basically you control the frame. You control what the - and, there's some triggers that people understand. And, they're going to follow. And, they're willing to follow it. So, you need - you need to make sure it's not too obvious in games. How you control people. But, there's a couple of things that I always say to people. It's, people are attracted by lights and by blood. So, if they see like uh, it's like Mario. You see the little thing, you want to jump on. Basically, if you follow the enemies, you're going to finish the level. If you see a light - if there's a light on the door, well, you know. This is where I need to go. If it's dark, then why - why did you light that door if it's not - ? So, there are certain cues. Colors, or even like, on Assassin's Creed you can have like, big buildings. If it's the Coliseum, it's the biggest building in the game, you're sure that there's some action going at the Coliseum. You know. People are - and, it's oh, let's get - let's get to that guy in the Coliseum. Okay, finish that. Okay, I need to get to a guy in the Coliseum. Coliseum is right there. Let's go. So, you need to create those landmarks that - that people go. And, you know, so those landmarks are great. Because, it creates a sense of uh, it's not the same exact space everywhere. So, visually it's different. Uh, it's going to create like a milestone that I can see. I can reorient myself. And, once you - if you use that correctly in your scenario, then - then people are - are directed toward those places pretty easily. Same thing for - that one thing. It's an interesting anecdote with - on Assassin's Creed II. There's that thing where the building were way higher in Venice. Like, four floors high. Versus Assassin's Creed I where it's basically, just one building. Oh, one floor or two floors max. So, there was none of that wall climbing. And, uh, we realized that nobody was going on the rooftops on Assassin’s Creed II. So, that's a big problem. Because, every time that - on rooftops it's fun, because you're over the crowd. And, what makes Assassin's Creed special, is that ability to be like, on the rooftop looking down. Going up in the street. So, that - that sense of verticality in that platforming makes the game unique. So, nobody was going. And - and, what we had at that point was the, kind of the - uh, we called it uh, free running highways. Where it's basically a sequence of free running. And, it would basically go up and go down, and could take it on from both sides. And, we realized that if you just start taking it for running highways - highway and, and just press forward, you would end up back on the floor. So, what we did is we actually cut half of the highways. So, every time you would start for running, you would end up automatically on a rooftop stuck. Oh, I'm on a rooftop. Uh, so that's one way, for example to - that we use for leading players to the fun area. As soon as you start doing that, you end up guaranteed on a rooftop. And, once you're on a rooftop you're like, okay, so that's the end. Oh, rooftop. It's fun. And, uh, and nobody - it's the kind of stuff that nobody noticed. And, uh, but when you play it, it's little ends like that, that [14:14:40 chutes you toward] like, oh. And, you don't - it's not about removing control. You know, in that case, the player still has the control to go wherever he goes. But, it's just to invite him. Or, to remove the option of, you know what? Don't go back on the ground. Don't go back on the ground. You can go back on the ground on - on the other side of the building. Or, you can just re-do your road. But, nobody's going to re- you know, come back on their road. They're already on the rooftop. They're going to continue. So, tricks like that, that uh, orient players, without them necessarily feeling like oh, you know, I have like uh, handcuffs. And, I need to follow this corridor, closing all the doors. But, at the same time, it - it's not about facing three doors and not knowing where to go. That's the worst - it's not freedom, either. That's - so, it's important to balance both. Where it's - if games are about making uh, interesting choices, thanks to facilitate what are those choices, and how - how can I - can I take those decisions? Then the game's really going to be uh - a good experience.