I think compromise is the engine of everything. We’re always trying to make the other people in our company happy. Uh, we work on games long before we release them to the public. Um, and, uh, and really you wonder so badly what the other two or three people you’re working on something think. Uh, uh, and you’re willing to change the idea for it, uh, for them, um, because we know whatever was great about our game, uh, was at the intersection of all our personalities and all our, all our own, you know, thoughts on things. It’s also really annoying because you got, you start to, I mean, you start to really -- like, you have ideas and you already know what someone’s going to say about them. You come up with an idea and you’re like, “Wow, I know exactly what he’s going to hate about this ‘cause he likes those crappy, you know, whatever kinds of games that I really loathe. And I know, I just know what he’s going to say.” You start to, you start to edit a little bit before you go into those conversations. But at the same time, uh, that’s, you know, the fun part is that people always surprise you.