Whenever we have a creative problem on the team though, it’s not really an inspired thing. Like, people often ask us on Bastion, you know, “Where did you get the idea for the reactive narration?” It's like we didn’t invent narration, you know. We didn’t, we didn’t -- you know, that’s not -- we can’t even claim that that’s really our idea. Um, we were just trying to solve a problem which is we wanted to tell a story at the pace of the player. And a really sort of useful way to do that was narration. Um, it fit, it fit the problem we were trying to solve. And that’s sort of how we -- you know, once we have that initial set of sort of knots of things to untie, the things that kind of make, make, uh, they seem to be an interesting set of almost problems or, or, like I said, preoccupations that come together, then we spend a lot of time thinking about how to untangle them. And, uh, we basically just we, we follow almost the same three step process every time. We identify what the problem is specifically. We write that stuff on the board. And then we say, “What has everyone done to solve this problem?” Because almost any problem you have in games or, uh, creative problems or character problems or story problems have been solved by someone before. Um, you don’t have to come up with new solutions every time. But then after you do have your set of conventional solutions, you try and identify what hasn’t been done because that’s the open space. And the nice thing is you always have the conventional solutions. You can always go back to the stuff people have done to try and solve the problems that you’re wrestling with and dealing with. Um, so, I guess for us it’s the combination of that kind of problem solving mentality, uh, crossed with just our own personal preoccupations. And where those come from I, I couldn’t tell you.