I think that, um, playing a game well and, uh, playing it correctly, uh, are, are actually two different things. Um, so, uh, this notion that there is a right way to play a game, um, which, you know, you've, you've sort of articulated as, um, you know, gamers want to know the rules. They want to know the objectives. They want to know how the system works, and they want to go, right? That's a - that's a, a particular way - it's a particular way of, of framing games. Some people enjoy that kind of clarity. And, and I think, you know, it's been very powerful in, in, in things like first-person shooters, for example. Um, it's not as clear that they, um - someone who wanted to play a simulation game, um, like a SimCity, um, feels that way, because part of the pleasure of a SimCity would be to test and tweak and iterate and figure out how that system works best, not to be told how the system works but to, um, use their own creativity to figure out how the system works. And I think that then you could even go further over on, on, uh, on this kind of spectrum of clarity and say that, um, you know, in some experience - experiential, reflective games, that the notion of playing well is to have had an experience that was meaningful to one's self and that it isn't anything about whether the game state, um, can recognize what you've done but rather, um, more like reading a piece of literature or, you know, engaging with a piece of art, um, that you have had an experience that you could not have had otherwise. And, for me, that's a very interesting way of defining playing well. I, I - I'm highly influenced by Bernie DeKoven, um, who talks about the well-played game. And, you know, Bernie's notion of the well-played game is, um, really one in which all the players have had a wonderful experience. And it has - it really has very little to do with what - who won.