If you look at like, uh, Keita Takahashi's Tenya Wanya Teens, that game is all about making the interface change and making you feel un-empowered. But it communicates the experience of sort of adolescence and, you know, being sort of uncomfortable in your own skin. And when I was building, you know, my art game interfaces, I was trying weird, kind of odd things in a similar way. I had a, a game you had to just reach in, and your hands had to be entirely inside of it. And then there were buttons at the end of that. So, you were like reaching into this arcade. And it doesn't actually make you feel empowered. In a lot of ways you feel like you've surrendered control to this arcade machine. But that creates a novel experience. And sometimes it's great to have empowerment fantasies. I think a lot of games are about empowering the player. I think all games, to me, are about giving the player a new experience. And sometimes that experience is not actually about empowerment. Sometimes that experience could be about, you know, the, the struggles of growing up. That experience can be about, uh, you know, the nature of the body. And, and, you know, the games at the fringes, I think, are, are exploring those types of concepts. And I think there's, you know, little bits of that exploration across a lot of games.