Hmm, yeah, uh, it’s something I always struggle with is - is how to align what players want to do and what the game design - what the game design wants, needs them to do as the player in that marriage. And, uh, it’s something that I continue to struggle with because oftentimes as a storyteller you want your main characters to do these things that the player might not necessarily want to do. And the player oftentimes, or at least so it’s sad is that they want to do, um, all that - all the fun stuff, right? But, uh, I think the challenge for us is to try to get players to do some stuff that’s not necessarily fun but is necessary. And trying to, in a way, manipulate them and trick them into wanting to do the things that you need them to do to push your narrative forward. And, uh, it’s my belief that, um, the strongest narrative you can tell is by not obfuscating and having any kind of disconnect between who the player is and who the main character is. And so I feel like I personally believe that the - that the first person perspective is the most, is the strongest, uh, in terms of making player connections, um, with the character. Um, and also, and that’s why we even took it a step further where it’s not that you’re playing, uh, as master chief behind the camera, or you’re not playing as Gordon Freeman, or you’re not playing as, uh, uh, Faith from Mirror’s Edge, but that you’re playing as you.