anything that you decide to make interactive needs to have a motivation for making that decision. But that decision can be a broad decision about what the player's relationship to the interactive environment should be, as opposed to you should be able to interact with this because it allows you to progress in the game, right. Like it's - it's always frustrating when you play a game and you know, you can pick up this one small object on a table, but all the other stuff is just you know, nailed down, you know, and like why is that? Well, because that one thing's important because you need it to solve a puzzle and everything else is just sort of set dressing. And when you are in that world, with that kind of inconsistency, I think that it really damages the believability of-of the experience that you're having. And so you know, in Gone Home, there's a lot of pointless interactivity, right. But like you can pick up toothbrushes and Kleenex boxes and bananas and stuff, and like look at them and drop them on the floor. It doesn't allow you to make progress in the game in any way. But our motivation was to say there are things that are important to pick up and examine. There are things that you need to look at and you know, rotate around and understand to be able to make you know, internal progress in your understanding of-of what's going on in the story and who these people are. And therefore, because you are in a game world where we need to make you feel like you're in a place that you're really existing inside of, if you can pick up the hair dye bottle, you also have to be able to pick up the shampoo bottle, and the - you know, the-the-the plates that are on the table, and the silverware and the picture frame because you want to examine the picture in the picture frame, you know, but there's also a - a you know, three-ring binder that is sitting there.