that's natural, right? You're trying to create something that's new and novel and, and blows people's minds. And there, I think what's important is having the interface be able to demonstrate it's affordances. And a lot of times, you know, you can do that not only through your game but also through your marketing. Like I have tons of respect for, uh, Apple's marketing because, if you look at iPhone ads, there's like 100 iPhone ads. I think 2 out of the first 100 iPhone ads were not what I would call product demos, just someone using it. And if you see someone using something and then you pick it up and you can use it, that's not because it's necessarily intuitive. It's because you've seen it used before. And, you know, that's something we're incredibly good at. It's like mirror neurons going off. Okay, I'm going to copy what this person's doing. I'm going to see what they do. And, you know, that copying experience is essentially the core of what, um, you know, the, the gameplay of Dance Central 1 was.