I think it’s great fun to discuss the role of story in a game and the role of the game mechanic. The - for me, both are a means to an end. It comes back, again, to this idea of what emotion are we trying to create in the player and that will be different at different times. You may have a point in the game where you want the player to be laughing out loud. In some games you may have moments when you want to have them deeply introspective and troubled emotionally about what’s going on. You have a lot of different, you know, personal triumph, “God, I finally did it.” All of those feelings are ones we’re trying to create. Both story and game mechanic are means to those ends. They are tools but I think if the player is saying, “Oh, it’s the story that’s doing that,” or “It’s the game mechanic,” now we’re too much under the hood. You can watch a good movie and then - that makes you have very strong emotions and then go back later, watch it again and analyze, “Look at the lighting. Look at - that really played that up,” or “Look how the music made me feel that time.” But what we really want is willing suspension of disbelief. We’re not supposed to be looking at the craft. As crafts people we’re trying to practice our craft in such a way that it is transparent and we leave an audience only with the feeling of the work.