Yeah, I think winning and losing are absolutely relevant terms when it comes to - to games. I think by definition, uh, games are rules. And I think there needs to be a win and a loss, uh, state whenever you’re designing, you know, an interactive experience. I mean, there are things that you can get really - you can get really fuzzy in that sense, but even - even industry leaders that I really have a lot of respect for who don’t like the idea of winning and losing, I think that’s something that you can see that they really struggle with in their games. And, uh, but that said, I think the whole, the whole challenge for us is to - to constantly evolve, uh, and move away from just, you know, from Pong and these kind of, you know, games that we grow up playing and - and constantly try to move forward, uh, thinking about mechanics in different and interesting ways. So, yeah, for me it’s - it’s why we’re not just making cinematics, right, and having like little interactive points is that I feel like we can get players more, even more engrossed in the experience, um, when there are risks, when there is like the chance of failure. Um, because, uh, for again, just for me in particular as somebody who is very interested in narrative content I think you need to have the risk of failure to make the highs even higher and the lows even lower.