we have this tradition of building the player up, and the expectation of being a hero and succeeding on a journey. So we're able to communicate different things than we're used to in games by taking that away from the player, and giving them powerlessness where they expect power. And I think part of the reason it works is that it still new to do that in games. You know, it's been in other media for time immemorial. And we're sort of just getting around to it. I think that's because as an industry we're still quite young. But I do think that that's sort of the clearest signpost of where the future is for the immediate future of "How do I make things interesting?"