Sometimes games - our games have something that seems like a goal and then we go, “No, it’s not really a goal,” you know? Or - or - I don’t know. We’re not really trying to frustrate people with that. We’re just trying to make them see, well, you know, the fact that there’s a goal here or not, you know, was something that we chose to do, you know? It’s not necessary, you know? Perhaps this gives you some deeper inside into, you know - in the case of The Path, the lives of the girls, you know? I think that it’s better when games don’t take these things for granted like navigational systems or - or, yeah, whether or not they have like points and goals or combat, you know? It’s like, that’s not something that should be taken for granted if you’re really authoring a world.