I think it depends - like a good level depends on what type of game you're making. Um, for me, I like games that are - that kind of give a person a very specific experience but does it in a - in a hopefully kind of a, a frictionless way. Um, so, for me, a good level is about kind of - let's say for Thirty Flights, it was about kind of giving a player this amazing, you know, interesting, intense, you know, sad and different - this experience that gives them different emotions. But it does it in such - it does it in such a way hopefully that the player is never lost, you know, is never wondering, oh, what should I do now, or why is that there? Um, so, it's about giving them this world that's crafted in such a way that is kind of very naturally guiding them around, um, but without them feeling like they're being, uh, manipulated, or without them being - feeling like they're being tricked, and without them feeling like, um, they're just being given this, this completely controlled experience. Um, it's about making the world feel natural but still giving them this very, um, specific experience.