I think we used to see ironically a lot more famous names back in the day and you used Sid Meyers as an example. Sid Meyers Civilization. Sid Meyers was a significant portion of the staff that worked on the first Civilization. And so, he was able to be a visionary and do a lot more than that. So, you have, uh, the, the age of a program or designer, artist, musician doing the game on his own. They were gone. And, uh, and I think the advent of mobile games and smaller experiences brought it back for a little bit, but never seen the production values on those things rise and rise and rise. So, I think that's part of it is there's just more people on a video game that, that, and a collaborative, uh, notion that means you can't necessarily pick someone out unless you want to do it for marketing reasons, which is perfectly valid, right? You, you can pick a guy who's, uh, a good, uh, a good public speaker and is an important figure on the game and is charismatic and, and can give the message and maybe it is his message. Um, and, and the best ones and I look like, uh, people like Cliff Bleszinski, for example, always acknowledged the rest of the team when they talk about it because they know that this is, this is a collaborative effort. And, uh, the, uh -- and then you have, you know, the Shigara Miamoto's of this world who are true visionaries, but are also a huge marketing, uh, bonus. And, uh, and came out of it as a real wonderkin sort of -- he wasn't ar-, an artifice that was marketed into fame. He -- people said, "Who makes this game? Why is it so cool?" And they found out who he was and he was the unassuming Japanese guy and it, that in itself was interesting. So, the, there are lots of reasons why there are, uh, fewer big personalities I think, uh, in games than there are in movies // I think there's, uh, there's no need for charismatic, handsome, beautiful people in video games, not that there aren't any. There's plenty. But it's not necessary to bring audiences in. What's necessary is, uh, fidelity and quality of experience and that can have -- uh, you can make a game with no faces in it at all that is beautiful and compelling and successful, um, and I think that's another difference is just you don't need prettiness or charisma in the video games industry. And, and you probably never will need that. You'll see it and it might add to things and it might enhance other things, but it's not necessary.