I think the key to emerging game play is a cause-and-effect -- uh, or, uh -- basically, you have to take in mind cause-and-effect when you're developing these things. You know, what is it that -- why does rock beat scissor, and paper beat rock, and scissor beat paper? You know, what is that sort of, uh, uh, triangle of relationships with the mechanics that allow for emerging game play to occur? And then those get funneled into different matrices of location, and population, and all other things that could be around you. Um, you know, I, I think you can't -- can you design emerging game play? Um, I don't know if you can predict it 100 percent, but you certainly can harness it once you see it developing, right? You can, uh, build upon it once you see that a system is really clicking in this open-world environment. You can say, "Oh, that's really working. That's really interesting. We didn't think about that. Let's actually add some systems that support that, and make it legitimate in the game." So, we do that. We -- our players often find things emergently that they really enjoy, and it's our job on the forums, or keeping to -- in touch with our community and our players, to take that back into the development process, and put something out that's actually now -- sort of that emerging game play becomes harnessed in, in part of the game itself.