I would compare it to sculpture. I think the mechanics are very much like the marble that you choose, you know, and if you know you want to build something with a lot of soft curves and real subtle surface, you’ll choose a different type of marble than if you want to build something that’s very, you know, like a colonnade or something that has a very strong profile. You may choose a different color because you - the setting that it’s going to be in is going to be outdoors versus indoors. You know it’s going to be lit a certain way. If you’re working for a particular kind of client, you know, and you know they - they appreciate certain types of complexity in the marble itself, you may choose that marble instead. So, I think it’s about, the mechanics are very much the foundation of the game and then the interaction with those mechanics creates the ambience and the setting for an emotional experience. Um, I love games that are really straightforwardly intricate mechanics. I, uh, one of my favorite games from last year actually was [Star-seeing] Pilgrim. It’s a very mechanically based game. But it has a little bit of the layer on top of it is just the - the perfect amount of aesthetic component. The sound design is amazing. The visual design is great. But it’s a game about thinking about yourself as you play and that experience of unfolding the mechanics and really getting to know them, it’s -it’s intoxicating, especially to a game designer.