We do collaborate, and there was a style that grew up, particular around the adventure games that we did there, uh, and a philosophy, really, of quality that-that, we didn’t realize what we were doing at the time, it really was a sort of happy accident. But, partly by the inspiration of George and the Star Wars movies, and partly by just the environment we found ourselves in with the room to be-be creative, and the fact that we had tried to hire people who had a really great, uh, open, fresh take on what needed to be done, we ended up with something that worked quite well, and that, you know, when I-I work with Ron, or uh, talk to Tim Schaeffer, you know, any of the people from those early days, we each have our own views, we often have different, you know, sometimes even contrary beliefs in what makes a good game, but we had a sort of brainstorming style, and a willingness to engage each other, a willingness to question just about everything, and to argue passionately but respect each other with it, that contributed a lot to that specific style, which I think is seen in a lot of other companies now, you know, they moved from LucasArts to the places that all of us spread out to. Uh, Dave Grossman, who worked with Ron and Tim on the Monkey Island games, was creative director for many years over at Telltale, and I think some of the Telltale games, and that company was founded by also a lot of ex-LucasArts guys, that was a great spinoff of a lot of, what we did in the early Lucas days, but took it in quite a different direction, just as Doublefine has gone in yet their own direction, but the roots, you know, are there, and you can actually trace it back and see how it all overlaps. And yes, uh, Looking Glass has that kind of, uh, background.Id was another place that did that. Valve today, and certainly Blizzard each have their own evocative sorts of styles of games. I-I know that a Blizzard game is always going to have a lot of detail, be incredibly polished, and I’ve learned to be careful, ‘cause it’ll probably eat up, you know, months or years of my life, so I’ve never yet played a bit of World of WarCraft, because I’ve seen how so many of my friends vanish into that, you know, black hole for-for years before they finally emerge.