I think that on some level, many games, possibly most games, maybe any game you could think of, but you know, like games are often essentially a-a puzzle box or a knot that has been tied that it's your job to untie, right. And that can - that can be just a - a process of you know, exploring the entirety of the thing, you know, because like when, for instance, you start playing Sky Rim, the designer has given you a giant map that's covered in [fog of war] - and so one version of untying that knot is just I want to go everywhere. And once I have explored everything and found everything, I have taken this thing from an unsolved problem to a solved problem. You know, I have organized this chaos into a form where everything's mapped, and I understand everything. But in Gone Home, the entirety of the story is a puzzle, and I think that you know, games at their core most often are about imposing order from chaos, right, and that can be in an FPS encounter, you come into this room and there are all these enemies that are running all over the place shooting everything, and you kill all of them, and now you have like resolved this conflict; or it can be something like I come into this house and there are just bits and pieces of this story that I don't know what they mean. And so you know, it's like if you want to look at you know, exploring the entirety of - of a generated world in Proteus as you know, this feeling of - of problem-solving or completion, or you know, taking this unknown territory and mapping it, I think it all kind of fits into again, that-that broad definition of you know, as-as humans we encounter entropy, and we want to-to organize it. I think a lot of games in all sorts of different forms give you access to that feeling of being able to have control over that kind of - that kind of situation. I mean that's why Katamari Damacy was so great. There's literally junk everywhere, and you like gather it all up, and it's - you're cleaning up this world, and you know, even if there was no time limit or you know, goals or anything, in Katamari, it would be a satisfying experience just to say, "I have taken this world that was once chaos and rolled it all up into a ball and-and expressed my control over it." And I think that's true of a lot of different games.