So what we've done the most is to study flow, to study flow in that. You have to balance where it's not too easy and it's not too hard. But it's always, the challenge is always getting better. One of the problems that you have in video games, is as you're making a game for two or three years, is you get so good at it what you think is incredibly easy is actually incredibly hard. So you- during the lifecycle of a game development, uh you run the risk of everyone becoming experts in the game and losing your audience if you don't have new people come into play it all the time. So just before we built the ship, and it's cost- it's cost prohibitive. It'd be great to bring 200 people in to play the game who have never played the game before and say, "What do you think. Is it too hard. Is it too easy." You know, that's a real challenge. Uhm, and so to get that ideal of flow where it's just challenging enough that as you're doing these actions that make it an action game, that you just continue to add techniques to the player, give them more tools in the sandbox so they're still having fun, they're still challenged, but they're not overwhelmed by difficulty, is the real- is the real challenge. That's the way to do it right. Uhm, it's really hard to do.