when you offer players the, the opportunity to solve problems and see the consequences of those problems, we can let them decide what kind of hero they want to be, In a world where play style matters, and where choices have real consequences. Uh, we want to determine as little as possible, as much as necessary, but as little as possible, uh, and as, so as designers I think what we need to do is put our egos on hold. We're not movie makers. If what you want to do is make movies, go make movies in, again get out of my medium, you know? // But we want to put our egos on hold and let players decide what constitutes a hero. Is it heroic to, um, to kill a room full of terrorists? Or is it heroic to find another way to rescue the hostages. You know, they're both equally valid choices. In a book or a movie, there's someone making that choice for you. And in games, we can let you do that for yourself.