Free-to-play itself -- you know, if people are, if people are reacting negatively to it, I'm not sure why. They're getting something for free. In our society nowadays, it's, "Gimme more. Gimme it now. I want it now. I want more," kind of stuff, and this certainly does that. Um, most of the time, I think people will balk at free-to-play because there actually does come a point when it isn't free, and the developer actually does need to keep the lights on in their studio, and, all of a sudden, it's this big shock to the players that they actually are expected to pay something -- and/or contribute, I should say. Um, the problem is, I think, that so many different free-to-play models -- um, and I think some of them are just -- they just don't work. Um, you know, they're maybe a little too spiky and too greedy, in terms of, like, oh, okay, you just hit this pay wall right here, and it's $10 to do this one thing, you know, and you're playing a puzzle game, and you're like, "$10 for a widget in a puzzle game? That makes no sense," you know, um, whereas we're offering, you know, entire DLCs and stuff like that for $10. So, depending on what you're getting for that value in the free-to-play environment when you do contribute to something, I think, is what makes people react positive to -- positively or negatively to it. Uh, free-to-play, for us, has been great. And, I think, for MMOs in general, it's a good thing. Uh, you know, these are typically subscription-based games where you have to pay, uh, you know, an upfront cost for the box, and then you get 30 days free, and you may or may not like that game after that. You certainly can't sell it back, uh, to a retailer, because it's account-bound. Um, now you've just really kind of feel like you've wasted that money. So, free-to-play -- I think so many people were burned by various MMOs that they purchased and were not satisfied with, um, that free-to-play is certainly a way to go for this kind of model. Now we do a hybrid model, obviously. You know, we've got a, um, um, um, legendary subscription model, still, which gives all kinds of cool perks, but you can basically play any of the launch stuff in our game for free. Um, you know, it just takes you a little longer to get to max level, but you can do it. Um, also, there's -- you know, if you use things called replay badges that we put in, you can actually get access to more content faster. So, we don't actually lock you out entirely; we sell you the opportunity to, instead of spending time over a month, you can spend that -- all that time in a, in a, in a week, if you want to, and yield the same results. Um, one way, you'd have to do it through contributing. Another way, you could do it for free. So, every model's going to be different, depending on the genre and the game. Um, I, I don't think free-to-play is necessarily the only way to do things, either. I don't. Uh, you know, somebody asked me recently, "Do you think the subscription model is dead?" No, not at all. Let's say everybody goes to the left side of the boat, and starts making free-to-play games. Somebody will come out with a premium pay-only product that everybody must have. It's just the psychology about how people work, you know. Grey Poupon -- a great example. Uh, you know, this was actually not a French mustard. It is a mustard made in California somewhere, and it was just priced higher than French's at the time, and people went, "Oh my God." They lost their mind. They were like, "More expensive mustard? I must have it," you know. Uh, now that's not to say that everybody just charge more for your stuff, and people will buy it. It doesn't work that way. But the point is that some, some people do look at those premiums and go, "Oh, I want in on that. I want to get in on something that not everyone else necessarily has." So, I think free-to-play is great for, you know, getting rid of barrier to entry. Um, but you do have to figure out a way to make that transition to paying customer, um, or you're not going to have a long future for your project; that's for sure.