Yeah. I think for me, creating and tuning progression is kind of a pretty natural instinct, and I think it’s actually maybe a natural instinct for a lot of designers as well, because whenever you’re creating a game, it’s always easy for you. Playing the game is always a lot easier than it is for other players, and if you’re creating a single player experience, then you-you’re going to start play testing the game, and you’re going to play test the game, you’re going to realize that it’s too hard for most normal people, because they’re not immersed in the game 40 hours a week every single week. And so you start to tune it to be a bit easier, and you realize that you, as a player, the person playing the game, want a little bit something more as well. I wish I was working towards something. I wish I was getting somewhere, because uh, the - not - the moment to moment isn’t as necessarily compelling because I don’t have that extreme difficulty. I’m totally not the correct person to be making that call, that’s why we use play testers, and all of that. And then, for me at least, the progression kind of came naturally from there. Like, okay, I wish I was working towards something. I mean, I’m not always getting my high score, or, or reaching something new, but hey, at least maybe I can be collecting something and working towards a larger goal. And it-it’s always a really nice way, too, because progression creates a kind of - a kind of language around your game, almost. It gives you a way to communicate with other players in the game, you know. Hey, I’m at level 23, versus I’m at Level 100, and it gives us a common language to describe our experiences and kind of connect over that game as well, which I think, you know, really strengthen the overall sense of that game, and that sense of place, almost.