In the early days, it used to be that. I mean we used to be able to write a game in six months, used to be doing them all the time, it literally was that, you'd just see something on the T.V. or read about something and it's a spark of an idea, you just‚Äîno design really, you just make the thing and see if it worked. These days, it's more about- you actually have to think about where the game is going to be in the next five years, how much franchise potential, how to expand this after‚Äîdoes it have enough potential that I can see exactly after the first release whether it's going to be two years after that, three years after that. So these days it literally - I'll tend to run through a game in my mind for about two years. If it can survive that, typically it can probably survive going into some sort of prototype. So it's the kind of thing where you kind of just work on in your mind for years on end now and if it does survive that long - that's why if I forget about an idea after four or five months, I know it's a good thing we never started it. If after two years it's still there, and you're still so excited about it then that's the time to start thinking about putting it into production.