How do you get people who aren't traditional video gamers in? That's, I think, the real question. And I think the answer is it's all about two things: (1) making your game as intuitive as possible, right? And that's why I'm such a big believer in farming as a great fiction for games. When you think about the "traditional game space," it's sci-fi, it's warfare, it's, it's topics that actually require - they have a fairly high barrier to entry, right? And oftentimes AAA games have a lot of fiction that you have to get into. There's actually a lot that you have to really process before you can just kind of go, all right. Now I'm just playing this game. And I just want to remind game designers that, you know, sometimes people, they just want to see something and start playing with it. And they don't really care how clever you are and your backstory and your characters and how great your art direction is and how much you spent on that trailer, the - you know, the five-minute CD thing that opens your game. People want to relax. They want, uh, an escape. And in the social game space, people are often coming for a quick escape. They're taking a break at work or having a cup of coffee at home. And so just put yourself in the mindset of somebody who actually is not looking to, uh, to have a high barrier to entry, um, and someone who doesn't want to get sort of - you know, lean forward and sort of, you know, loosen up before they put their hands on the keyboard. But also remember that, once they're in, if you can get them in and understand your game and they can immediate like it, then they can -- they can absolutely understand the complexity and depth. The challenge is, don't turn them away at the door. Let them get in the door. Make it easy for them to get in.