I don't want to say there's a right way to do adaptation in games, because I - I don't believe that. But, I do believe that, um, one of the things that I said in my talk, is that when you make a game based on a movie, you're not in the world - you're not in a movie, you're in the world of a movie. So, you're using the - you're using the conventions and formal qualities of video games, to recreate the feeling of what it would be, to be in that film. Now, are you just doing a scene? Are you doing, like, trying to somehow do the whole story? Are you saying, well, here's like, first act, second act, third act to the film. So, we're going to try to do a simulation for each one of those things, and then string them together? I mean, I don’t know. That just depends on what the technological capabilities are. Maybe, in 100 years, we'll be better at doing something a little bit more complicated. But, I feel like one of the reasons why Adaptation might feel like it falls short now in certain ways, in certain circumstances, is because, you know. I think we're - we might be trying to do - we're not choosing the idea from the movie that can be artistically successful at our current level of technology. And, then throwing all of our weight behind it. Um, I do believe that - or, sometimes people say, oh, but you can't do simulated characters. So, I guess we can only do driving and shooting in a James Bond game.