Well I think clearly video games are a technological medium. They are a medium that depends on technology for existence, where, you know, certainly writing does not, certainly painting does not- you can paint with mud on a cave wall, you know. But certainly photography is a medium that depends on technology and moving photographs or movies depend on technology as well. But that doesn't mean that technology is this sort of, the thing that has to dominate the medium. After sort of establishing technology, we're taking photographs and we're making films, technology sort of got out of the way- there's not a lot, its not like these days photographers or filmmakers are sitting around waiting for the latest innovation in camera equipment so that they could make this film that they've never been able to make before. I mean, there are a few people who are doing that with 3D cameras and so on, but a lot of those things are seen as fads or something like that. So in our case, in the video game industry, over the years we've been so focused on this sort of technological arms race driven by, mostly I think it's driven by different companies that are competing with each other. So they're selling these hardware units to people, and they need to, first of all, not sell you one, they need to sell you another one a few years later, and on top of that, they need to attract you to their side of the fence, where their competitors are making a similar hardware unit, and they're going to attract you to their side of the fence because of the certain hardware capabilities of their hardware unit. Which I guess makes it more like the automobile industry or something like that, you know, "Sell your old clunker and get this new hybrid that can do all these new things that your old car couldn't do, and you're going to buy the Honda version and not the Ford version because we've clearly demonstrated to you that the Honda is going to be so much better- the new Honda is going to be so much better than the new Ford," for example. So I think that's going on, but the odd thing is that video games are not, you know, like a utilitarian thing like a car or a television set or something like that; they're also this creative medium, and so those two things are sort of fighting each other in some ways, for in order to take advantage of the new hardware, then people are trying to make their games as flashy as possible to use all of that horsepower that the new hardware has, and basically spending the majority of their budget and their time and their effort on those types of things. And then, you know, sort of neglecting spending as much time thinking about the creative aspect of what they're doing, why...why, why they're trying to make the game they're trying to make. So if we embrace technology enough so that we can at least make video games, because we need some technology, but sort of treat the technology available the way a photographer would treat a camera and 35mm film, or a movie camera in an Academy 35, it's the standard, it's there, it's done, let's get on with the actual process of using this medium to do interesting things, and not waiting on the next technological innovation to let us do something really snazzy, for lack of a better expression. That's essentially the way I'm approaching it, like the computer's is sort of this finishing thing, and I'm making a game for a computer- it doesn't really matter how fast your computer is, that's not the point- I'm making a game kind of using the basic elements of computation, to see what I can do with those basic elements of computation, do something that is creative and interesting and so on, without sort of focusing on the latest and greatest technology