when I was growing up, I couldn’t have a lot of games. We didn’t have 500 games coming out for free every day. I grew up on a farm, and I had to do work to earn enough money to buy a game, so if I bought a game, I really wanted this game to last and be an experience, and to-to provide me with a lot of entertainment. And I always thought about that when we were creating mobile games - it’s like, I really hope that this game lasts more than just one bus trip for someone. I really want it to be something that people go to, and keep on having a continuous positive experience with. They come back to it because that says something about the quality of the interaction, the quality of the aesthetic, and the overall game experience is something good enough that they want to be a part of that repeatedly, and - how we go about creating that is, I’m picky as shit. I’m really, really picky, I really have strong opinions about what we should do, and what shouldn’t we-shouldn’t do, and as well, that’s instilled in the entire team. We have a real high quality bar, and anything that isn’t quite cuttin’ it gets-gets pulled apart, and they’re either re-done or thrown away, and, you know, we do really highly iterative development style, and just never compromise on that quality. We always go after it, yeah.