I’ve sunk thousands of hours into World of Warcraft. I think that is an amazingly elegant design. I think the way that everything just kind of works with everything I, you know, I would just be an awe of it sometimes when I was playing that game. So, I, I mean, I do have an appreciation for that. And I have an appreciation for, um, designs that are just very simple and kind of laser cut to things. Like, you know, Papers Please is like an amazing design just in it’s just raw simplicity, you know, of what you’re doing as a game play mechanic, but then how this, you know, this story or scenario is layered on top of it. I, you know, I have a great appreciation for that kind of stuff. You know, um, Monkey Island really came from there’s this article that I wrote, uh, called Why Adventure Games Suck. And it was really just kind of analyzing adventure game design and looking at all of what I perceived were the problems with adventure game design. And, so, Monkey Island became, you know, this, this like test bed in a way of like kind of following my rules, um, you know, to see if you could do an adventure game design that didn’t have death, where everything just kind of fit perfectly together. So, you know, I think that is probably one of the most elegant designs done because I really did very carefully, you know, think about that for that game.