I think in any story creation process and more so I think in video games which really invites that sort of player participation or viewer participation, um, it is exciting. Like, it is I, I think I, I find it amazingly gratifying when you sort of layout and Halo in particular is known for creating these sort of sandbox elements. But when you, you have this journey you want to take the player on, but you want to build flex in it because you want the player to be able to divine, define some of not only how they experience the story, but what they take away from it. And so, I feel like we’ve done a really good job. When you have someone come back and they have their interpretation and, and, uh, you know, maybe their emotional takeaway is a little bit different from what you expected. Um, but y-, you know, part of the journey is giving the players these tools so that they can add to the story. And, and to me, that’s part of what is, is really amazing about the medium that is very, very different from, from filmmaking. Uh, and, uh, it’s really unique to video games.