In a lot of these things my standard is if somebody walks up to me twenty years from now and learns that I worked on a certain game, first of all, are they going to ever even remember they played it? Are they going to remember it fondly? What will they tell me about that experience? In every game I do I’m trying to build that moment for myself, selfishly, twenty years from now of what will they still remember in a completely different phase of their lives and care about enough that it was worth stopping to tell me about it when they hear that I worked on that game. If I can do that I’m not worried about beginnings and endings. I’m not thinking about one form of game, one structure of game. I’m thinking about what the player feels, experiences, and how that stays with them. That’s - that’s shooting the moon. That’s the big goal that I go for.