In games, in games there is generally more content than there are sort of meaningful surprises, changes, turns and twists. Um, often games are much longer than they have any right to be, um, because the, the amount of -- you know, the actual density of interactive or the density of joy, um, is, tends to be diffused over like a very, very large area. Um, so, for me, I, I just view those as kind of like mistakes, um, that I'm okay making because games don't need to provide the same density as a two hour movie in terms of the kinds of entertainment they provide. Um, but, but, you know, usually if, you know -- I think the reason a lot of people don't finish games is because there's nothing there for them in the end. Um, most games don't provide satisfying endings. Um, they provide really amazing setups and wonderful build ups and just terrible payoffs. And maybe games, you know, will always have trouble providing payoffs because, uh, it's the end of your interactivity, right? It's like the end of your contact with the game world or something like that. Um, but I think the reason most people don't finish games is because there's not enough there to compel them to keep going. But the thing is, the 20 percent who do, who stuck with you, you know, through eight hours or 12 hours or 100 hours or 1,000 hours or whatever it was, uh, those 20 percent or five percent or one percent whatever it is, um, you know, those people tend to be, tend to have the kind of passion and love for your thing, uh, uh, that is very, very rare to see, uh, in anyone and very, very rare to produce and is in, like incredibly motivating when you meet people who, who have gone to the end of something you've done and, and feel, feel very strongly about it.