Well, you know, it's funny. When I first started making games, I could care less who played them. I just wanted to make games that I would love to play, and I would just sort of hope that there are other people out there similar to me. Um, but I think as we've gotten more, um, savvy, business-wise, and understand that we need to - we have budgets, we need to make profits, we need to make a game that that will potentially have sequels, you start thinking about very closely about who is your audience, who is that profile, who's that person that is going to want to play your game. And so, you do kind of work up, um, an idea of - of who that person is. Are they someone who likes to play casually, they're in it for the experience, they want to know more about the story, or are they more hardcore and they want to get down to the structure of the game, they understand how the systems can interact with each other. Uh, so there's just a lot of different players out there and it's understanding who they are. And sometimes, you are making a for multiple players, too. Like, well, this guy's not going to get into the upgrade system, but if he keeps working hard enough, his - you know, his weapons will eventually auto upgrade and then he can progress.