At our company, uh, we do a lot of play testing. So, um, you - you don't want to hand hold people too much, because it just feels a bit degrading. Um, but you need to give them - you need to give them enough information so they that they're not going to hit a wall and just get stuck, and - because that's extremely frustrating when that happens. So, um, we do a lot of play testing and we - we're very careful. We don't try and over-tutorialize the games at first. Uh, typically, we try and under-tutorialize it at first and see where the people - where pe - play testers are having the problems and then add in additional information to try and get them past those problems. Uh, the - that's been pretty common in all of our games, um, because we always make assumptions that the player is going to know more than they do at first, and we always see people having troubles at places we didn't expect. So, the play testing is kind of, like, an essential part of that, uh, getting past the humps, the - the educational humps, I would say, for the games.