I think...when it came to creating Lara Croft, mean that was- it was not about , it wasn't really about getting people to imagine they were Lara Croft. My understanding was that mostly games were particularly at that time, were played by guys, and it was really about- there was something powerful I was seeing in people playing fighting games where at that time the mix, the gender mix, of fighting games was very skewed toward the guys. There would be one or two girls in Street Fighter or whatever it is. You'd see all the guys playing -the girl characters would be chosen very commonly , they would be much more often than statistically they should be. So there was something that people were enjoying about that. I realized that there's a sense of protection that you begin to get when you're controlling this character that you see as separate from yourself, somewhat like being a puppeteer playing a third person game and that sense of protection was something that I didn't think people had capitalized on in games before. And so, when I designed Laura, when I saw her on the screen it was interesting to watch the kind of way that people would interact with her in particular when we first created her cause there was an urge to protect her right, but then there was this other curious urge that I was seeing in other people, not me so much, but in other people, which is they just loved killing her. It was a very strange thing that people would constantly take her to the highest places and throw her off head first and there was a strange power thing that people were experiencing over this virtual character. And I think part of it was made stronger by the fact that she was a very strong character, she was super tough, but very much after the man with no name, you know the Clint Eastwood star hero and I think people really got a God complex off playing with her.