Like, I put out Depression Quest thinking that, like, five people would play it, three people would think that, like, it was just ridiculous, uh, and two people would, like, go, oh, okay, I kind of see it. But, like, we’re comin’ up on, like, two million players. And it’s - the player - what happens when you make this really super personal work and put it out there and a lot of people see it is that by telling your story, by talking about what’s going on with you, a lot of players will tell you theirs back. Like, you get this back and forth, even outside of the game. So, when I put this out hoping to try and tell people that, you know - you know, you’re not alone, um, I wasn’t expecting to get that back 100 fold. Um, but, it also means that occasionally I - I’ll just be, like, at a conference or something, and someone comes and tells me this really, really intense story, and I never know what to say, um, because I’m honored and humbled by that, and I’m amazed that I could do anything like that with - with my work. But, the problem with that is that I don’t how to properly convey that without it seeming like a platitude.So, making very personal, emotional games is - you sort of end up in this position where you’re not just doing tech support for players. You’re also providing emotional support.