I want the player to think about the concepts in the game, uh, once the game is over in the sense that one of the things I liked about working on, uh, Star Wars: Knights of the Old Republic II is, uh, following the model of the first one, um, there's a number of moral choices and dilemmas that are presented throughout the game that sort of test, you know, whether you would go light side or dark side based on those choices. But creating those moral dilemmas and then having the companions and the player confronted with the consequences of what those decisions might be -- Like, for example, one thing that keeps popping up at the studio is -- and from fan mail -- is there's -- we have one particular moral dilemma where you're given a choice of like, um, you know, helping someone out, you know, just for the sake of charity. But then the people in your party start acting as a sounding board for this moral decision. And they're like, "Well, you know what? What at first glance may seem like a light side decision in terms of giving like resources or money to this one person in need may actually be hurting them in other respects." And then they'll break down the fact that, you know what, perhaps it's weakening them in some respects. Like it's, it's going to force this person to change their behaviors. Like -- and so we try to make sure that, when, when players had moral situations like that, there was enough meat to them and different perspectives to them, so when the player put the game down and they're able to think about it for awhile, some of -- some of those moral situations, they keep circling, circling back in their head. And they go, "You know what? I'm still thinking like how does that apply to my own life? Like if, if I made a decision like that, like is it good for me to constantly use everyone around me as a safety net? "Or am I hurting myself as an individual by not changing my own behaviors and habits to make myself a better person?" And what -- and who's to say what's light side or dark side about that? But it gives you some -- it gives you some food for thought.