The rules of what we find to be enjoyable when we’re using, you know, when we’re playing interactive entertainment or we’re simulating something, um, aren’t exactly the same as the rules of what we find enjoyable in real life, but there are some parallels. You know, and, and sometimes you’re kind of using a different vehicle to, to tap into different compulsions, you know. Like, in the case of loot gathering in Borderlands II, uh, we, our, our, all of our, you know, reptilian, old brains wish to get resources. This is a primal drive just to col-, collect and gather resources because resources are scarce and it’s useful to have them. And so, you can create a simulation that feeds that and that’s what loots all about. And it does, it works. It’s so awesomely gratifying to whatever action you do where the loot explosion comes out and all of these rewards are littered around and then you go hunt through them. And it works whether you’re playing a game like Diablo where, you know, the, the physical skill in Diablo is s-, you know, move a cursor onto an icon then click. Uh, it’s the same skill required to launch the application. And the -- it’s, it’s only the loop that makes that game compulsion, you know, eh, eh, it feeds you. It’s that, that core loop because it’s not the skill test that’s exciting. If the skill test was the good part, I could just tinker around with the desktop. I could just click on icons and move them around or just click really fast on different buttons. It’s the feedback that leads to feeding these, you know, that, that kind of compulsion, the loot, the growth, the choice, the leveling. Um, you know, the sense of growth that you get and the choice and where they growth takes you and then the choice of, of loot and how to use it and what, what loot you’re going to use, it’s like all of that is just super prime. Like, it’s, there’s a primal compulsion there.