In some respects, it's easy and free form to make lore and, uh, cultures for, uh, for a fantasy game. But when you're doing the real world, especially an espionage game, uh, you want to stay true to the real world as much as possible. So, getting like your location reference art down, uh, the feel of a location, the cultures there, making sure that you're getting all of those right all the way down to props is very important. Also from an espionage aspect, uh, that posed certain challenges because it didn't feel right for an espionage game to give your character a morality bar, because sometimes spies are asked to do things for reasons of their own. Or you have an agenda of -- agenda of your own that others may judge you for, but you know why you did these things. You know why you had a motivation. So, with Alpha Protocol, we actually ended up reversing the morality bar in that instance and going, you know what? You can feel about your character however you want. Now we're just going to move that morality bar to all the other non-player characters in the world, and they're just going to judge you based on your actions even if they don't know what your motivations are. And we felt that that ended up being a much stronger mechanic. And we didn't end up penalizing the character for that either. We were like, you know what? If people hate you, that's going to cause some problems. But it's also going to give you certain bonuses in other situations. So, we never wanted to feel -- to make the player feel like they were being punished for the way they were playing. It would just have different consequences as a result.