I had really designed SCUMM to be a, a language you could rapidly iterate it. And, so, the thing that had really changed for me in design was that I could just try out ideas really, really fast. And, you know, put something in the game and it would not take very long. And if I didn’t like it, it could just be ripped out and thrown away and it didn’t really matter. So, so, to me, s-, SCUMM was really about rapid iteration, which is something that’s kind of followed me all through these years in any kind of game is just being able to rapidly iterate on stuff.