I would say almost all of the narrative folks who I have met in the entire industry have worked in some other medium before. There are very few exceptions to that. But I do think that there's something really interesting about coming, whether you've written novels. Or whether you've written for TV or film. Or you've done some other form of - a lot of comic book writing or other sorts of things. That - what is great about the fact that video games tend to kind of have a melting pot of that background and experience, is the fact that we can then pick and choose from the things that those people know work really well in other media. And then be able to apply them in our own special way to the video game industry. And that is the sort of thing that I think the games industry actually needs, is to figure out what kind of things work for video game storytelling, in particular. And what things are better left to books and film and TV. Because you know, I personally am of the mind that when I'm playing a video game, I don't want to read a book. I don't want a whole bunch of text on my screen that I have to slog through before I get to do the next fun piece of game play. But text has its place. So, how do we integrate those in a way that actually feel really strong? And feel like they're part of the experience? You know, same thing goes for cut scenes. I think you can absolutely over-use cinematics. You know, and that's something that was designed for TV and film. And it works really well there, because that is their medium. But it takes you out of the interactivity of the experience, and sometimes pulls you out of the immersive experience that we're hoping to get. And so, it's trying to refine those pieces, and find ways that they actually work really well in the video games industry that is, I think, one of the biggest challenges for narrative in gaming.