when you consider a computer game as a user experience, I feel like you have to consider everything. So, the discovery of the game, the - the branding of it. Um, you know, the website, the Twitter account. Um, the trailers. This - these are all, like, the perception of the game, and how it's consumed. And, so whether a game is accessed for free, and then you ask money for more content. Or, whether it's a subscription, or whether it's a box copy. Or, whether it's, you know, digital thing that - that lives in the Cloud, I think that has an impact on - on the game design. And, what we see, I think, is conflict when the way that you consume it doesn't match well with the way that the game is designed, right. So, with Monument Valley, from the very start we said that this game is going to be about quality, and beauty, and you're supposed to fall in love with it. So, it doesn't make any sense to give this beautiful, lovable thing out for free. And, then try to remind people to pay money for it, or stick ads in it, right? That's a - that's a mismatch. Um, this is a premium experience. And, so we're going to assign a premium price tag. And, that's - that's kind of a very honest way of signaling to the - the player. What - what they're in for, you know. Like, $4, that's a ludicrous price for a mobile game. But, it must be good, right? They - they're - it must be so good, that they're going to ask for this ridiculous amount of money up front. Uh, and certainly, you know, not everybody agreed with us. Some people feel that all mobile games should be free. Uh, and I think that's - that's perhaps a failure of our industry, to - to develop a good relationship with the players. You know, there's this - there isn't a good dialogue there. There isn't a good understanding about, I suppose, value. Um, and you know, we feel really confident, really comfortable, about the way that we priced our game, because it's - it's honest. Like, we feel like, asking, you know, the price of a cup of coffee for what we think is a really good game. And, then asking for a couple bucks more when we release a bunch of levels. Um, that's an honest way for us to make a living.