You know, I’ve made games where we didn’t tell you the goal and part of the goal was figuring out what is the goal? And that’s part of this good mystery that I was talking about. I, you know, I’ve also made games where, you know, we lay out the whole tutorial - we have a tutorial system and we tell you how - how it works. But, I - I really do believe that the - the - there’s a happy medium in any design where the, um, you’ve given the players enough to instruct and intrigue them and if that includes a goal that’s great. But if it doesn’t include a goal it might just include a direction. You know, maybe it just includes a shove, right? Um, I - you know, I - to - to me, it depends on what your - your goal for the experience is. If part of the experience is having the player question the very goal then you certainly can’t tell it to them. And, um, if - if your - if your goal is to have them reach a particular goal with absolute uncertain questioning but it’s - it’s “how” is the question then by all means, tell it to them. But I - I, you know, I can’t determine for any other designer how they should - they should reveal that nugget of information.