You look at franchises that are -- that are seemingly fantastical that have succeeded, so Harry Potter or Twilight um, and you say how did they work and you know, say Van Helsing didn't work, and these other -- the other ideas didn't work. And you realize -- at least I believe that you can -- you can take reality and move it one step and people are absolutely fine with it. The mass market, the generality people are fine, so you can so it's a show about the trials and tribulations of an English boarding school, but it's a wizard school, you know, or you can say it's -- you know, it's a teen romance and the troubles of growing up, and discovering your sexuality, but he's a vampire, you know, and these-these work. But when you say there's-there's you know, uh, vampires and aliens and laser guns and it's all in the past, but it's changing the future, then suddenly it just all falls apart. So, I really do think that if you're only taking one massive invented element, and in Assassin's Creed, it's this idea of the animas that allows you to relive history, then you're okay, you know, one thing people will let you -- let you have one step. Um, so that's always been my personal line, if we're working on something, that you can bring in one radically -- and it doesn't matter how weird it is -- new idea, and as long as everything else obeys natural logic uh, uh, it's okay. But I do also think that in the -- in the uh, the more you can obey real world logic, and the more you can you know, um, stay grounded, the easier it is. You know uh, you know, interface is something we invented in games to explain design that doesn't make logical sense, you know, so the less interface you have, the easier it is to understand, the-the -- you know, the Sims, my mother can play the Sims because when the character wants to go to the bathroom, she looks for a toilet, you know, she -- she applies her logic to the environment. Um, so it just saves you huge -- huge amounts of tutorialization and interface, and-and lots of hard work. the more-more extraneous elements you can rip out, the easier it is for people to pick up and play, the easier it is for them the immerse themselves, the less chance there is of something being pushed out of the game because they hit the wrong button, or they're -- it's very unclear where they need to go next. Uh, uh, anything you can do to streamline the experience and have people actually engage with your content, and not engage with your explanations of content, uh, the better it is.