Again, maybe it's a reaction about how we make games at first, for me at least. Um - uh, we do huge games on a disk. That was my past until recently, right? It takes - AC1 took four years to make. AC2 took 2 years. And Brotherhood 10 months. But, uh - uh, the idea is that ah, you work and you cramp a lot of content into that disk. And then, you go on vacation. But you - to put it on the disk or - or together, it's really, really hard. And yeah, the cycle is long. And I'm like oh, I would like it, personally, to be smaller and say oh, there's the episodic thing that is going on. But Tell-Tale and others, they're using a format that is really, really precise, and this is not where I want it to go. Say, what - what if I do Assassin, the same amount of content, but with really less people instead of, you know, working and - and - and parallel in different cities. Let's be a - only 20 people or plus, but not that much, and build just one district at a time and make sure that that the district is the most polished and beautiful and fun district that has never been built, and then - and then, let's work on a second district. And now, with the digital distribution aspect, I can already send it to people and then - and then you have to be honest and say well, it's one district, you know. Please don't flame me because there's only one district. I told you, it's one district, and then we'll make the second one and then the third one and then eventually, you'll have Jerusalem, Damascus, you know, the kingdom, but each time it'll be well-crafted, instead of trying to be huge and then ah, you know, nobody actually spend a lot of love and care about the present time in Assassin because well, there's this also. I'm doing the horse in the kingdom. Why is there somebody in the present? And - and then, there's this team of 8 billion people working on - on your game and - and say oh - and so, this is - this is why we decided to go on - with episodic. But again, it's for lack of a better word. I don't know if it's game as service. Ah, that's not it either. It's not a free to play game. But it's a game that is - that is - and this is how at Panache Digital Games we're going to do games in general. It's, like, we do chunks. And when we're ready to feel, uh, that it's - it can go in the hands of people, let's put it, because of the digital space we're in. So, I don't know if I answer, but it's not episodic. Ah, it's the taboo word in the - in our industry, yet - yet, it's successful. People understand now that downloads arrive. I said I went back to the Witcher, which is not an episodic games at all, yet I came because there was a new episode. And - and so, it's - it's - it's the way we - we - we live. We - we have E3. E3, at first, it was for the - the salesmen to put the disk in trucks so the trucks could go in - in shops. That's - that's why we have E3. And now, we have E3 for this, to talk with people and talk about what we're doing. But the truck aspect of the game business is going away. And that's the beauty. For - for me, it's beautiful.