The reason we do power fantasy is it's easy. The reason there are so many guns in games is because guns provide a very abstract useful, shorthand way of projecting power over a distance. I can shoot that guy, and I feel good about it, it takes skill, I mean player skill in games is one of the things I think that we need to explore more, I think it needs to not just be shooting, but you can build up a skill, you feel good about it, it's got a great feedback loop, you know when you missed, you know, especially if there's like a pockmark on the wall, INAUDIBLE. You know, it's got all of these things that like make it very, um, amenable to interactivity, and that's great, But we know we can do that. You know, and so like I think that we, when we appeal to power fantasy, we fail the test of honor in some sense. It's not that power fantasy is all bad, or that it doesn't work, it's that it's the easy thing, and if we always just take the easy route, we risk the cultural ghettoization thing. So yeah, so I think that what, what are the other ways we can, can impact people emotionally. Instead of just power fantasy. So um, and I think we need to push on that. That's where experimentation has to happen.