the ideal for me is that someone passes by your television set, and is arrested by what they see; and they see a world and can understand, without any explanation, who you, the shlub on the couch, would want to spend time there. And I think for your grandmother or my grandmother or anybody who doesn't play videogames, the test of how good a video game is if just in a few moments, without knowing anything about the characters or game mechanics, that they can walk by and watch the experience of play and see your interaction with it and understand why you would invest time in that world. So I guess, for me, any story or complexity of mechanics that puts that barrier in between the purity of the experience, in terms of being able to express what's fun about it to another person, is stuff you need to be really careful about putting in your game. // that desire to make a game accessible to lots of people, to make a world that, not just a story which is attractive to a lot of people, drives a lot of decisions that we do at Bungie. Look at something in Halo and just the color palate, for example- its not dark and muted, its full of bright color, there are interesting shapes, there are vibrant sounds, you know, alls we're trying to do within a game is suck as many people into this world as possible so that they can create their own stories.