I think ideally, you can, uh, create a game that the player does not need to know what the genre is. It could be their first experience in the genre. Um, Metroidvania is something that, you know, I think hardcore gamers know what that is. Uh, some - some people don't even like the term Metroidvania. Uh - um, other - I've heard other companies call it gear gating, or, there's a lot of different terms for it. But, um, like, the first time I played Metroid or the first time I played Castlevania Symphony of the Night, I didn't - I didn't enter those games knowing that they were those, uh, types of games. The game kind of just n - let you naturally discover that as you get new powers, you expose more of the world to yourself, you're able to access more parts of the world. It's kind of, like, you're getting keys, but the ke - the keys are your ability in the game, right? Um, but you're opening these doors to new parts of the world with each of your new abilities. Um, so ideally - ideally your game is presented to the player in a way that they discover that pretty early on and they understand. Like, they - in Gaucamelee for example, you start to see these colored blocks in the world, and after you get the first one or two powers, you start to realize okay, each new power I get is going to allow me to break these colored blocks and get to that other part of the world that's behind those blocks. Uh, so while at first there might be some confusion, we hope that once you get the first power or two, that the world - the - you know, the light switch goes on and you're like oh yeah, okay, I understand how this game's flow is going to work.