I think in game design it’s actually very hard to tell what’s going to work until you try it. Um, and I think it’s just one of those things where, you know, it goes back to the definition. It’s like a game. It doesn’t exist with a player. Um, and even you trying to imagine what players will do and what players will want is always going to be at odds with what actually ends up happening because I think, uh, as you start layering rules onto a game you start l-, you know, you start fixing bugs or you start, you know, “Oh, we need to add this constraint.” Every time you do that you change player behavior. Um, and player behavior is super unpredictable, um, which is what’s great about, about what we’re doing. Um, it's, it's what’s weird about interaction design. Um, but it also means that, uh, you can almost never plan, uh -- I don’t think you can fully plan a system that you then just go and implement. We have no design documents. Um, we don’t sit there and plan what the game is going to be. Uh, we work on our games week after week after week. Um, and, you know, we have a new plan every week or two about what we want to do with the game design because we’ve had a chance to play it and, and to be players with it and to, and to interact with it in the way like a normal person would and not in the way that a game designer would.