I'm a big fan of the plus one. I think that you can take something, it's preexisting, and you can add that plus one to it. Uh, I feel that if people try to add too many innovations or new things to something that's already accepted and normal, then you alienate, um, the mid core group of people that would help you get to the higher sales that you want to reach. So, ultimately, you really do need to stick within those norms. Uh, I personally also think that there's really not a lot of innovation that we haven't already done. I've had this conversation with a friend of mine. I'm a huge James Bond fan, and you look at the James Bond movies that happen in the 60's, uh, and stuff, and you know, I think it was, um, You Only Live Twice, the fifth movie, and - and there's a space ship that basically gobbles up another space ship. And that was cool back then because we hadn't actually reached the moon yet, you know. The things that were happening in the James Bond world, we hadn't actually done. But now, we've done so many things that could have been considered cool or innovative or new in a James Bond movie, that if you look at a James Bond movie now, all the cool gadgets and the stuff, they did away with those because they're - a lot of those are already. So, as far as what sort of innovation that you can do in a - in a game genre, we've done so many and created so many genres that the ability to open up something new, I think, is just - there - it's a long shot to find that thing we haven't, as humans over the last 20-30 years making games, haven't found yet. Again, it comes down to the plus one, or at most, plus two. So, if you have the preexisting genre, people need to be able to look at a pitch. They need to be able to look at a pitch and say okay, I know what this is. I know it's not too out there, oh, but this idea, this is cool and new. They need to be able to do that. If they don't know what it is because it's so innovative, it's totally new, then in general, the knee-jerk reaction is I don't want it. I don't understand it. So, you need to be able to make these people understand what it is, and then as you're explaining the gameplay, have that one or two cool things. And that's usually the sweet spot where people feel comfortable but still excited by the new features or whatever the game will have.