But, yeah. I mean player control is important. At the same time, I, I do want to give players some - an experience of some kind. Um, so, for the - for earlier games, as my Atom Zombie Smasher - in the early - when players first start and I watch them play, they try to save every single human being. And they try to like place an evacuation helicopter at the frontlines and try to just gather up everyone before they get eaten up by zombies. And what's - what I love is that, as they continue playing, this new tactic comes out. Um, basically it kind of takes the concept of a firebreak. So, in a big fire, in order to stop a fire from spreading down the, the entire countryside, what they do is they intentionally wipe out a part of all the wild brush. You know, they kind of wipe out a lot of trees and the foliage and such so that the fire doesn't spread anymore. So, in Atom Zombie Smasher, what ends up happening is people kind of realize that they can't save everyone. They start to realize that they need to make a human firebreak where, in order to stop this human - this zombie plague, they need to just start wiping out some humans in order to stop - to create that little firebreak. Um, and what it does is that it creates this what I was - it sounds kind of awful, but it kind of creates this character arc for the player where they start the game being kind of idealistic and just trying to save everyone. And then, as they continue on and on and on in this long - this never-ending campaign, they start to realize, "I can't save everyone." And they become this monster in which they just try to save what they can. But then they just realize that, you know, there are some people that you just can't save. And they just start to lose, uh, um, you know, that, that urge to save everyone. And by the end of the game, you realize you're just letting tons and tons of people go without even feeling anything. And there's something about that, that experience that I feel only games can do.