Of course as a producer, it would be the number of sales. We have to think in terms of market principles and sales. As a creator, it would be how the games is rated and how much positive feedback you received from the players. I try to see it more objectively. I pay attention to the negative feedback as well. Obviously in market principles, you don't want negative feedback. You want everyone to be happy. But we are creating a "tool." If it was a hammer, you would have to think about the user's hands. Maybe Japanese hands are smaller than Americans. Then we should create smaller handles for the Japanese. I think what is important is that my "tool" is being used. I treat feedback as requests from the users, so I want to receive as much feedback as possible. Maybe you can't call it a "success" but for me it shows that my games have reached people. I use that negative feedback to gauge where my games are. And from this feedback we make the necessary changes. Maybe I can shave the handle or change the design for better grip. I use that feedback to help me get to the next step. They help us creators jump up to the next level. I think we shouldn't look away from negative feedback. They give me a feeling of success, that I provided a "good" game.