When we’re looking specifically at first person shooters and, and the craft of making them and the design behind it, I think the thing that most teams that are, that make first person shooters it’s, is the fundamentals are very difficult and we take them for granted. And I, there’s no language for it. Um, things like the momentum of movement when you’re strafing left to right or moving, just the way you slide around the environment and the way the momentum works we don’t have a language and there’s no, you know, shared algorithms for this. Yet, there’s something consistent and common about the shooters that feel great on just that axis and the ones that don’t work, the ones that don’t feel right. And that’s just one axes. There’s the other axis of rotating your view whether you’re looking vertically or looking horizontally and sometimes doing both at the same time where you’re doing a diagonal. And, and each axis has like different rules to it. And, and, there, there, these algorithms, again, they’re not, there’s not a common shared algorithm yet. There is something consistent and accurate, um, about all of the good, the, the shooters that feel good. Um, and we, we’ve derived, uh, the right answer through iteration and that then leads to expertise. And there’s a handful of us that know it and we can’t even write it down. It’s really interesting. Maybe we should attempt to. I imagine we could if we attempted to, but we don’t need to ‘cause of how we make games and the way we work in teams and the ways we iterate from our own software. So, those people that have gotten -- and every once in a while new people discover it and now they have it. But then those people sometimes aren’t part of a project and there’s a sequel and they lose it again and it’s really interesting. And you can feel -- and it’s subconscious. Most people don’t even realize what’s wrong. They just know something isn’t right and that shooter doesn’t work as well and it d-, tends to fail. Um, but those fundamentals are, um -- you know, it’s, I, uh, uh, a dear friend of mine, um, uh, Cliff Bleszinski, we talk about these fundamentals from time to time. And very early on one of the things that impressed me was I knew that he got it. I knew that he got it. This was like before Unreal was even, you know, the f-, the original Unreal before they even shipped that. I knew he understood. And, uh, and that you can feel it in all of the games that, that epics made. There’s something about like the gravity of, you know, when you’re using a joystick as opposed to a mouse, how to deal with the gravity of, of inertia and the rotations and, uh, uh, eh, uh, you know, it’s, it’s so subtle, but so important. Those fundamentals they will make or break you.